counters in a if statement

[b]10 Luxury Home Remodeling Trends[/b]

LED lights will heighten the original $200,000 lighting budget by $80,000. That figure is $40,000 less than projected costs using traditional lights, and would stretchthe installments from three to seven years. Could possibly lower the city's 2012 payment from $156,000 to $75,400.
How to find infor: [url=https://losi.com.vn/]https://losi.com.vn/[/url]
Read plan you receive includes carefully opt for desired brightness level among available decisions. You can compare bulb illumination, for example, a 3Watt LEDlight bulb is equivalent in output to a 45 Watt incandescent light. The new method for comparing bulbs' brightness is lumen. Lumen is the measure of perceivedbrightness, and car loans generally the lumen, the brighter the lamp. By 2012, all bulb packages must display lumen as internet site measure for comparingbulbs, the Ftc.
[img]https://i.imgur.com/A8RKZuH.jpg[/img]
Motorcycles are nice to observe. Whether they are method of recycling looking bike, or a custom made look, motorcycles demand attention. When the weather isideal passing a motorcycle is really common though. LED lighting for motorcycles gives your bike personality. Marketing to blend into the crowd and a motorbikelighting kit is exactly thing adjust any bike from ordinary to head turning. There are also different colors available to ensure that your bike can reflect a smallamount of your character. Whether you choose a bold color like orange, or a not so formal color like white, your bike will certainly stand out at night or any kindof dark district.
Here is my page: [url=https://losi.com.vn/danh-muc/den-led-nha-xuong-highbay/]đèn led công nghiệp[/url]
Now we again have a "New" technology for light. Light Emitting Diode lighting itself is based a good old technology that already been in use since morrison a pardon1960's. All of us grew together with LED appliance. They are the little colored lights in every piece of electronic equipment you can think of from the greenlights on the front of my computer back on the first VCR machine my dad purchased inside the 1970's. The reason why is lighting warehouse considered "New"?The ability of producing White light. It was not commercially viable to produce white light until about 3 in the past.

Having a thumb break on your leg gun holster might be a matter to secure your marker in place as well as for quick release for marker retrieval. If for example thehave a custom-made holster, you might prefer a control button thumb break instead. But for those who've multiple marker models, a Velcro or hook and loopthumb break would be better alternate choice.
[img]https://i.imgur.com/DxI6oys.jpg[/img]
Lighting Direct not only offers just the right lighting options but also carries full range of lighting supplements. From light bulbs to lamp shades you obtain it all infactor easy incorporated with this website.
Here is my blog: [url=https://www.flickr.com/people/losivn/]https://www.flickr.com/people/losivn/[/url]
Lights of course have a significantly longer lifespan than conventional types of glowing and fluorescent an individual's. On standard average LED lights have theability of life 10 times as long as other lights. So of course you don't have to spend a bunch time and money on for guys to hide replacement your personal.


'counters' in the GUI/Editor are just Integer VARIABLES, usually used for 'counting' (addition by +1):

for example, in code:

// initial/old Value:
player.strength = 0

// incrementing/addition by +1 (in the GUI/Editor: the 'increase counter' script):
player.strength = player.strength + 1


// the Assignment Operation in programming:

the FINAL value on the right side of the equal sign is STORED INTO the VARIABLE on the left side of the equal sign

VARIABLE = VALUE_OR_EXPRESSION

// conconceptually:
// VARIABLE <=== VALUE_OR_EXPRESSION*

*the expression is done first, and its FINAL value/result is what is STORED INTO the variable

for examples:

VARIABLE = 5 + 10
// the FINAL value of '15' is STORED INTO the VARIABLE

VARIABLE = "mama" + "mia"
// this is known as 'concatenating' (literally putting together / next to each other), and involves Strings, such as "mama" and "mia"
// the FINAL value of 'mamamia' is STORED INTO the VARIABLE

Math's Addition vs String Concatenation:

5 + 5 = 10
55 + 55 = 110

"5" + "5" = "55"
"55" + "55" = "5555"
"mama" + "mia" = "mamamia"
"mama" + "5" = "mama5"


// conceptually, how the arithmetic (addition in this example) works with the Assignment Operation:

// player.strength (NEW) = player.strength (OLD: 0) + 1
// player.strength (NEW) = (0) + 1
// player.strength (NEW) = 1
//
// new value: player.strength = 1
//
// old value: player.strength = 1
//
// player.strength (NEW) = player.strength (OLD: 1) + 1
// player.strength (NEW) = (1) + 1
// player.strength (NEW) = 2
//
// new value: player.strength = 2
//
// etc etc etc


so, an example of how to do what you want in the GUI/Editor (Attribute VARIABLES and the 'if' Script usages)


Attribute VARIABLES usage:

creating our own custom Integer ("counter") Attribute VARIABLES, not using the built-in 'health' Integer Attribute VARIABLE:

'player' Player Object -> 'Attributes' Tab -> Attributes (box at the bottom) -> Add -> (see below, repeat as needed)

[Object Name: player]
Attribute Name: stamina
Attribute Type: int // (integer)
Attribute Value: WHATEVER_INITIAL_VALUE_YOU_WANT_IT_AT

[Object Name: player]
Attribute Name: life
Attribute Type: int // (integer)
Attribute Value: WHATEVER_INITIAL_VALUE_YOU_WANT_IT_AT

in code of the above example:

<object name=player">

  <inherit name="editor_object" />
  <inherit name="editor_player" />

  <attr name="stamina" type="int">WHATEVER_INITIAL_VALUE_YOU_WANT_IT_AT</attr>

  <attr name="life" type="int">WHATEVER_INITIAL_VALUE_YOU_WANT_IT_AT</attr>

</object>

the 'if' Script:

'WHATEVER SCRIPTING ELEMENT (Object's Script Attribute, Verb, Command, Function, Turnscript, Timer, etc)' Element -> (see below)

(run as script) -> add new script -> 'scripts' section/category -> 'if' Script -> (see below)

if [EXPRESSION] player.life < 100

-> then -> add new script -> 'output' section/category -> 'print a message' Script -> (see below)

print [EXPRESSION] "BLAH BLAH BLAH"

else if [EXPRESSION] player.stamina < 20

-> then -> add new script -> 'output' section/category -> 'print a message' Script -> (see below)

print [EXPRESSION] "BLAH BLAH BLAH"

as code, it'd look like this:

if (player.life < 100) {
  msg ("BLAH BLAH BLAH")
} else if (player.stamina < 20) {
  msg ("BLAH BLAH BLAH")
}

in code, example as a Function:

<game name="EXAMPLE">

  <attr name="start" type="script">

    example_function

    player.life = player.life - 100

    example_function

    player.life = player.life + 100
    player.stamina = player.stamina - 40

    example_function

    player.life = player.life - 100
    player.stamina = player.stamina - 10

    example_function

  </attr>

</game>

<object name="room">

  <inherit name="editor_room" />

</object>

<object name=player">

  <inherit name="editor_object" />
  <inherit name="editor_player" />

  <attr name="parent" type="object">room</attr>

  <attr name="stamina" type="int">150</attr>

  <attr name="life" type="int">50</attr>

</object>

<function name="example_function">
  if (player.life < 100) {
    msg ("ONE")
  } else if (player.stamina < 20) {
    msg ("TWO")
  } else {
    msg ("THREE")
  }
</function>

------------------------------

output:

THREE
ONE
TWO
ONE

as you can see... you may not want the logic design that you provided to us:

If Health = 100

then ( Message Here)

else If Health is < 100
Then (different message)

else if Stamina < 20
then (different message)

(err, I didn't see the first 'if health = 100' code line, my bad)

but still, you may need to adjust your logic design regardless

(if need help with the logic, ask, as its too complicated to explain, as there's many combinations of logic)

for a quick example, there's a big difference in logic between:

if (XXX) { XXX }
if (XXX) { XXX }
if (XXX) { XXX }

// all 3 'ifs' are done no matter what (all 3 'ifs' are always done)

vs

if (XXX) { XXX }
else if (XXX) { XXX }
else if (XXX) { XXX }

// the 'else ifs' are ONLY done if the previous (the one above) condition testing fails


Is this for a game book or text adventure? I have a feeling they handle counters differently, and I am not familiar with how game books do it.


This topic is now closed. Topics are closed after 60 days of inactivity.

Support

Forums