In my game, you can pick up trinkets. Someone asked if they could be stored and I came up with this brute force method of randomly assigning trinkets a value. Maybe you always get the trink1, then trink2, then trink3 and the number randomly assigned to it provides a description? Not sure. Interested in if someone can do this better...
[[Start]]:
//RANDOM NUMBER GENERATOR
squiffy.getRndInteger = function(min,max){
return Math.floor(Math.random() * (max - min + 1) ) + min;
};
@set trink1=0
@set trink2=0
@set trink3=0
@set count=1
[[Ready to try this?]](Init Loop Head)
[[Init Loop Head]]:
set("genNum", squiffy.getRndInteger(1,3));
if ((get("genNum")==1) && (get("trink1")==0)){
set("trink1",get("count"));
set("count",get("count")+1);
}
if ((get("genNum")==2) && (get("trink2")==0)){
set("trink2",get("count"));
set("count",get("count")+1);
}
if ((get("genNum")==3) && (get("trink3")==0)){
set("trink3",get("count"));
set("count",get("count")+1);
}
if (get("count")==4){squiffy.story.go("End Loop");}
else {squiffy.story.go("Init Loop Head");}
[[End Loop]]:
trink1 = {trink1}<br>
trink2 = {trink2}<br>
trink3 = {trink3}<br>
[[Try again?]](Start)
The end result is that each trinket should have a unique value. But boy, is this ever a sledgehammer approach.