So I have four characters, each with their own path. I want to make so the character with the highest points is the path you get but it's not working right.
Here's the code I put in
if kagomepoints > 2:
call kagomepath
if ryupoints > 3:
call ryupath
if zankipoints > 4:
call zankipath
if harupoints > 2:
call harupath
please help me
Love Point Problem
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- ShippoK
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Re: Love Point Problem
Ah, point codes... They're the greatest hurdle through any newcommer.
Try this.
Remeber;
>= More or Equal
<= Less or Equal points
Try this.
Code: Select all
if kagomepoints >= 2 and kagomepoints:
call kagomepath
if ryupoints >= 3 and ryupoints:
call ryupath
if zankipoints >= 4 and zankipoints:
call zankipath
if harupoints >= 2 and harupoints:
call harupath
>= More or Equal
<= Less or Equal points
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- Fenrir34
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Re: Love Point Problem
ShippoK wrote:Ah, point codes... They're the greatest hurdle through any newcommer.
Try this.Remeber;Code: Select all
if kagomepoints >= 2 and kagomepoints: call kagomepath if ryupoints >= 3 and ryupoints: call ryupath if zankipoints >= 4 and zankipoints: call zankipath if harupoints >= 2 and harupoints: call harupath
>= More or Equal
<= Less or Equal points
oh ok. Thank so much. But can you show how to write that? Not good with these codes very much
- ShippoK
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Re: Love Point Problem
Fenrir34 wrote: oh ok. Thank so much. But can you show how to write that? Not good with these codes very much
Code: Select all
label start:
define MC = Character('(MC):', color="#4C4646") #Sets up the names
define Kagome = Character('(Kagome):', color="#4C4646")
$ callkagomepath = False #Opens or Closes labels
$ callharupath = False
$ callzankipath = False
$ callryupath = False
$ afterschool = True
label afterschool: #Example label
MC "Let's call..." #MC Talking
#If the numbers above meet they will jump to the label and ignore the rest.
if kagomepoints >= 2 and kagomepoints:
#If Kagome has this number, she'll be called while the rest are ignored.
$ callkagomepath = True
jump callkagomepath #This jumps to label Callkogomepath. Same for the rest
if ryupoints >= 3 and ryupoints: #If Kagome does not, then Ryu will and so on.
$ callryupath = True
jump callryupath
if zankipoints >= 4 and zankipoints:
$ callzankipath = True
jump callzankipath
if harupoints >= 2 and harupoints:
$ callharupath = True
jump callharupath
#If no one meets it.
MC "My mother!"
jump nextscene
label callkagomepath:
MC "Hello Kagome!"
kagome "Blah, Blah, Blah"
jump nextscene
label nextscene:
"The next day..."
(I didn't put to much did I?)
Much Appreciated for those who took the Survey!
Eyes of Gold [BL (Suspense) (+18)] IN-PROGRESS
Alternate Online [(Friendship) (+10)] ON-HOLD
•DeviantART• •[Honest critique] - 'Honesty is its own reward.'•
Eyes of Gold [BL (Suspense) (+18)] IN-PROGRESS
Alternate Online [(Friendship) (+10)] ON-HOLD
•DeviantART• •[Honest critique] - 'Honesty is its own reward.'•
- Fenrir34
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Re: Love Point Problem
thank you so much. I think this will help. By the way do you know a way for me to do side images. I've seen many people do and I kind of wanted it for my main characterShippoK wrote:Fenrir34 wrote: oh ok. Thank so much. But can you show how to write that? Not good with these codes very muchThere's a more fancier way to do it, but this is how I go around to making it.Code: Select all
label start: define MC = Character('(MC):', color="#4C4646") #Sets up the names define Kagome = Character('(Kagome):', color="#4C4646") $ callkagomepath = False #Opens or Closes labels $ callharupath = False $ callzankipath = False $ callryupath = False $ afterschool = True label afterschool: #Example label MC "Let's call..." #MC Talking #If the numbers above meet they will jump to the label and ignore the rest. if kagomepoints >= 2 and kagomepoints: #If Kagome has this number, she'll be called while the rest are ignored. $ callkagomepath = True jump callkagomepath #This jumps to label Callkogomepath. Same for the rest if ryupoints >= 3 and ryupoints: #If Kagome does not, then Ryu will and so on. $ callryupath = True jump callryupath if zankipoints >= 4 and zankipoints: $ callzankipath = True jump callzankipath if harupoints >= 2 and harupoints: $ callharupath = True jump callharupath #If no one meets it. MC "My mother!" jump nextscene label callkagomepath: MC "Hello Kagome!" kagome "Blah, Blah, Blah" jump nextscene label nextscene: "The next day..."
(I didn't put to much did I?)
- Fenrir34
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Re: Love Point Problem
thank you very much
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