The Dink Network

the global, story

May 6th 2003, 06:46 AM
fairy.gif
glennglenn
Peasant He/Him Norway
GlennGlenn doesn't want a custom title. 
i dont know much about the story global
and i need some help
can someone tell
when should i use
if (&story == 0)
if (&story < 0)
if (&story > 0)
if (&story <= 0)
if (&story <= 0)

May 6th 2003, 07:26 AM
pq_frog.gif
Ric
Peasant They/Them Canada
 
Usually we use &story to advance the storyof the game (it could be used for other things but then why call it story...)
when you complete a task you could enter the line &story =2; then elsewhere have a room script that says
if(&story == 2) { &vision = 2; }
placing a bridge or removing a door in the 2nd vision of that screen allowing you to continue to the next area, or give you a weapon or anything. Any script can read a global like &story and can use if(&story == n) to change the game. Often if you want something be be set for the entire time &story is early or late in the game, use: if(&story < n) less than, or
if(&story > n) greater than.
Remember a space before and after the == , < , or >.

Magicman is right, only it's worse than not working. It sometimes works. Include that space or you might pull out your hair trying to figure out what is wrong.
(About the return thing, posting on the board just didn't copy the spacing as written.)
May 7th 2003, 08:10 AM
custom_magicman.gif
magicman
Peasant They/Them Netherlands duck
Mmmm, pizza. 
if(&story == 2) { &vision = 2; }
You should also place hard returns after the if-statement, the brackets and the vision-expression.
A space is needed after the word if itself.
Sorry to correct you, but else the script won't work too well.