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Save-Point - Hidden Morality system (AFFECTS GAMEPLAY! DRAMATICALLY!)

Save-Point

Full Version: Hidden Morality system (AFFECTS GAMEPLAY! DRAMATICALLY!)
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He was suggesting using a game variable just as I did. Except while I used the actual Game Variable 3, he noted that you can name a variable in the engine as "Morality". I just used the actual RMXP engine's coding while he used (what we call in the community as) pseudo-code.

If you kill a human, you lose 10 points. Kill a robot, you gain 10 points... to your Morality variable. Doing that, you 'd use what I showed in the Battle processing example above.

Then it's just a case of using that variable in your messages. That was what he meant.

Pseudo-code doesn't use actual Script Code. It just lays out a plan in basic English.
(08-21-2016, 04:46 AM)DerVVulfman Wrote: [ -> ]He was suggesting using a game variable just as I did.  Except while I used the actual Game Variable 3, he noted that you can name a variable in the engine as "Morality".   I just used the actual RMXP engine's coding while he used (what we call in the community as) pseudo-code.

If you kill a human, you lose 10 points.  Kill a robot, you gain 10 points... to your Morality variable.  Doing that, you 'd use what I showed in the Battle processing example above.

Then it's just a case of using that variable in your messages.  That was what he meant.

Pseudo-code doesn't use actual Script Code.  It just lays out a plan in basic English.

ah I see...we needed a more "permanent" gain of points for different sides that would affect multiple sections of the game including graphics and audio

but thanks for explaning! Grinning
Permanent?
I see, I think you're not confident enough with events to fully understand their power, the method suggested is absolutely that. Good luck either way!
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