FPSC 1.20.018
BlackFox, I was praying you would take a look.
right now BOTH armors activate.
Quote: "While I do not use the makesvar=x y z command, it does say the following in the script syntax"
Now the reason I put makesvar the way I did is that the only makesvar=x y z command that works is.
:state=0:makesvar=LevelsCompleted 9 LComplete,state=1
:state=1:savesvars,state=3
And it kinda works backwards from the code file.
LevelsCompleted is put in the setup.ini file with a value of 9
I also found that only the LAST makesvar/savesvars
in a 5 level built test is actually saved in the Setup.ini.
I would build a 5 level test with
:state=0:makesvar=LevelsCompleted 9 LComplete,state=1
:state=1:savesvars,state=3
in each level. with the varaible 1 in level one 2 in level 2 and so on. exiting the game at each level shows only the current variable, no matter if you played 3 levels and exit only the last level's LevelsCompleted=3 would be in the setup.ini
In summary only
:state=0:makesvar=LevelsCompleted 9 LComplete,state=1
:state=1:savesvars,state=3
works.
The newest test.
Trigger1=armourwon.fpi
Trigger1=armourwon.fpi
:state=1:dimvar=armourwon,state=2
:state=2:setvar=armourwon 1,state=3
:state=3
Trigger2=goldwon.fpi
Trigger2=goldwon.fpi
:state=1:dimvar=gold,state=2
:state=2:setvar=gold 1,state=3
:state=3
Trigger3=armourTEST_1.fpi
;Triggers
:state=0:dimvar=armourwon
:state=0:dimvar=Gold
:state=0:state=1
:state=1,varequal=Gold 0:state=38
:state=1,varequal=armourwon 0:state=38
:state=1,varequal=Gold 1:state=3
:state=1,varequal=armourwon 1:state=5
:state=3:setalphafade=100,RUNFPI=ArmourRregen2pts.fpi
:state=3:state=38
:state=5:setalphafade=100,RUNFPI=ArmourRregen1pts.fpi
:state=5:state=38
:state=38:destroy
Trigger4=ArmourRregen1pts.fpi
;Triggers
:state=0:setarmx=7.9,setarmy=66
:state=0:hudreset,hudx=8.5,hudy=70,hudimagefine=databank/armour.png,hudname=arm100,hudhide=1,hudmake=display
:state=0:dimvar=armourvalue
;:state=0:hudreset,hudx=8.5,hudy=67,hudsizex=16,hudsizey=16,hudimage=gamecore\huds\numeric1.dds,hudname=armour,huduservar=armourvalue,hudtype=6,hudmake=numeric
:state=0:hudshow=arm100
:state=0:armon=1,setarm=100,state=10
:state=10:etimerstart,state=11
:state=11,etimergreater=3000:arminc=1,etimerstart
:state=11:setvar=armourvalue $ARM
:state=11,vargreater=armourvalue 100:setarm=100,setvar=armourvalue 100
Trigger5=ArmourRregen2pts.fpi
;Triggers
:state=0:setarmx=7.9,setarmy=66
:state=0:hudreset,hudx=8.5,hudy=70,hudimagefine=databank/armour.png,hudname=arm100,hudhide=1,hudmake=display
:state=0:dimvar=armourvalue
;:state=0:hudreset,hudx=8.5,hudy=67,hudsizex=16,hudsizey=16,hudimage=gamecore\huds\numeric1.dds,hudname=armour,huduservar=armourvalue,hudtype=6,hudmake=numeric
:state=0:hudshow=arm100
:state=0:armon=1,setarm=100,state=10
:state=10:etimerstart,state=11
:state=11,etimergreater=3000:arminc=2,etimerstart
:state=11:setvar=armourvalue $ARM
:state=11,vargreater=armourvalue 100:setarm=100,setvar=armourvalue 100
I put Trigger1 and Trigger2
in first level
Second level I put
Trigger3=armourTEST_1.fpi
Trigger4=ArmourRregen1pts.fpi
Trigger5=ArmourRregen2pts.fpi
Third level I put Hurt zone and win zone.
bringing armour hit points down shows both
Trigger4=ArmourRregen1pts.fpi
Trigger5=ArmourRregen2pts.fpi
are active.
My brain is fried.. Right now the only solution is to make 3 copies of each remaining level..
1st copy no armour
2nd copy armour regen of 1
3rd copy armour regen of 2
Lastly. I see I can still use the
:state=0:makesvar=LevelsCompleted 33 LComplete,state=1
:state=1:savesvars,state=3
if they win the Gold and levelcomplete 32 if they win the first quest.
I was in hopes of using internal code as I use a outside program to control the game as each series of levels are completed but as savesvars and makesvar do work for one variable per set of levels i really needed to do this internally.
Thanks for looking.. if you know of a way to test 2 variables and only use ONE, please advise me.