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#11 |
Jack Burton
![]() Join Date: July 13, 2001
Location: Stumptown
Age: 53
Posts: 5,444
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That was my point with coinamountxx. They can't be bought. And since you would need to do special events to get food, you might as well handle the whole thing that way. I personally would use logic block events to set up character ASLs for each member of the party for food, water, etc. Then, when you 'sold' your food or water, it would just tick up the number in the ASL the appropriate amount.
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#12 |
Symbol of Cyric
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I coundn't ever get ASLs to work right. I know you gave an example on how they work with the changing the wall demo, but I couldn't figure out how to make an ASL and/or read it. I cannot remember what I was doing, so I cannot tell you what I did wrong. I should try again and then I can actually show you and you could correct me on my mistakes
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#13 |
Jack Burton
![]() Join Date: July 13, 2001
Location: Stumptown
Age: 53
Posts: 5,444
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The ASLs work exactly as variables do in programming. Thee are specific kinds - character, party, global, level, and temp (I might have forgotten one). Temp ASLs last only until the game session is done.
ASLs can hold a numeric value or a text string. |
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#14 |
Symbol of Cyric
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Do they work the same in both logic block and scripts? What I understood, even tho I can't get it to work, is that you could logic block "set (type) ASL" and enter in the box: ASLvariable = value (type = party, global,temp, ect and ASLvariable was a variable name and value an integer or string) OR you could define in scripts as $SET_(type)_ASL( ASLvaraible, value)
correct me if wrong, but they should both work that way... ST
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#15 |
Jack Burton
![]() Join Date: July 13, 2001
Location: Stumptown
Age: 53
Posts: 5,444
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You are combining two steps into one. You have to name your ASL and then you may give it a value to hold.
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