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northstar
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Name: steven

[END] script

Post by northstar »

just one more thing (i'm sure you've heard that one before), i seem to be having trouble with the [END] command, and i think this is quite important in shaping dialog... my example of what i'm working on...

Code: Select all

//alex
include scripts/1

r_script_node "main" [result "Hello, i'm alex, C-1 S-9... i don't need a faction be-cause orge's already have a faction"] [
	case (r_global_set $applequest 0)
	r_response "how nice for you" "normal"	
	]
	   
	r_script_node "normal" [result "would you like to do a simple quest for me?"] [
		r_response "maybe... what would i have to do" "normal2"
		r_response "no... Goodbye" 
	]
		
	r_script_node "normal2" [result "please take this apple, and that apple, to my brother Dan over there... but be careful not to talk to roger"] [
		r_response "ok... whats in it for me?" "normal3"
		r_response "no way... do it yourself lazy ogre." 
	]
		
	r_script_node "normal3" [result "he will reward you with a mighty power... do you accept the quest?"] [
		r_response "yes" "normal4"
			//if case (r_global_get $applequest 0)  "normal4"
			//if case (r_global_get $applequest 1)  "normal5"	
		r_response "no"
	]
		
	r_script_node "normal4" [result "horray!!"] [
		case (r_global_set $applequest 1) 
		r_additem player 2 1				
		r_journal_record "Accepted Apple Quest:" "you must take 2 apples to Dan in the wastelands for an unknown reward"
	] [END]
	
	r_script_node "normal5" [result "you already have a quest"]
as you can see i've tried a few ways to workaround so the player doesnt just come back and get another apple from the NPC... and i would also use it for jumping over earlier dialog... this is a real stickler for scripting gameplay... there has to be a way
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kddekadenz
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Re: [END] script

Post by kddekadenz »

Code: Select all

case (r_global_set $applequest 0)
has to be

Code: Select all

if ( = (r_global_get $applequest) 0) [
Kelgar is an advanced RPG beeing developed in Sandbox
northstar
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Posts: 208
Joined: March 1st, 2012, 1:17 pm
Name: steven

Re: [END] script

Post by northstar »

ok, that makes logical sense, thx, i'll work on that... you'll have to forgive my lack of knowledge of the proper syntax's and such, i'm only in my first few hours of scripting, but i'm a quick study... i figure it will only take a couple weeks for me to get a beta for you guys to double-check and maybe add to if i forgot something you think is important... before i put it to film for you to offer suggestion... before i upload to the internet...

you're suggestion will probably answer that particular script, and for that i am grateful... but there was a higher question there... in hirato's tutorial, in the first script... we were able to jump over entire dialogs after they played once by using the [END] function... is that not true now? or do we need to work around it like i did above...

this scripting stuff is great... it took a few hours before i could wrench my forwards logic around to a logic that is quite different... in, out, sideways and backwards, my brain is having a field day :)

i'm an end-user, and that is what i am aiming at... a simple process towards just making a game... and if you want to program or get more detailed and complex, you're more than welcome at PAS...

thanks again for your help... NS
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kddekadenz
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Joined: July 17th, 2011, 11:02 am
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Re: [END] script

Post by kddekadenz »

Please use SHIFT!
northstar wrote:in hirato's tutorial, in the first script... we were able to jump over entire dialogs after they played once by using the [END] function... is that not true now? or do we need to work around it like i did above...
I think you mean this part:
Wiki wrote:r_script_node "thankyou" [result "Thank you very much, I will never forget this" [
r_response "[End]" ""
]
This would actually link to a dialogue node called [End] :o

You have to do it using global variables.

I'm looking forward to see your game :)
Kelgar is an advanced RPG beeing developed in Sandbox
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