Difference between revisions of "Conditions and Values"

From The Official Visionaire Studio: Adventure Game Engine Wiki
m
Line 24: Line 24:
 
</div>
 
</div>
 
</div></div>
 
</div></div>
 +
 +
<strong>Values</strong> on the other hand are a lot more flexible than conditions as they support both "string" & integer values as well as randomly generated integer values. Values can also be included inside of displayed text via like so:
 +
 +
Example 1: including an integer value into a displayed text; value name: money_total
 +
<syntaxhighlight>
 +
I currently have $<v=money_total>.
 +
</syntaxhighlight>
 +
 +
Example 2: including a string value into a displayed text; value name: player_name
 +
<syntaxhighlight>
 +
You have decided to call your protagonist <vs=player_name>.
 +
</syntaxhighlight>
 +
 +
 +
Value strings are probably not really much use at the current time due to Visionaire Studio currently lacking true key input methods for text based input & text based puzzles.
 +
 +
 +
Although you can set an initial string value for values you can not edit them via the "set value" action part (I'm not sure why) instead you will need to edit them via a simple bit of Lua scripting inside of an "execute a script" action part.
 +
 +
 +
<syntaxhighlight>
 +
getObject("Values[insert value name here]"):setValue(VValueString, "insert new string text here")
 +
</syntaxhighlight>

Revision as of 17:00, 26 August 2013

Conditions & Values are a fundamental necessity when it comes to game development, as they are used to control what events have taken place or have yet to take place; from actions, dialog choices, to puzzles & so forth.


Conditions: only have two options of a Boolean nature, which are: true or false. Conditions are the simplest form of determining if an event has passed or has yet to come to pass. Conditions unlike values serve 2 purposes in Visionaire Studio: they can be used in if else queries & they can also be directly linked inside of an objects, dialogs or interface buttons properties tab to determine if the aforementioned object, dialog choice or interface button should be active (shown) or disabled (hidden). If disabled then the any images or animations linked to the object will be hidden & all actions associated with the object will also be unavailable.


You can create 2 types of conditions:
1. Variable: this is a single condition which contains a boolean value of true or false.
2. Combined: this allows you to link 2 single conditions & set "and", "or" query to link to an object.



Additional Info

Combined conditions can be useful, but I find Values are a lot more flexible when it comes to multiple conditions needing to met for certain events to be performed. The in editor if query system is not as flexible as writing if queries with Lua mind as there is no method for creating the "and" or "or" operators. Also there is no "elseif" which means that for each if you create that there should also be the same amount of end if.

Values on the other hand are a lot more flexible than conditions as they support both "string" & integer values as well as randomly generated integer values. Values can also be included inside of displayed text via like so:

Example 1: including an integer value into a displayed text; value name: money_total

I currently have $<v=money_total>.

Example 2: including a string value into a displayed text; value name: player_name

You have decided to call your protagonist <vs=player_name>.


Value strings are probably not really much use at the current time due to Visionaire Studio currently lacking true key input methods for text based input & text based puzzles.


Although you can set an initial string value for values you can not edit them via the "set value" action part (I'm not sure why) instead you will need to edit them via a simple bit of Lua scripting inside of an "execute a script" action part.


getObject("Values[insert value name here]"):setValue(VValueString, "insert new string text here")