ItanoCircus, The Reader
You are Byron Talus, Nobleman of the Wildlands. Raised in the Wildlands on your family's lands, you learned long before your days as a ninja that strength alone protects.
One day, your strength was not enough.
Your homeland lost to you and your people scattered, you became a Ninja in service to the local feudal lord in hopes of finding revenge and returning the Wildlands to their former glory. Yet your first mission is fraught with danger as you delve into the lands of a warmongering rival, Lord Taraco.
Can you and your squad pierce the veil and escape your first trials? Or will you disappear from the pages of history in the Era of Shadows?
Recent PostsRequesting Script Assistance - Read Help & Info on 2/12/2015 11:58:47 AM
I wasn't aware that flooring existed and thought these numbers existed in their decimal format. However, I'm now finished and publishing the storygame "Era of Shadows: The Concealed Dagger", which is my first storygame and is making use of all the help I've been given.
Thank you so much, and I look forward to your brutal honesty!
Requesting Script Assistance - Read Help & Info on 2/12/2015 9:55:26 AM
Oh okay, I'm beginning to understand now. What is and what's the issue with flooring? If I take out the "+1" at the end, will this still work?
Sorry for the response delay, I had to fly to Japan ^^ Thanks again though!
Requesting Script Assistance - Read Help & Info on 2/10/2015 10:52:41 AM
Yeah, it's a little more complicated than I thought it would be to implement ><
I'm trying to check if a variable called CHALLENGE SCORE (might name it something shorter) is greater than or equal to the variable AWARENESS plus the result of the random die roll that has the value of TENSION, where TENSION and AWARENESS are variables that increase throughout the game but I will be setting CHALLENGE SCORE manually (depending on the page and challenge). The goal is something like this:
Let's use AWARENESS = 3 and TENSION = 5 on a page where there is a challenge with a CHALLENGE SCORE of 6.
IF 6 >= 3 + 1d5: # Then this is a SUCCESS, so...
Disable YOU FAILED link.
ELIF 6 < 3 + 1d5 # Then this is a FAILURE, so...
Disable SUCCESS! link.
Requesting Script Assistance - Read Help & Info on 2/10/2015 8:42:48 AM
I went into Scripts to try and create the following to get around the character limitation inside the variable checks, but I'm still reaching an error:
%SCORE := %AWARENESS + 1D%TENSION
When I click "Validate" it gives an error saying it doesn't understand 'D' (Col 25 Error). If I can manage to make THIS work I can just set link restrictions based on the value of SCORE. Anybody able to tell me what's wrong with the above?
Thanks again all ^^
Requesting Script Assistance - Read Help & Info on 2/10/2015 12:30:14 AM
The problem with this method is that my variables are named AWARENESS and TENSION. As such, they're too long for me to set them into SCORE >= AWARENESS + 1d(TENSION) format >< I'll check back in later and look into the scripting side to see if there's something I could do on that front.
Thanks again though! Any additional assistance would be greatly appreciated.
Requesting Script Assistance - Read Help & Info on 2/9/2015 11:10:11 PM
Thanks to Sethaniel and the other posters that helped me, I've managed to set up the Variables in my game and correct my links. The problem I'm having now is that I want to use those Variables to limit or enable a player's next move by combining them in a script... and I have no idea how to do that. The closest I get are some hints that I can do this from the Beginner's Section for Scripting and that it could be possible with pre-page load scripting (courtesy of the Intermediate Scripting guide), but actual implementation is eluding me.
The goal is to somehow get it so that when the page shows a CHALLENGE SCORE the following is run:
Result = (CHALLENGE SCORE - AWARENESS - 1d(TENSION))
If Result >= 0:
Disable bad link (the link to the "YOU FAILED" section)
elif Result < 0:
Disable good link (the link to the "SUCCESS" section)
The problem is that I have no understanding of how to do that in this format or even know if it can be done at all. Any assistance I could get with this would be greatly appreciated :) Thanks again CYS community!
Advanced Storygame - How to Set Counters? on 2/9/2015 6:45:35 AM
Thank you Sethaniel and everybody else for your assistance :) I'll throw the story up in the next couple of hours and am looking forward to your recommendations, criticism, and feedback!
Advanced Storygame - How to Set Counters? on 2/8/2015 6:06:11 AM
Hello everybody. While work overseas did take me out for a while, I'm happy to say that my first storygame is drafted up and good to go. Unfortunately, it need some assistance before I send it out for your general (hopefully) enjoyment.
There are two counters that can be built up during the game, TENSION and ENEMY AWARENESS. How high these values are and calculations made with them are important for behind-the-scenes challenges and checks. While some choices are simple (I'll go left instead of right), others are more complex (If Challenge Score - Enemy Awareness - 1d(Tension) >= 0, succeed, otherwise go to this different section). With that, I need help with the following:
- How to set up these two counters in an Advanced Storygame
- How to create the calculations behind the scenes
- How to make the game ONLY link the result of a challenge, but show both options so that player know there was a check or a chance to both succeed and fail.
I did read the guides and understand that it's not advised that your first game be an Advanced Storygame, but I feel that there's too much work required of the reader for me to simply put this as a regular storygame and reveal the mechanics for them to figure out themselves. I also feel that since the story is completed that this is the last lynchpin before releasing the game itself. As such, the speed at which I get answer is directly related to how soon it will come out here.
Thank you again for all your assistance and I hope you enjoy the final product!
Through Time: an Olivia's story arc question. on 4/13/2014 1:51:56 AM
Yeah, I figured that out myself. Still, finding Olivia's ending was a bit more difficult than Tina and Allison's Good End. I wish you the best of luck on finding Ian's Good End... that was a headscratcher.
I definitely liked "Through Time" though. Just wish it were longer so I could play more of it :D
Hi jibble here. on 4/13/2014 1:49:13 AM
Greetings Jibble, make sure to try out my Let's Play: Lone Wolf!! in the Forums :)