IF
- CONDITIONAL
RECEIVER
Used for management of conditional flags, asking players yes/no type questions (Gamer Related Model), displaying messages and pictures, hero variable selection, extended dialog boxes and CMD setup.
Note: Since
IF receiver involves, at some point, text messages, be aware that a string
cannot contain the ;
, ^ characters. Example:
!!IF:M^this is a wrong text ; it contains
^special elements^. ^;
!!VRz567:S^wrong text ; it contains ^special elements^. ^;
!!IF:M^this is a correct text. It contains no "special elements".
^;
| !!IF:XXXX; | Management of conditional flags (1-1000), player questions (GRM), plus message and picture display. |
OPTIONS
| B#/$1/$2; | Preset up/change a CMD dialogue (alternative way). See Dialogue Button |
| D#/$1...$15; | Preset up/change a CMD dialogue (alternative way). See Dialogue Button |
| E$1/$2; | We can use the Extended dialogue with IF:E command. See Dialogue Button |
| F$1/$2/$3/$4/$5/$6; | Add hint to IF:E.
This command is an extension to IF:D command. See Dialogue Button |
G#1/#2/#3/#4/#5/(up to #16); |
Set up Radio or Checkbox Dialogue (Up to 12 choices)
See Dialogue Button |
| Show the message (TEXT) on the screen IMMEDIATELY. See Dialogue Button |
|
| Do not show the message on the screen. | |
| M1/$; | Set and get the string parameters. See Dialogue Button |
|
P$; |
Call a PIC/AVI message or Extended message/request number $. |
| Ask the player a question (TEXT) IMMEDIATELY. See Dialogue Button | |
| Q#1/#2/#3/#4^Text^; |
Show a message or request with one picture. |
| Q#1/#2/#3/#4/#5/#6^Text^; |
Show a message or request with two pictures. |
| Q#1/#2/#3/#4/#5/#6/#7/#8^Text^; | Show a message or request with three pictures. See Dialogue Button |
| Q$/....; | Equal to Q...^text^ but ^text^ is a string var with index = the last $ See Dialogue Button |
| Set conditional flag #1 (from 1 to 1000) at once in the meaning #2 (1 or 0). | |
W$; |
Every hero has now 100 variables. Comments: They are called w# (#=1...100) They may be used everywhere when f...t variables. You should set the hero you refer to by these vars: ($=1...155,-1=current) Every time you apply W$ command, you will refer then to a particular hero's variables. !!IF:W-1 refers to the current hero. (see also Flags&Variables section and VR section) |
| X$; | Answer the gamer
Sphinx question $ - number of question (-1 = random) Comments: This brings up the Sphinx question dialog box. All Questions and answers are taken from ZSphinx.txt file. If you have not the TxtEditor, you can use a CmdEditor to add something there. First column - question, second column - answer. For now the exact coincidence of gamer answer with written one means correct. ERM Flag1 will be set to 1 if answer is correct and 0 if answer is wrong. |
Now we have 1000 flags (from 1 to 1000).
Condition Management of the first ten flags
| Set all 10 flags at once. The line XXXX consists of 10 zeroes and
ones. Example: A0100010000 - set all conditional flags into 0 but the second and six. At the beginning of game all the flags set into zero. |
|
| Set the pointed out of the ten
flags. The line XXXX consists of 10
zeroes and ones. Example: S0100010000 set the second and the six into one, the rest are not changed. |
|
| Set off the pointed out
flags. The line XXXX consist of 10 zeroes and ones. Example: R0100010000 set the second and six into zero, the rest are not changed. |