I’ve been at this for probably 6 hours now and basically i wanna make a number code which the equation is calculated by which note on a instrument that you play: so that the game can check if the code is valid and then proceed to react, I honestly have tried 40 different approaches that don’t seem to want to work, even if someone could tell me why its not working that would be great
The script details 3 phases of blowing a horn, the player can select a note from A-G during any of the 3 phases, the phase will depend on the number in the code which changes using maths, the first phase being in the hundred units, the second phase being in the tens units and the third phase being in singular digit units. so if i were to play
E (500) C (30) A (1)
the code should be 531 as told by the number which varies: Hornmelody
The game keeps telling me it equals WEIRD things: like 513 or 53 or 503 or 510 but the maths is all the same no matter which approach i go for so i am stuck
if anyone can help thanks, im sorry for such an obscure question
Hornsounding is a number that varies. Hornsounding is 0.
Hornproceeding is a number that varies. Hornproceeding is 0.
HornMelody is a number that varies.
Blowing Horn is an action applying to one thing
CheckingHornCode is an action out of world.
understand "check horn code" as Checkinghorncode.
carry out checkinghorncode:
say "[hornmelody]";
an instrument is a kind of thing.
a wind-instrument is a kind of instrument.
Understand "blow [wind-instrument]" as blowing horn.
Horncounter is a number that varies. Horncounter is 1
every turn:
if horncounter is 3:
say "You finish your melody upon the horn. [line break]";
say "[HornMelody]";
now Hornsounding is 0;
now Hornproceeding is 0;
now horncounter is 4;
every turn:
if horncounter is 4:
the blowing horn decodes in 1 turns from now.
every turn:
say "[Hornmelody]"
at the time when the blowing horn decodes:
if hornproceeding is 0:
say "[Hornmelody]";
now Hornmelody is 0.
Carry out Blowing Horn:
if player has The Blowing Horn:
say "You hold the horn to your lips...[line break]";
say "[bold type] Choose a note to blow [Roman type] [Paragraph break] [Bold type] -A [line break] -B [line break] -C [line break] -D [line break] -E [line break] -F [line break] -G [line break] Nevermind";
now Hornsounding is 1;
continue the action.
Understand "A" as a mistake.
Understand "B" as a mistake.
Understand "C" as a mistake.
Understand "D" as a mistake.
Understand "E" as a mistake.
Understand "F" as a mistake.
Understand "G" as a mistake.
After reading a command when Hornsounding is 1:
if the player's command matches "A":
say "You blow an A note";
play the sound of HornA on foreground;
now Hornproceeding is 1;
if horncounter is 0:
now Horncounter is 1;
now HornMelody is HornMelody + 100;
try silently waiting;
otherwise if horncounter is 1:
now Horncounter is 2;
now HornMelody is HornMelody + 10;
try silently waiting;
otherwise if horncounter is 2:
now Horncounter is 3;
increment Hornmelode;
try silently waiting;
otherwise if the player's command matches "B":
say "You blow a B note";
play the sound of HornB on foreground;
now Hornproceeding is 1;
if horncounter is 0:
now Horncounter is 1;
now HornMelody is HornMelody + 200;
try silently waiting;
otherwise if horncounter is 1:
now Horncounter is 2;
now HornMelody is HornMelody + 20;
try silently waiting;
otherwise if horncounter is 2:
now Horncounter is 3;
increment Hornmelody;
increment Hornmelody;
try silently waiting;
otherwise if the player's command matches "C":
say "You blow a C note";
play the sound of HornC on foreground;
now Hornproceeding is 1;
if horncounter is 0:
now Horncounter is 1;
now HornMelody is HornMelody + 300;
try silently waiting;
otherwise if horncounter is 1:
now Horncounter is 2;
now HornMelody is HornMelody + 30;
try silently waiting;
otherwise if horncounter is 2:
now Horncounter is 3;
increment Hornmelody;
increment Hornmelody;
increment Hornmelody;
try silently waiting;
otherwise if the player's command matches "D":
say "You blow a D note";
play the sound of HornD on foreground;
now Hornproceeding is 1;
if horncounter is 0:
now Horncounter is 1;
now HornMelody is HornMelody + 400;
try silently waiting;
otherwise if horncounter is 1:
now Horncounter is 2;
now HornMelody is HornMelody + 40;
try silently waiting;
otherwise if horncounter is 2:
now Horncounter is 3;
increment Hornmelody;
increment Hornmelody;
increment Hornmelody;
increment Hornmelody;
try silently waiting;
otherwise if the player's command matches "E":
say "You blow an E note";
play the sound of HornE on foreground;
now Hornproceeding is 1;
if horncounter is 0:
now Horncounter is 1;
now HornMelody is HornMelody + 500;
try silently waiting;
otherwise if horncounter is 1:
now Horncounter is 2;
now HornMelody is HornMelody + 50;
try silently waiting;
otherwise if horncounter is 2:
now Horncounter is 3;
increment Hornmelody;
increment Hornmelody;
increment Hornmelody;
increment Hornmelody;
increment Hornmelody;
try silently waiting;
otherwise if the player's command matches "F":
say "You blow an F note";
play the sound of HornF on foreground;
now Hornproceeding is 1;
if horncounter is 0:
now Horncounter is 1;
now HornMelody is HornMelody + 600;
try silently waiting;
otherwise if horncounter is 1:
now Horncounter is 2;
now HornMelody is HornMelody + 60;
try silently waiting;
otherwise if horncounter is 2:
now Horncounter is 3;
increment Hornmelody;
increment Hornmelody;
increment Hornmelody;
increment Hornmelody;
increment Hornmelody;
increment Hornmelody;
try silently waiting;
otherwise if the player's command matches "G":
say "You blow a G note";
play the sound of HornG on foreground;
now Hornproceeding is 1;
if horncounter is 0:
now Horncounter is 1;
now HornMelody is HornMelody + 700;
try silently waiting;
otherwise if horncounter is 1:
now Horncounter is 2;
now HornMelody is HornMelody + 70;
try silently waiting;
otherwise if horncounter is 2:
now Horncounter is 3;
increment Hornmelody;
increment Hornmelody;
increment Hornmelody;
increment Hornmelody;
increment Hornmelody;
increment Hornmelody;
increment Hornmelody;
try silently waiting;
otherwise if the player's command matches "Nevermind":
say "You stop playing the horn.";
now Hornsounding is 0;
now Hornproceeding is 0;
now HornMelody is 0;
Reject the player's command.
The Blowing Horn is a wind-instrument in Path to Canyons.