Say I wanted each npc to have a friendship percentage. I want the value to max out at 100 and drop over time. How would I put an upper bound on friendship such that it doesn’t overflow to something above 100. I’m pretty new to this, sorry if this is a foolish question.
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That depends what language you are using. Is it TADS, or Inform 7, or Gruescript…? Or one of the other ones.
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The general pattern is pretty straightforward, it’s just something like this:
friendship = friendship + newFreiendship
if friendship > 100:
friendship = 100
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inform7 whoops. Forgot to include that.
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If you just want to track one friendship, something like this will work. If you want more than one you should make it a property of the thing being befriended (and then the every turn rule should become a loop over the things).
"Leaping into Friendship"
Laboratory is a room.
Friendship is a number that varies. Friendship is initially 0. [ Starting value. ]
Every turn:
If friendship > 0:
Now friendship is friendship - 1;
say "The current friendship is [friendship].".
To increase friendship by (N - a number):
Now friendship is friendship + N;
If friendship > 100:
Now friendship is 100;
Instead of jumping:
say "You jump into friendship!";
Increase friendship by 30;
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