Ok, so it’s possible i have missed a section in the manual somewhere, but ive read through the entire thing twice and still have not found an answer.
What i want to do is the basics of all basics lol yet im having trouble.
I simply want a number value to increase after conducting an action. It is basically a very simple crafting/enhancement system. you improve the item, the item changes from a “+1” weapon to a “+2” weapon. Here are the lines of code that pertain to this crafting system (this is just a test game, and is not optimally organized fyi)
[i]A weapon is a kind of thing.
A large bone is a weapon.
A weapon has a number called stats. stats is a kind of value. A large bone has stats 1.
The description of large bone is “A [bold type] [stats] [roman type]large, smooth, heavy bone. Could be used as a weapon.”
Understand “improve [something]” as improving.
improving is an action applying to one carried thing.
Instead of improving [something], say “You improve the [the noun].”:
After improving [the noun]:
increase the stats by 1;[/i]
This has no errors, it plays. However, stats does not increase after improving.
the line “stats is a kind of value” is kind of where I’m stuck, Ideally i’d like the stats to include plus sign (+1. +2, etc) however, because i previously declared this as a number i cannot add the plus sign. BUT i declared it as a number because i wanted to use the increment or increase command so that everytime a weapon is improved it increases its stats by 1, but displays “+1” not just “1”. I can change it to display the “+1” by changing it to “the weapon has a text called stats” but then will i still be able to use increase or increment? as it stands now, increase and increment dont work in either scenario lol.
For example, after running the above code, examining the bone after improving still displays " A 1 large, smooth, heavy bone" not “A 2 large. smooth, heavy bone” which is still not what i want but at least id be headed in the right direction.
So my thoughts were that i could declare the stats value as text, then declare each value? i.e.; “the stats are +1, +2, +3…etc” but this will not work (in my head) because i cannot increase the value with out specifically saying change. I cannot do this because improving the weapon can take place anywhere at anytime.
Im aware that this is not C# and there will be limitations, however (if i do this, then do this) is about as basic as it gets in programming so i doubt this is an Inform limitation, i assume i have missed something.
This is a major part of my game, for instance id also like to add health, mana, and character stats that also improve due to actions… however im not making it very complicated, each stat (while there may be alot of them) will always be (if player does this action, then this value is increased by x). Is this possible in inform?
Last but not least, Adventure Book by Griffiths does not work not matter where i place “include adventure book by…” it simply adds his menu, and plays none of my game. however i get no errors and it plays. This cant possibly mean i may only use the adventure book extension (which apparently cancels out the inform syntax???) none of that seems likely so any help would be appreciated. Thanks so much! Im having a blast with inform.