senseihitokiri
Member
Would it be possible to have condition modified to not break a script once it's reached? If you try to do, say the artist quest in one script. you could add conditions for each of the items in turn say... *incoming pseudo code*
as an example. I'm sure locations are not 100% accurate, they're just a quick example. Now once that first condition is hit the script breaks ( not like crash, but returns ) and stops execution. I'm left with defining my adventuring like this
but I would really like to use the condition logic because I think it's "teh sex"
Could this maybe be changed, or atleast add the functionality to do so on demand?
Code:
if item_amount palette < 1
add condition 1 palette
adventure * pantry
if item_amount paintbrush < 1
add condition 1 paintbrush
adventure * alley
as an example. I'm sure locations are not 100% accurate, they're just a quick example. Now once that first condition is hit the script breaks ( not like crash, but returns ) and stops execution. I'm left with defining my adventuring like this
Code:
while item_amount palette < 1
adventure 1 location
but I would really like to use the condition logic because I think it's "teh sex"
