Okay, but this doesn't apply to "jump to text box
instead", of course... which is why it appears ABOVE
the tag settings. I think I'm catching on. So, you're
telling me that, if a text box 15 has:
-IF tag 7 is ON, jump to text box 16 instead
-ALWAYS set tag 7 to ON
-IF tag 7 is ON, gain $50.

Then the user will see text box 15 (not 16), and will
gain $50.? 

If that is the case, then I understand. Thanks. :)
(-> SR



--- Bob the Hamster <[EMAIL PROTECTED]> wrote:

> On Mon, Apr 16, 2007 at 01:46:02AM -0700, S'orlok
> Reaves wrote:
> > 
> > Hello,
> >    In yetmore.bas:loadsay(), saytag(2) is checked,
> and
> > the appropriate tags are set to on/off. Then, the
> text
> > box is displayed. Finally, in game.bas, when the
> box
> > closes, all effects of the box are computed (inns
> are
> > shown, etc.) 
> >     For the OHRRPGCEFMF, can I safely move the
> > tag-setting code to appear with the code for all
> other
> > effects? I mean, in what possible cases are tags
> > CHECKED while the box is shown?
> > 
> > I can only think of one possible case: an NPC who
> > disappears when the text box is first shown. Are
> there
> > any other, more serious cases?
> > 
> > Thanks for the help,
> > (-> SR
> 
> The important part about the sequence in which the
> conditionals is 
> checked is that the tag-setting one may effect the
> conditionals that 
> follow it in the same box.
> 
> ---
> Bob the Hamster
> _______________________________________________
> ohrrpgce mailing list
> [email protected]
>
http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
> 


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