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  if (&story = __) something changes.... how?

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Author Topic:   if (&story = __) something changes.... how?
Red40 posted 04-01- 02:42 PM CT (US)   Click Here to See the Profile for Red40   Click Here to Email Red40  
here's the problem
in the original game if the story was at a certain point/level acourding to the point/level something was changed this is represented in dinkc as:

if (&story =/>/< "a number")
and whatever is a result of that down here.
(the # represents the level/point)

this it is evident i know how to do, what i don't know how to do is applie #s to points in my game.
if anyone know tell away ;)

George posted 04-10- 11:30 PM CT (US)     Click Here to See the Profile for George  Click Here to Email George     
it's very easy. Create your own &story in your main.c (should already be there if you copied the one from Dink). Then, after important events, raise it. For instance, if &story is 0, some knights attack, starting off the game. When you beat them, it's 1, and they don't come back if you go back to that screen. If it's 1, then when you visit the shop some crooks appear, which raises it to 2. The crooks won't appear again. Do you understand now (I'm assuming you know how to use ifs?
to raise a variable, use &var += 1; or whatever number you want to use. you can't use ++ or +.

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