Sorry if I wasn't spot on with that. I thought it might get some decent scripters in here to fix it all up. Apparently that worked. I was just tossing out the general structural idea. I think I divined correctly though that you were going to be using an item with the variables on it, really probably the best way to do it. So will the items have multiple variables on them, or just one of the above? That could cause some problems or unexpected results. So anytime a variable is progressed the old varible would be deleted, correct? LF was asking that too. Just something to keep in mind.
Perhaps in the future you may want to consider just using a variables you can increment or decrement, say atlantis set to 1, then 2, then 3, etc...In this way you would be just checking the value of the variable, not comparing multiple variables with similar names, usually an easy way to make a mistake.
For instance in my notoriety system you gain/lose notoriety based on variious actions. Npc's will respond to you differently based on that notoriety. Not a perfect example as relates to this script problem.
Oh I sort of liked the 'current configuration of the atlantis progression', it has a nice ring to it. Don't know if that fits or not just off the top of my head.
Yeah parenthesis and ellipsis, look similar.
Modifié par ffbj, 21 octobre 2011 - 11:08 .