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| ====Assembly==== | | ====Assembly==== |
| Here, the Action Instructions (AI), which are the script components of the game, are created for objects. Each one of the objects created in the Graphics section may be assigned up to five regular AI, being required to be assigned a starting condition (the Start) beforehand. | | [[File:WWDIY switch.gif|thumb|right]] |
| | Here, the Action Instructions (AI) are created for objects. Each object has a switch, which is a {{wp|boolean data type|boolean variable}} associated with it. It can be turned on or off by an action defined in an AI, and its state can be used as a trigger by any other object, making it one of the most fundamental components of the game's scripting system. |
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| [[File:WWDIY switch.gif|thumb|right]]
| | Each of the objects created in the Graphics section may be assigned an initial state called Start, as well as up to five regular AI. |
| Once an object's starting condition is created, it is marked with an "AI" icon on its thumbnail, and it is assigned a switch, which is a simple {{wp|boolean data type|boolean variable}} associated with it. The switch can be turned on or off by an action defined in an AI, and its state can be used as a trigger by any other object and required for setting win conditions, making it one of the most fundamental components of the game's scripting system.
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| =====Start===== | | =====Start===== |
| The Start (also refered to as starting condition) defines the initial state of the object and follows the following steps—left to right here—for the object's art, and then for its location: | | The Start defines the initial state of the object and follows the following steps—left to right here—for the object's art, and then for its location: |
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| {|class="wikitable" width=100% | | {|class="wikitable" width=100% |
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| =====AI===== | | =====AI===== |
| The regular AI (numbered ① through ⑤) are comprised of a Trigger and Actions, that is, the events checked for actions to occur, and the resulting actions themselves, respectively. | | The regular AI (numbered <u>1</u> through <u>5</u>) are comprised of a Trigger and Actions, that is, the events checked for actions to occur, and the resulting actions themselves, respectively. |
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| ======Triggers====== | | ======Triggers====== |
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| |3/1 | | |3/1 |
| |6/1 | | |6/1 |
| |}
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| =====Win Conditions=====
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| A game can have up to six win conditions, which are labeled Condition① through Condition⑥, and a single win condition can have up to six items, each one being is a simple state check on an object's switch. If all items of a win condition are fulfilled concurrently, the game is won. A win condition is created (or a new item is added to an existing condition) through the following process:
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| {|class="wikitable" width=100%
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| !colspan=2 | Steps
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| !Resulting win condition item
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| |rowspan=2 |''Monitor which switch?''
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| |'''Switch is ON'''<br>"''Adds this {{color|switch|limegreen}} being {{color|ON|crimson}} as a {{color|win condition|limegreen}}.''"
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| |style="font-family: monospace" | ''When {{color|[selected object]|crimson}} {{color|switch|limegreen}} is {{color|ON|crimson}}''
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| |'''Switch is OFF'''<br>"''Adds this {{color|switch|limegreen}} being {{color|OFF|royalblue}} as a {{color|win condition|limegreen}}.''"
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| |style="font-family: monospace" | ''When {{color|[selected object]|crimson}} {{color|switch|limegreen}} is {{color|OFF|royalblue}}''
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| |} | | |} |
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