That’s not the point.
Since some of the “gadget range” are duplicate to others, if the random number is 3, for example:
The number “3” is “smaller or equal to” “50,” “70,” “90,” and “100,” meaning that it would grant every gadget to the player when the number “3” was picked as the random integer.
Can’t I just post a showcase link to show you on the wixsite?
Sure. Show us.
Yeah going to post it in a sec give me some time
Tell me when.
Right now actually.
He’s right. I rolled zapper so many times
Alright, you know what?
This is getting a little bit firey, so I’m just going to look elsewhere and I’ll check out the rest of your replies in a bit. Please stop replying unless you’ve got a suggestion. Thanks!
The thing is, these blocks are connected by "ELSE IF"s. What does that mean? It means that if RNGVariable is less than 50, it’ll give the person a zapper. Then, the ELSE IF means that if RNGVariable is greater than 50 but less than 70, it’ll give them a P.M.L. The thing about ELSE IF is that since we’ve already determined that RNGVariable is greater than 50, so we don’t have to worry about the statements giving the player two gadgets. All the statements after the first if run under the condition that the previous statements were false, and if the previous statements were false, then they won’t do anything except trigger the proceeding statement. Hope this helped.
In real time, this would look like:
Player rolls an 100
Is the variable less or equal to 50? Nope.
So is the variable less or equal to 70? Nope.
So is the variable less or equal to 90? Nope.
So is the variable less or equal to 100? Yes.
So, the player gets the slingshot.
Wait, hang on… I think I’m getting it…
So if I code it so the next chunk of code will only run if the previous statements were false… yes, boolean! I’m going to try this and I’ll check back in in a bit. Thanks!
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