# Disclaimer:

This is an **exponential function graphing calculator**. @Blackhole927â€™s graphing calculator graphs Linear and Quadratic functions.

This guide is also guided toward **medium - advanced gims**.

# Introduction:

This guide is not a very useful guide, because it just teaches you how to make an exponential function graphing calculator. But if you were interested in @Blackhole927â€™s graphing calculator and wanted to know how to recreate a **variation** of it, then this guide is great for you. I suggest you **NOT** implement this into your games, but simply just create a new game with it because my system takes up 58% of my total memory.

# Credits:

@Blackhole927 (for the graphing calculator idea)

@WhoAmI (for playtesting)

@Here_to_help (for being cool and awesome and here to help)

@ClicClac (for making fun and advanced games and game mechanics)

@Anythinger (for liking my posts a lot)

@NavyCatZ (for helping way too much)

@Zypheir (for subscribing to the green fish diet)

@Vortex-Mist (for helping me with my maps)

@Im_Pretty_Cool (for being the best snake ever)

@RandomKid (for inspiring me to create a map)

# The Finished Build:

# What Devices Are Required For This Guide:

Trigger x16

Spawn Pad x1

Counter x2

Wire Repeater x2

Property x3

Repeater x1

Text x110+ (A lot is optional)

Button x12+

Lifecycle x1 (Optional)

Speed Modifier x1 (Optional)

# Part 1: Adjusting the Function

When we create our graphing calculator, weâ€™ll first want to make it so that the player using our exponential graphing calculator can actually adjust the function to whatever they want (but with limits of course, weâ€™ll get to that soon).

The standard form of an exponential function is f(x) = a â€˘ bËŁ. For my graphing calculator, players were only allowed to adjust a and b to prevent large values, but you can do whatever you want.

So, thereâ€™s actually a really cool feature thatâ€™ll allow you to add 1 to a and b, and subtract 1 from a and b. **Triggers**! Thatâ€™s right! Thereâ€™s an option that allows the **trigger to trigger itself when a player steps on it** that we can use to add to our function. Of course, we could also **buttons or game overlay buttons** but in this case, the fastest and easiest choice is to use triggers.

So, letâ€™s place down **4 triggers** to add and subtract from a and b.

*The 4 triggers that will increase and decrease the values of A and B*

Ignore the wires for now, weâ€™ll need them later though.

Next, what we want to do is **create property values for a and b** in order for us to easily plug in values to our function later on in the graphing section. So weâ€™re just going to place down two numerical properties with a default value of 0 titled â€śAâ€ť and â€śBâ€ť.

*Properties A and B*

Next, to actually change the values of the properties, letâ€™s place down two counters! The first counter will change A, and the second one will change B.

*The two counters and triggers. Properties A and B are higher on the map.*

Take the first two triggers and wire them to the counter like this:

Triggered â†’ Increment Counter

*When the trigger is stepped on, the counterâ€™s value or the value of A/B is increased by one*.

Triggered â†’ Decrement Counter

*When the trigger is stepped on, the counterâ€™s value or the value of A/B is decreased by one*.

Now, we have two options. Display the values of a and b with text, or display the values of a and b with counters. If you want to display the values of a and b with counters, continue to the next part. If not, expand the hidden text.

## Display the values of a and b using the text device

So, letâ€™s wire every single trigger to two pieces of text, like this:

Triggered â†’ Run Wire Pulse Block

Work in progress

# Exit Poll:

Please complete this poll before exiting:

- 0/10 or
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# Conclusion:

This was my guide of all time. I spent a **really** long time making the guide and the graphing calculator. Remember, Gimkit is turing complete.

pi/mysz out.