Hello! I am sorry if my English is bad because I am using a translator. I have been making a game for my students and need some help with calculating total points at the end of the game. I figure using a “counter” and “property” is the best way but I need different items to give different point values.
Example:
Blue Seed - 1 point
Red Seed - 2 points
Pink Seed - 5 points
and so on. Because the points quickly get into the hundreds as they grow exponentially with rarity of the item, repeaters are a no go. The max amount of repetitions a repeater can make is 100 times and you can only have a max of 10 of them in a map. Is there a way to go about this using the “blocks” system or am I just going to have to give up on this endeavor?
Edit: To put it simply, I have students getting cash when they sell items, and I want each dollar bill to be added to a point total that doesn’t decrease when they buy upgrades. Essentially a point total that shows the overall money they have gotten from the game without any deductions when they make purchases.
Using a counter would be the most easiest thing since it has a setting that when you get “points” it updates the property to the same number, However. That’s bugged.
The way i would do it is a checker that when you receive for example a red seed, it would give you 2 of an item and do the same stuff to the rest of the counters.
Then use an overlay that tracks the “points” but i dont really know how to display it when the game ends since the “score” is not a property.
I have tried and sadly that only goes up one point each time. I was needing it to go up more based on different items being granted by the “Item Granter”.
However, I am going to continue tweaking with the base counter until it spits out the totals I am looking for right now.
Hmm it seems that maybe the max value the property can change by in one instance is 300. This is a very nice idea though and will use repeaters to trigger multiple times. Thank you for the support!