For the complete documentation index, see llms.txt. This page is also available as Markdown.

Comparisons

Use Cases:

  • Buying items

  • Checking if a player has completed a task

  • Verifying if a player possesses the correct item

  • Determining if a player has specific items equipped

  • Triggering events based on value ranges

  • Initiating random events based on values

  • Unlocking quests

  • Verifying puzzle completion by the player

  • Checking if the player has entered the correct sequence

Compare Numbers

With the Compare numbers Rule it is possible to compare a number variable with another value. When the condition is met a message will be sent. This can be used to trigger a victory event when a player scored enough goals or to define which team has won in a multiplayer game. The Rule can be set up to check immediately upon receiving the trigger or can wait for the condition to be true to send the outgoing message.

It is possible to use different conditions like equals or greater than to cover a multitude of uses.

Required message

The message to activate this tree. Every time this message is broadcast the tree will be triggered.

Number variable to compare

This defines the number variable that is compared by this rule.

During the comparisons this value will be 'A'.

Condition

The condition defines how two values are compared. There are multiple selectable options:

  • Equals: When both values are the same, the message will be sent. A = B

  • NotEquals: When both values are different, the message will be sent. A ≠ B

  • Greater: When the Number Variable’s value is higher than the compare value, the message will be sent. A>B

  • GreaterEquals: When the Number Variable’s value is higher or the same as the compare value, the message will be sent. A≥B

  • Lower: When the Number Variable’s value is lower than the compare value, the message will be sent. A<B

  • LowerEquals: When the Number Variable’s value is lower or the same as the compare value, the message will be sent. A≤B

Number variable to compare with

There are three modes to define the number the initial number variable is compared with:

  • Variable will allow you to define an existing variable to modify the number. This variable can be modified elsewhere using the Roll a Random Number, Add/Subtract number or Set number value Rules. A dropdown menu will appear to select a variable.

  • Fix value will allow you to set up a constant value. An input field will appear to enter the number value.

  • Message Argument will allow you to use an argument sent within the message. The message has to be created with an argument of the number type for it to be selectable here. A dropdown menu will appear to select the message argument.

During the comparisons this variable will be 'B'.

Comparison duration

With this checkbox ticked the condition will not only be checked when the Rule is activated but will wait until the condition is true and sent the outgoing message.

Message to send

The outgoing message that is sent when the condition is met.

Compare True/False

Compare True/False

This rule compares the value of the true/false variable selected with another true/false variable or value.

Required Message

Select the incoming message to trigger the rule.

True/false variable to compare

Select the true/false variable to compare.

Condition

Select a condition to compare.

True false variable to compare with

Select what to compare the true/false variable with:

  • Variable - Select a second variable to compare with.

  • Message Argument - The Required Message that triggers this rule may include a message argument of true/false type.

  • Fixed Value - Use the toggle to select a fixed value of True or False.

Comparison Duration

Define how often the condition is checked once the rule is triggered:

  • Once - The rule will only check when it is triggered by the Required Message.

  • Constantly - The rule will always check the condition until it is met.

Message to Send

Select the outgoing message to be sent when the condition is met.

If/Else

This rule checks a true/false value and sends a message if either true or false.

Required Message

Select the incoming message to trigger the rule.

True/False Value

Select a true/false value to check if it is true or false:

  • Variable - Select a true/false variable to check.

  • Message Argument - The Required Message that triggers this rule may include a message argument of true/false type to check.

  • Fixed Value - Use the toggle to select a fixed value of True or False.

Message to Send When True

Message to send if the selected true/false value is true.

Message to Send When False

Message to send if the selected true/false value is false.

Check if number is in range

Set up a Lootbox or adjust the result of something depending on the score of the player.

The Check if number is in range Rule will check whether a value is within a predefined range. The Rule can be set up to check immediately upon receiving the trigger or can wait for the condition to be true to send the outgoing message.

Required message

The message to activate this tree. Every time this message is broadcast the tree will be triggered.

Minimum value

There are three modes to define the lowest value the number can be for the comparison to return true:

  • Variable will allow you to define an existing variable to modify the number. This variable can be modified elsewhere using the Roll a Random Number, Add/Subtract number or Set number value Rules. A dropdown menu will appear to select a variable.

  • Fix value will allow you to set up a constant value. An input field will appear to enter the number value.

  • Message Argument will allow you to use an argument sent within the message. The message has to be created with an argument of the number type for it to be selectable here. A dropdown menu will appear to select the message argument.

Maximum value

There are three modes to define the highest value the number can be for the comparison to return true:

  • Variable will allow you to define an existing variable to modify the number. This variable can be modified elsewhere using the Roll a Random Number, Add/Subtract number or Set number value Rules. A dropdown menu will appear to select a variable.

  • Fix value will allow you to set up a constant value. An input field will appear to enter the number value.

  • Message Argument will allow you to use an argument sent within the message. The message has to be created with an argument of the number type for it to be selectable here. A dropdown menu will appear to select the message argument.

Number variable to compare

There are three modes to define the number value that is compared if it is in range:

  • Variable will allow you to define an existing variable to modify the number. This variable can be modified elsewhere using the Roll a Random Number, Add/Subtract number or Set number value Rules. A dropdown menu will appear to select a variable.

  • Fix value will allow you to set up a constant value. An input field will appear to enter the number value.

  • Message Argument will allow you to use an argument sent within the message. The message has to be created with an argument of the number type for it to be selectable here. A dropdown menu will appear to select the message argument.

Comparison duration

With this checkbox ticked the condition will not only be checked when the Rule is activated but will wait until the condition is met and sent the outgoing message.

Message to send

The outgoing message that is sent when the condition is met.

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