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このページ内
  • Math
  • Comparisons
  • Time
  • Set Variable Values
  • Game Screen

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前へゲームルール次へシングルプレイヤーとマルチプレイヤーのロジック

最終更新 8 か月前

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Any Message that is sent to the Game Rules system needs to be broadcast to All receivers or explicitly to Rules.

It is possible to enter negative values to reduce a variable.

Math

Math Rules allow you to change a variable:

  • Add/Subtract number

  • Multiply number

  • Add/Subtract number continuously

Add/Subtract number

Keep track of players' scores

With the Add/Subtract number rule existing variables can be modified. This is helpful to saving players scores or other interactions. Both increasing and reducing the variable’s value is possible. This tree will always change the variable’s value based on its current value. To (randomly) set a number check the according rules.

Required message

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

Number variable

This defines the number variable that is modified by this rule. This could be a players score.

Value change

There are three modes to define how much will be added to the number:

  • 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.

Message to send

This message is sent after the value is modified.

Multiply number

Create a Score Multiplier!

The Multiply number Rule is a simple and easy way to multiply values, which could be used for a score multiplier by a creator.

Required message

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

Number variable

This defines the number variable that is modified by this rule. This could be a players score.

Multiply with

There are three modes to define how much the number will be multiplied 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.

Message to send

This message is sent after the value is modified.

Add/Subtract number continuously

Create your very own stat for your player!

The Add/Subtract number continuously Rule is a way for the creator to set up a additional stats for their players or continuously increasing scores. The Rule can count up or down within the boundaries set by the creator.

Required message

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

Time variable

This defines the time variable, that is used to measure time in this tree.

Duration

There are three modes to define the time between each increase/decrease:

  • Variable will allow you to define an existing variable to modify the timer. 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

This defines the number variable that is modified by this rule. This could be a players score or stat like hunger.

Value change

There are three modes to define how much time will be added to the number:

  • 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.

Minimum Value

There are three modes to define the minimal value. The number variable won’t be lower than this value.

  • 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 maximal value. The number variable won’t be higher than this value.

  • 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.

Message to stop the rule

This message is stop the rule from running.

Comparisons

Comparison Rules allow you to check a variable against a static value or range of values:

  • Check if Number is in Range

  • Compare Numbers

  • Compare time

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.

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 comparisions 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 time

Set up events at specific points during a timer/stopwatch.

The Compare Time Rule acts similar to the Compare Numbers but it will compare the value of a Timer instead of a numerical value. Different comparison conditions allow for creative usage of this rule. 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.

Time variable to compare

This defines the time 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 Time Variable’s value is higher than the compare value, the message will be sent. A>B

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

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

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

Time variable to compare with

There are three modes to define the number the initial time 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.

Time

Time Rules allow you to create timers and stopwatches that can be affected by player actions:

  • Start Timer

  • Add/Subtract Time

  • Pause Time

  • Stopwatch

  • Set Time Value

Start Timer

Time events, delay interactions and more with timers!

The Start Time rule allows creators to create descending timers that will send a message once they reach 0. This allows for more dynamic timed and delayed events. Close a door if a player is too slow to reach it, Spawn new waves of enemies after a certain time or simply delay a reaction to a players interaction.

Required Message

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

Time variable

This will define which Variable of the type Time will be modified by this rule.

Duration

There are three modes to define how much time will be on the timer after it starts

  • Variable will allow you to define an existing variable to modify the timer. 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.

Message to stop the rule

If the timer needs to be stopped prematurely it can be done using this message.

Message to send

The message that is sent out when the timer is finished.

Add/Subtract Time

Create checkpoints in races or rewards during time trials by adding time to a running timer.

Add/Subtract Time allows creators to increase or reduce the value of a time variable. Doing this can affect both the Stopwatch rule and the Timer rule. This can be used to create a checkpoint race, where players might get a little bonus time for each checkpoint. It’s also possible for specific actions, consumables or enemies to modify the timer.

Required Message

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

Time variable

This will define which Variable of the type Time will be modified by this rule.

Value change

There are three modes to define how much time will be added to the timer:

  • Variable will allow you to define an existing variable to modify the timer. 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.

Pause time

Set up breaks and give players some time to catch their breath during a race.

With the Pause time rule you can pause and unpause a running time variable. It is also possible to react to a timer being paused or unpaused by sending a message each time the state changes.

Required Message

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

Time variable

This will define which Variable of the type Time will be modified by this rule.

Pause State

There are three modes to define how much time will be added to the timer:

  • Variable will allow you to define an existing variable to modify the timer. This variable can be modified elsewhere using the Set true/false value rule. A dropdown menu will appear to select a variable.

  • Fix value will allow you to set up a constant value. An checkbox will appear to toggle the 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 true/false type for it to be selectable here. A dropdown menu will appear to select the message argument.

A true value (a ticked checkbox) will cause the timer to be paused, while a false value will un-pause the timer.

Message to send

This message can be send out after the timer is paused or un-paused. This is an optional field an can be set to none.

Stopwatch

Keep track of individual players' times in a race.

Required message

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

Time variable

This will define which Variable of the type Time will be modified by this rule.

Message to stop

With this message the Stopwatch can be stopped, for example when crossing a finish line.

Set time value

Reset timers to restart races or reuse timer variables.

The Set Time value rule is an easy way to set the timer to a specific value without having to calculate anything. The timer can be set to new values or be set to zero if a race is over or lost.

Required message

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

Time variable

This will define which Variable of the type Time will be modified by this rule.

New time value

There are three modes to define the value the time will set to:

  • Variable will allow you to define an existing variable to modify the timer. 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.

Set Variable Values

Set variable values allow you to generate a random number or set variables (except for time):

  • Roll a Random Number

  • Set Number Value

  • Set Text Value

  • Set True/False Value

Roll a random number

Create more variety and surprising experience with random numbers!

The Choose Random Number Rule is a quick and accessible way to create random numbers. It is possible to define the range in which the number will lie and send a message after the value is applied to a variable. This allows creators to create random based events, like enemy spawns or opening paths in a maze or simple dice rolls.

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 number that can be rolled:

  • 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 number that can be rolled:

  • 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

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

Message to send

This message is sent after the value is modified.

Set number value

Use the Set Number Rule to simply set a number variable to a new value. This can be used to reset a value to 0.

Required message

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

Number variable

This is the number variable, that will be changed.

New number value

There are three modes to define the value the selected variable will be set to:

  • 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.

Set text value

The Set Text value Rule allows creators to change text variables based on an incoming message. This can be used to reuse a variable for different banners, or show quest like messages in the UI.

Required message

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

Text Variable

This defines the text variable that is modified by this rule.

New Text

There are three modes to define the new text value:

  • Variable will allow you to define an existing variable to modify the text. This variable can be modified elsewhere using the Set text 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 text.

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

Set true/false value

The Set True/False allows creators to change a Bool from True to False or from False to True. This could be useful when trying to adjust the visibility of the Rules UI.

Required Message

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

True/False variable

This defines the true/false variable that is modified by this rule.

New true/false variable

There are three modes to define the new value of the true/false variable:

  • Variable will allow you to define an existing variable to modify the number. This variable can be modified elsewhere using the Set true/false value Rule. A dropdown menu will appear to select a variable.

  • Fix value will allow you to set up a constant value. A checkbox will appear to toggle the 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 true/false type for it to be selectable here. A dropdown menu will appear to select the message argument.

Game Screen

Game Screen variables allow you to control what appears on the player's screen:

  • Banner

  • Display Variable on HUD

  • Popup Window

Banner

Inform players about important events in your experience!

The Banner rule is a handy way to inform your players about anything happening in your experience. You can set up individual texts that are displayed in the banner. It is also possible to show numerical values in the banner.

Required Message

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

Displayed variable

The variable set in the dropdown menu will be displayed on the banner. The variable’s display name will be shown on the left side while its value is shown on the right side of the banner. By using a text variable it is possible to display longer texts.

Duration

There are three modes to define the time the banner is shown:

  • 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.

Message to send on close

This message is sent after the Banner has disappeared.

Display Variable on HUD

Inform your players about the current states of your game modes

With the Display Variable on HUD rule you can show or hide any variables in the client HUD so player can see them. This is useful for game modes where players should be able to see their time, score or other information. It is also possible to use this rule to hide any variables that is not important for the player when they progress through your game.

The values will be part of the Rules HUD which can be turned on or off setting the local Show Rules HUD variable.

Required message

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

Variable

This will define which Variable is shown (or hidden) in the HUD.

Displayed variable

There are three modes to define if the value is shown or hidden.

  • Variable will allow you to define an existing variable to toggle the visibility of the value. A dropdown menu will appear to select a variable.

  • Fix value will allow you to set up a constant value. A checkbox will appear to set this 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 True/False (Bool) type for it to be selectable here. A dropdown menu will appear to select the message argument.

Popup window

Make it a teaching moment!

If you are using more complex gameplay in your experience you may need text elements to give the player the information he needs. For this you can use the Show Popup rule. It will show a small popup that has to be manually closed by the player by clicking the OK or Close Button. This will grab the player’s attention!

Required message

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

Title

This will be displayed as the title of your text box to the player

Description

This is the main body of your message to the player. It can contain a maximum of ~500 letters.

Message to send on close

This message is sent after the Popup has closed.

With the Stopwatch rule it is possible to create an ascending stopwatch. It will run until it is stopped and the timer can trigger messages by using the rule.

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Compare Time
The values are shown on the info display on the left side of the screen.