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dev:adding_a_new_flag [2024/05/11 19:27] – created sgruntdev:adding_a_new_flag [2024/05/30 02:09] (current) – remove slug non-example sgrunt
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 +====== Adding a new flag ======
 +
 ===== Overview ===== ===== Overview =====
 Even before making any modifications to the randomisation logic itself, there are a few things that need to be done to have generation recognise your new flag and make it available for use in any logic updates. The most important of these is ''flagspec.txt'', although you will also likely want to update ''uispec.txt'' to make the new flag available on the website. Even before making any modifications to the randomisation logic itself, there are a few things that need to be done to have generation recognise your new flag and make it available for use in any logic updates. The most important of these is ''flagspec.txt'', although you will also likely want to update ''uispec.txt'' to make the new flag available on the website.
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 ''Omode:classicforge   objective_mode_classicforge'' ''Omode:classicforge   objective_mode_classicforge''
  
-This indicates that if the ''Omode:classicforge'' flag is set then this will be indicated by ''env.options.flags'' containing ''objective_mode_classicforge'' and also allowing the flag to be checked by that name in f4c scripts. Here are two examples from ''adamant.f4c'': +This indicates that if the ''Omode:classicforge'' flag is set then this will be indicated by ''env.options.flags'' containing ''objective_mode_classicforge'' and also allowing the flag to be checked by that name in f4c scripts. Here is an example from ''adamant.f4c'':
- +
-<code> +
-event($E1)  //Obtaining "Excalibur" +
-+
-    [...] +
-    [#B #Rando_CheckFlag #randoflag.objective_mode_classicforge] +
-    [#B #If #not_Flag #flag.Result] { +
-        [...] +
-    } +
-    [...] +
-+
-</code>+
  
 <code> <code>
dev/adding_a_new_flag.1715455663.txt.gz · Last modified: 2024/05/11 19:27 by sgrunt