Posted: Tue Jul 20, 2010 3:52 pm
yay! My ignorance feeds the pyres of change and progress once more!
Got my shoes, my keyboard and a packet of green putty, also had a litre of beer or so...it's like the swamps of Diso out there! (or was it Inrere? No OO on this labtop. :p))
Later tonight, I'll get to integrating above legacy plist material with the js mission variables, so that profit will vary and will be mentioned in the sales proposal.
I think I'll have two values the basic rate which will be used in the mission screen and the final price after haggling which wil determine the ...um... profit.
Also I'll have the fines for getting caught be relative to the gov't type of the system, I think. (they are now small fixed values, as profit was also fixed.)
--
Just had a thought to loop the punishment script for the most severe punishment, untill the player has no more EQ_TRUMBLE_IN_BOX left.
...will need to find out how to determine the number of a EQ_type, for the sentence screen.
Got my shoes, my keyboard and a packet of green putty, also had a litre of beer or so...it's like the swamps of Diso out there! (or was it Inrere? No OO on this labtop. :p))
Later tonight, I'll get to integrating above legacy plist material with the js mission variables, so that profit will vary and will be mentioned in the sales proposal.
I think I'll have two values the basic rate which will be used in the mission screen and the final price after haggling which wil determine the ...um... profit.
Also I'll have the fines for getting caught be relative to the gov't type of the system, I think. (they are now small fixed values, as profit was also fixed.)
--
Just had a thought to loop the punishment script for the most severe punishment, untill the player has no more EQ_TRUMBLE_IN_BOX left.
...will need to find out how to determine the number of a EQ_type, for the sentence screen.