Sprites: values and switches

Under Values: each copy’s own numbers (A to J) and switches (0 to 7). Expert mode.

Simple Advanced Expert show the mode each one first appears in. once marks a red condition: it happens once, at a moment. See how to read these pages.

Conditions · 3

The When half of a rule.

NameWhat it doesReads as
Compare a value
expert
Checks one of the object's own numbers (values A to J). Every copy has its own.
Asks for: Value · Comparison · Value
Value A of Ball is 0
Switch is on
expert
True for copies whose switch is on. Every copy has its own switches, 0 to 7.
Asks for: Switch
Switch 0 of Ball is on
Switch is off
expert
True for copies whose switch is off.
Asks for: Switch
Switch 0 of Ball is off

Actions · 7

The Do half of a rule.

NameWhat it doesReads as
Set a value
expert
Sets one of the object's own numbers. Each copy keeps its own.
Asks for: Value · Value
Set value A of Ball to 0
Add to a value
expert
Adds to one of the object's own numbers.
Asks for: Value · Add
Add 1 to value A of Ball
Subtract from a value
expert
Takes away from one of the object's own numbers.
Asks for: Value · Subtract
Subtract 1 from value A of Ball
Number each object (spread a value)
expert
Gives each copy a different number (0, 1, 2…) so you can tell them apart.
Asks for: Value · Start at
Number each Ball in value A, starting at 0
Turn a switch on
expert
Turns one of the object's switches on. Use switches to remember things, like "already counted".
Asks for: Switch
Turn switch 0 of Ball on
Turn a switch off
expert
Turns one of the object's switches off.
Asks for: Switch
Turn switch 0 of Ball off
Flip a switch
expert
Flips a switch: on becomes off, off becomes on.
Asks for: Switch
Flip switch 0 of Ball

Still stuck?

Try the Chocobreak tutorial, open a sample game and read its rules, or look at the questions people ask.