Author Topic: Random Text Generator  (Read 530 times)

Yup.
I was making a random text generator to make a random letter of the alphabeth on a print using setprint.
Well I evented it likeso:

50   OnActivate > Self > ModVariable [DiceRoll] Set [1]
100 OnActivate > Self > ModVariable [DiceRoll] RandomNum [26]

And I made 2 events for every letter accordingly:

500 OnActivate > Self > IfVariable [DiceRoll] == 1 [And here is the number of the next line]
OnVariableTrue > Named Brick > SetPrint [A]

The next one would have == 2 and SetPrint B , and the VariableTrue of the next line.
I am sorry if you lost me there , but I had about 63 event lines.

So I put all the effort in...

It did not work.
It did not hit the quota limit
SetPrint worked perfectly






try instead of onactivate, do onvariablefalse from the last variable check

Or increase your quota.


-snip-
500 OnActivate > Self > IfVariable [DiceRoll] == 1 [And here is the number of the next line]
OnVariableTrue > Named Brick > SetPrint [A]
-snip-


For example, if the first one of those two was event 5, in the subsystem you would need to put [6 6] not just [6]. Or at least when I've done things it has to be that, as they represent like start/finish markers.

For example, if the first one of those two was event 5, in the subsystem you would need to put [6 6] not just [6]. Or at least when I've done things it has to be that, as they represent like start/finish markers.
gsdsdgfsgcvxc

I'll try that I guess.