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If, loops, timers ​

Actions run from top to bottom. To branch, repeat or wait, use the actions in the If, loops, timers category.

Branching with If ​

If runs one list of actions when its conditions hold (Then) and another when they don't (Else). Put an If inside Else for Else If.

WhenInteract⋯
What to do
If⋯
Conditionscore is at least 10
Then
Set Active⋯
Targets Prize
Show On
Else
Add To Variable⋯
Variable score
Amount 1
+ Add what to do

Conditions use variables. Number variables can be compared, and several conditions can be combined with all or any one. For a condition on the whole card, use the conditions in the card's Advanced settings instead of If.

Loops ​

ActionRepeats
Repeata set number of times
For Eachonce for each item of a list variable
Whilewhile its conditions hold

For Each is how you act on a list of objects: put actions that target the item variable under Do, and they run for every item.

Make While end

If nothing under While changes the variable in its condition, the loop never ends and the trigger stops working.

Inside loops, Break leaves the loop and Continue skips to the next round. Return skips the rest of the event's actions.

Timers ​

The Timer event runs every few seconds.

  • Every: the seconds; with Random, a different time between the shortest and longest each round
  • Runs: repeatedly or once
  • Start right away: when off, it waits for a Start Timer action

Give the timer a name, and pick that name in Start Timer and Stop Timer. Timers keep running when the object is hidden; to stop one then, put Stop Timer in OnDisable (under Advanced in Detailed mode).

Delays ​

Delay in a card's Advanced settings runs its actions a few seconds after the event. Send Event Delayed calls a named event a few seconds later.