The Action Editor: Conditions & Effects - voxraygames/worldbuilding GitHub Wiki

Table of Contents

Conditions


Effects


Conditions

Blocker

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  • Description
    Specify a condition that if true will prevent this effect from executing.
  • Functionality
    • Condition The condition that, if true, will prevent this effect from executing.  
  • Use cases
    • TODO

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CheckDayTimeHour

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  • Description
    Checks if the current hour has elapsed. This is preferable to checking DayTimeHour manually, since that may cause the effect to trigger many times.
  • Functionality
    • Hour The hour to check, between 0 and 23.  
  • Use cases
    • Giving the player XP for surviving for a day.
    • Making a shop open at 9am and close at 5pm.
    • Making Mr Whiff walk around the level at certain times of day.

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CountItem

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  • Description
    Counts items at given locations.
  • Functionality
    • Amount
      Set how many items should be counted.
    • Wear
      Set the wear of the counted item(s).
    • Level
      Set the level of the counted item(s).
    • Reset
      Set item parameters to default.
    • Replace Item
      Select a different item to be counted.
    • Where
      Select where the item(s) should be present in order to be counted.
      • Inventory
        Item(s) should be in the player's inventory to be counted.
      • World
        Item(s) should be placed in the world to be counted.
      • Container
        Item(s) should be placed in a container (i.e. dropped) to be counted.
      • Crafted
        Item(s) should have been crafted to be counted.
      • Destroyed
        Item(s) should have been destroyed to be counted.
      • Obtained
        Item(s) should have been in the player's inventory (presently or otherwise) to be counted.

N.B. - Everything between the Reset button and Replace Item is item-dependent, and allows you to count only items that possess certain stats.

  • Use cases
    • Checking if the player has collected a crop of tomatoes.
    • Checking if the player has built/destroyed a radio antenna.
    • Checking if the player has ever crafted a forbidden item.

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CountItemInRegion

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  • Description
    Counts items in a given region.
  • Functionality
    • Amount
      Set how many items should be counted.
    • Wear
      Set the wear of the counted item(s).
    • Level
      Set the level of the counted item(s).
    • Reset
      Set item parameters to default.
    • Replace Item
      Select a different item to be counted.
    • RegionTag
      The tag of the region the item(s) should be placed in to be counted.

N.B. - Everything between the Reset button and Replace Item is item-dependent, and allows you to count only items that possess certain stats.

  • Use cases
    • Checking if the player has placed a bed in the bedroom, and a bath in the bathroom.
    • Checking if the player has destroyed Mr Whiff's car.
    • Checking where, in the library, the player hid the tome of ancient knowledge.

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CountItemInRegionByName

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  • Description
    Counts an item, by name, in a given region. Useful if you have lots of 'types' of equally valid items.

  • Functionality

    • Name
      What text should be present in the names of the item.
    • RegionTag
      The tag of the region the item should be placed in to be counted.
  • Use cases

    • Checking if the player has placed any kind of chair in the dining room.
    • Checking if the player has built a door in the doorway.
    • Checking if the player has destroyed all of the dirt on Mr Whiff's driveway.

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DayTimeHour

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  • Description
    Prefer to use CheckDayTimeHour instead when possible. Returns the current time of day from 0 - 24.

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FailureDescription

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  • Description
    Provides additional context to the quest log.

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See how FaliureDescription tells the player what they specifically need to do (left), compared to the default quest log (right).
To add it to your condition, click the Op button next to your current condition and select FaliureDescription.

  • Functionality

    • Message
      The text that will appear next to the quest objective in the quest log.
  • Use cases

    • Giving the player more specific instructions in the quest log.
    • Hiding the true nature of your quest from the player.

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ObjectState

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  • Description
    Used to give custom states to an object (such as a door or chest).

  • Functionality

    • Tag
      The custom tag.
  • Use cases

    • Making a door or chest require a combination lock.

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PlayerNearby

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  • Description
    Checks for the player's distance to the NPC in blocks. Best paired with the ForceDialog effect and Initiate By Conditions Satisfied Anywhere to have the NPC initiate dialogue on the player's behalf.

  • Functionality

    • Within Distance
      The distance (in blocks) the player must be from the NPC.
  • Use cases

    • Making an automated security system where the player trips an alarm.
    • Having Mr Whiff surprise the player by leaping out from behind a bin.

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RND

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  • Description
    Short for 'random' the RND function generates a random number in a given range.

  • Functionality

    • Range
      The maximum value the random number could be.
  • Use cases

    • Adding an element of randomness to a procedural quest.
    • Making something happen at a random time of day.

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RequireItem

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  • Description
    Checks for the presence of certain items at a given location.

  • Functionality

    • Amount
      Set how many item(s) should be counted.
    • Wear
      Set the wear of the counted item(s).
    • Level
      Set the level of the counted item(s)
    • Reset
      Set item parameters to default.
    • Replace Item
      Select a different item to be counted.
    • Where
      Select where the item(s) should be present in order to be counted.
      • Inventory
        Item(s) should be in the player's inventory to be counted.
      • World
        Item(s) should be placed in the world to be counted.
      • Container
        Item(s) should be placed in a container (i.e. dropped) to be counted.
      • Crafted
        Item(s) should have been crafted to be counted.
      • Destroyed
        Item(s) should have been destroyed to be counted.
      • Obtained
        Item(s) should have been in the player's inventory (presently or otherwise) to be counted.
    • Keep
      Toggle whether the item should be consumed by the quest giver, or if the player is allowed to keep the quest item(s).

N.B. - Everything between the Reset button and Replace Item is item-dependent, and allows you to count only items that possess certain stats.

  • Use cases
    • Checking if the player has collected the mail from the post office.
    • Checking if the player has dropped the money at the pick up location.

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RequireTrigger

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  • Description
    Checks that a trigger has been activated a given number of times.

  • Functionality

    • Tag
      The trigger tag that should be checked for.
    • Count
      How many times should the trigger need to be activated.
  • Use cases

    • Checking if the player went snooping from their hotel room in the night.
    • Checking that the player has closed the gate that prevents the dog from escaping.

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RequireWorldChange

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  • Description
    Checks that a given world change has occurred.

  • Functionality

    • Change
      The change that the condition should check for.
      • Kill all monsters
        Kill all monsters tagged with the ID of the action prior to this one (the 'setter').
  • Use cases

    • Checking if the player has killed enough Oozes to be let into the 'Ooze Slayers' Club'.
    • Ensuring that a hit has been successfully carried out on a given NPC.

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Int 0

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  • Description
    The default integer value assigned to certain operations. You will likely never need to select this directly.

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False

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  • Description
    An integer value set to 0. Outside of testing, you will likely never need to set this directly.

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True

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  • Description
    An integer value set to 1. Outside of testing, you will likely never need to set this directly.

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And

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  • Description
    Used in the If operation to append multiple requirements.

  • Functionality

    • Condition
      The condition to be added to the initial operation. This should be swapped for custom script.
  • Use cases

    • Adding a series of switched which must be activated before a door will unlock.

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If

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  • Description
    Used to select one of two possible operations based on a 0-1 int.

  • Functionality

    • Condition
      The integer which should be checked.
    • Then
      The operation which will complete the Condition int is equal to 1.
    • Else
      The operation which will complete the Condition int is equal to 0.
  • Use cases

    • Making a player collect either pistol bullets or rifle bullets, based on the weapon they chose earlier.
    • Making a player kill either Oozes or Birds, based on whether or not they sided with the Birdwatcher's Society.

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Get

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  • Description
    Gets a reference to a global variable (set by using the + button under the Globals tab in the action editor).

  • Functionality

    • Global
      The name of the global variable which should be checked.
  • Use cases

    • Getting a reference for how many quests the player has completed for the mayor.
    • Getting a reference for how much money the player has spent at the gunsmith.

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Compare

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  • Description
    Compares one global variable against another, only executing when a given equality is reached.

  • Functionality

    • Left
      The equality which should be reached for the condition to activate.
      • Equal
        Left and right are exactly the same value.
      • NotEqual
        Left and right are not of equal value.
      • LessThan
        Left is of lower value than right.
      • LessThanOrEqual
        Left is of equal or lower value than right.
      • GreaterThan
        Left is of greater value than right.
      • GreaterThanOrEqual
        Left is of equal or greater value than right.
    • Right One of the global values you are comparing.
    • Left One of the global values you are comparing.
  • Use cases

    • Seeing if the player has helped enough townsfolk to be granted an audience with the mayor.
    • Seeing if the player has eaten all of the rations in the bunker.

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Effects

Activate

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  • Description
    Used to reference a given action in your level.

  • Functionality

    • ID
      The ID of the action which should be referenced.
    • How
      How the referenced action should be affected by this operation.
      • On
        If the action has not yet been completed, it is activated. If applicable, it is added to the quest log.
      • Off
        The action is deactivated and, if applicable, is removed from the quest log.
      • Again
        Even if the action has already been completed, it is activated. If applicable, it is added to the quest log.
      • Disable
        The action is deactivated and prevented from being activated again.
      • Silent
        If the action has not yet been completed, it is activated. It is not added to the quest log.
      • AgainSilent
        Even if the action has already been completed, it is activated. It is not added to the quest log.
  • Use cases

    • Establishing a multiple-choice answer to a question.
    • Making the completion of a quest activate a subsequent quest.

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ActivateAgain

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  • Description
    Used to activate an action, even if it has already been completed.

  • Functionality

    • Silent
      If true, the quest is not added to the quest log.
  • Use cases

    • Making a procedural quest restart after the player completes it.
    • Getting Stinky Eric to repeat quest-relevant dialogue.

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ActivateAgainUnlocked

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  • Description
    Used to make a 'locked' item (usually a door) permanently unlock and be infinitely repeatable.

  • Functionality

    • Silent
      If true, the quest is not added to the quest log.
  • Use cases

    • Making the second door of a double door also unlock, if the player unlocks one of them.
    • Making a key card unlock all of the doors in an underground facility.

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ActivateNext

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  • Description
    Used to activate the next action in the list.
  • Functionality
    • How
      How the referenced action should be affected by this operation. See Activate for more information.

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EndLevel

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  • Description
    Used to end the level. You can designate the subsequent level in the WORLD tab under World Properties.

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EntityDespawn

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  • Description
    Used to despawn an entity (usually an NPC).

  • Functionality

    • Tag
      The tag of the entity to despawn.
  • Use cases

    • Make a ghostly NPC disappear as they walk behind a column.
    • Make finding an NPC more challenging by removing them from the map, only spawning them in when the player gets close.

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EntitySpawn

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  • Description
    Used to spawn, or respawn, an entity (usually an NPC).

  • Functionality

    • Tag
      The tag of the entity to spawn.
  • Use cases

    • Introducing the 'in-law' characters after the player completes the wedding quest.
    • Spawning in Oozes only at the relevant point in the story.

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ForceDialog

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  • Description
    Used to force the player into dialogue (usually used in conjunction with PlayerNearby). Set the Initiate By of said action to Conditions Satisfied Anywhere to make this work correctly

  • Functionality

    • Dialog on/off
      Toggles the activation of the operation. This should usually be set to true.
  • Use cases

    • Having the player be caught by a security guard.
    • Having Mr Whiff thank the player as they leave the room.

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GiveItem

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  • Description
    Used to give the player an item.

  • Functionality

    • Amount
      Set how many items should be counted.
    • Wear
      Set the wear of the counted item(s).
    • Level
      Set the level of the counted item(s).
    • Reset
      Set item parameters to default.
    • Replace Item
      Select a different item to be counted.

N.B. - Everything between Reset and Replace Item is item-dependent, and allows you to count only items that possess certain stats.

  • Use cases
    • Paying the player for cleaning Mr Whiff's driveway.
    • Having the mayor give the player the key to the city, after saving the town.

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GiveXP

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  • Description
    Used to give the player XP points. XP points can be spent on upgrades such as increased damage or _improved carry capacity _after levelling up.

  • Functionality

    • XP
      Select the amount of XP the player should be given.
  • Use cases

    • Giving the player XP after completing a quest.

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InvisibleGroupSpawn

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  • Description
    Used to spawn a given group in the level, designated as 'invisible'. This is done in the Group menu in the tab FIND | Groups.

  • Functionality

    • Tag
      The tag of the given group.
  • Use cases

    • Changing the layout of a room behind the player's back.
    • Having a wandering trader set up a tent at a certain point in the story.

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MusicPlayLoop

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  • Description
    Plays music indefinitely - or until MusicStopLoop.

  • Funtionality

    • Music
      Select the music you would like to loop from this menu.
  • Use cases

    • Attributing kick-ass fight music to your combat encounters.
    • Giving a sombre ambience to your crypts.

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MusicPlayStinger

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  • Description
    Plays a short sting of music.

  • Funtionality

    • Music
      Select the music you would like to play from this menu.
  • Use cases

    • Playing a dramatic sting just as the detective reveals the butler did it.
    • Create tension as the player snoops around the abandoned factory.

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MusicStopLoop

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NPCAnim

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  • Description
    Activates an animation or movement on an NPC.

  • Functionality

    • Anim
      Sets the animation or movement you want the NPC to perform.
      • Walk to Marker
        Makes the NPC walk to the marker with the same Action ID as itself.
      • Work at Marker
        Not currently in use.
      • Happy Reaction
        Not currently in use.
      • Angry Reaction
        Not currently in use.
      • Follow Player
        Makes the NPC follow the player.
      • Stop Following Player
        Makes the NPC stop following the player.
      • Teleport to Marker
        Teleports to the NPC to the marker with the same Action ID as itself.
      • Lead Player to Marker
        Makes the NPC 'lead' the player to the marker with the same Action ID as itself. This is equivalent to Walk to Marker but the NPC will stop and wait if the player gets too far away.
    • QuestMarker Overwrites the Action ID of the quest marker the NPC should look for. Useful if you are already using the default Action ID for something else.
  • Use cases

    • Having an NPC run to safety before an explosion.
    • Making Mr Whiff show the player to their hotel room.

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NPCSetFriendly

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  • Description
    Sets whether an NPC should be hostile to the player or not.

  • Functionality

    • Tag
      The Host ID of the given NPC.
    • Is Friendly?
      Toggle the hostility of the NPC. A true value will make the NPC friendly (as are all NPCs by default), where a false value will make the NPC attack the player on sight.
  • Use cases

    • Give weight to the player deciding to side with an enemy faction. The good guys now hate you!
    • Making an NPC calm down after a bout of rage.

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ObjectChangeModel

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  • Description
    Changes a given object's model for another, and allows incremental offsets.

  • Functionality

    • Tag
      The tag of the given object. Note that this will not work on static objects, you will have to click Convert to interactable in the objects properties.
    • Model
      The model that the given object should change to.
    • Offset -X
      Number of blocks the new object should be moved in X space (east/west).
    • Offset -Y
      Number of blocks the new object should be moved in Y space (north/south).
    • Offset -Z
      Number of blocks the new object should be moved in Z space (up/down).
    • Offset +X
      Not currently in use.
    • Offset +Y
      Not currently in use.
  • Use cases

    • Making a magician change the color of a bottle.
    • Making an object deteriorate over the course of a level.

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ObjectExplode

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  • Description
    Makes a given object explode.

  • Functionality

    • Tag
      The tag of the given object. Note that this will not work on static objects, you will have to click Convert to interactable in the objects properties.
  • Use cases

    • Making the walls of a house explode before an Ooze invasion.
    • Making a pipe explode if the player overloads the pressure.

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ObjectRemove

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  • Description
    Deletes an object from the world.

  • Functionality

    • Tag
      The tag of the given object. Note that this will not work on static objects, you will have to click Convert to interactable in the objects properties.
  • Use cases

    • The player gets burglarized while they are out completing a quest.
    • A blockage is removed from a tunnel.

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ObjectRotate

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  • Description
    Rotates an object up to 360 degrees in a given rotation along a given edge. For doors, use ObjectRotateTo.

  • Functionality

    • Tag
      The tag of the given object. Note that this will not work on static objects, you will have to click Convert to interactable in the objects properties.
    • Hinge
      Set the edge along which the object should rotate.
      • +x
        The object rotates along the positive X edge (westernmost, locally).
      • +y
        The object rotates along the positive Y edge (southernmost, locally).
      • -x
        The object rotates along the negative X edge (easternmost, locally).
      • -y
        The object rotates along the negative Y edge (northernmost, locally).
    • Type
      Set the direction along which the object should rotate.
      • Clockwise
        The object rotates clockwise.
      • CounterClockwise
        The object rotates counter-clockwise.
      • Push
        The object rotates away from the player, based on the angle of interaction.
      • Pull
        The object rotates towards the player, based on the angle of interaction.
  • Use cases

    • Making the player angle statues for a puzzle.
    • Allowing the player to fiddle with valves in a pump room.

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ObjectRotateTo

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  • Description
    Rotates an object in a given rotation along a given edge to either an 'open' or 'closed' state.

    • Tag
      The tag of the given object. Note that this will not work on static objects, you will have to click Convert to interactable in the objects properties.
    • Hinge
      Set the edge along which the object should rotate.
      • +x
        The object rotates along the positive X edge (right).
      • +y
        The object rotates along the positive Y edge (back).
      • -x
        The object rotates along the negative X edge (left).
      • -y
        The object rotates along the negative Y edge (forward).
    • Type
      Set the direction along which the object should rotate.
      • Clockwise
        The object rotates clockwise.
      • CounterClockwise
        The object rotates counter-clockwise.
      • Push
        The object rotates away from the player, based on the angle of interaction.
      • Pull
        The object rotates towards the player, based on the angle of interaction.
    • State
      An integer where 0 equals closed and 1 equals open.
  • Use cases

    • Secret bookcases, etc.
    • Making a floor panel open and close depending on the position of a nearby lever.

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ObjectSlide

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  • Description
    Slides an object along a distance of its own length in a given direction.

  • Functionality

    • Tag
      The tag of the given object. Note that this will not work on static objects, you will have to click Convert to interactable in the objects properties.
    • Type
      The direction along which the object should slide.
      • +x
        The object slides in the positive X direction (right).
      • +y
        The object slides in the positive Y direction (back).
      • +z
        The object slides in the positive Z direction (up).
      • -x
        The object slides in the negative X direction (left).
      • -y
        The object slides in the negative Y direction (forward).
      • -z
        The object slides in the negative Z direction (down).
  • Use cases

    • Making a haunted statue slowly edge towards something.
    • Making a flag gradually raise up a flagpole.

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ObjectSlideTo

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  • Description
    Slides an object along a distance of its own length in a given direction to either an 'open' or 'closed' state.

    • Tag
      The tag of the given object. Note that this will not work on static objects, you will have to click Convert to interactable in the objects properties.
    • Type
      The direction along which the object should slide.
      • +x
        The object slides in the positive X direction (right).
      • +y
        The object slides in the positive Y direction (back).
      • +z
        The object slides in the positive Z direction (up).
      • -x
        The object slides in the negative X direction (left).
      • -y
        The object slides in the negative Y direction (forward).
      • -z
        The object slides in the negative Z direction (down).
    • State
      An integer where 0 equals closed and 1 equals open.
  • Use cases

    • Making a secret base entrance behind two sliding boulders.
    • Having a hidden lever come out from the floor.

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ObjectSwapModel

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ObjectSwapModelTo

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PlatformGoTo

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  • Description
    Moves a platform entity to a designated quest marker index (specified with a comma-separated list in the Behaviour box of your platform's properties).

  • Functionality

    • Tag
      The tag of the given platform entity.
    • Index
      The index of the quest marker the platform should move to. For example, if your platform's Behaviour box contains "qm1,qm2,qm3,qm4", setting the index to 0 would move the platform to the location of qm1, whereas an index of 2 would move it to the location of qm3.
  • Use cases

    • Making a working lift where the player can select floors from a list of buttons.
    • Creating a 'ferryman' NPC who can take the player to specific ports around your level.

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PlatformNext

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  • Description
    If possible, moves the platform to the next quest marker (specified with a comma-separated list in the Behaviour box of your platform's properties).

  • Functionality

    • Tag
      The tag of the given platform entity.

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PlatformPrev

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  • Description
    If possible, moves the platform to the previous quest marker (specified with a comma-separated list in the Behaviour box of your platform's properties).

  • Functionality

    • Tag
      The tag of the given platform entity.

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SetDayTime

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  • Description
    Set a time of day to smoothly interpolate to, at a given speed.

  • Functionality

    • Hour
      Set the time of day 0 - 24.
    • Advance
      How quickly the day/night cycle should continue to advance after it reaches the specified time (default is 0.2).
    • Orientation
      The angle of the sun and the moon relative to your level.
    • Transition
      The speed of the transition to the new specified time (in degrees per second).
  • Use cases

    • Making a useable bed that the player can sleep in to advance the time of day.
    • Making your level take place over only one day, advancing the time only at certain points.

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SetFogDistance

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  • Description
    Set the thickness of the world fog.

  • Functionality

    • Distance
      Set the distance, from the player, at which the fog should be drawn in.
  • Use cases

    • Giving your graveyard some serious ambience.
    • Making the fog roll in over the course of your level to signify an approaching evil.

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SoundPlay

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  • Description
    Play a sound.
  • Functionality
    • Sound
      The sound to play.
    • Volume
      The volume to play the sound at, from 0 to 1.

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TeleportPlayer

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  • Description
    Teleports the player to the quest marker with the same Action ID as itself.

  • Functionality

    • QuestMarker
      Overwrites the Action ID of the quest marker the player should teleport to. Useful if you are already using the default Action ID for something else.
  • Use cases

    • Disorientating the player by moving them around a maze-like level.
    • Having the player be "captured" by an evil wizard, who locks them in a tower.

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Trigger

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  • Description
    Activates a trigger, usually in the TriggerHost. Useful in advanced quest structures.

  • Functionality

    • Action ID
      The Action ID of the action that contains the trigger.
  • Use cases

    • Unlocking the cell doors when the player hits the override button in the warden's office.
    • Setting a mob of NPCs to attend a meeting at the town hall.

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TriggerCancel

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  • Description
    Used to cancel an impending trigger, activated by TriggerDelayed.

  • Functionality

    • Action ID
      The Action ID of the action that contains the trigger.
  • Use cases

    • The player successfully disarmed the bomb.
    • Allowing the player to step out of a lift before the doors close.

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TriggerDelayed

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  • Description
    Used to activate a trigger after a given number of seconds.

  • Functionality

    • Action ID
      The Action ID of the action that contains the trigger.
    • Seconds
      Set the length of time the game should wait before activating the trigger.
  • Use cases

    • Arming a bomb that the player must disarm or run away from.
    • Giving the player a time limit to complete an obstacle course.

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VendorChange

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  • Description
    Add or change the price of an object that a vendor is selling.
  • Functionality
    • Host ID
      The Host ID of the vendor to change.
    • Item
      The item to add or change.
    • Value
      The new price of the item.

Print

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  • Description
    Prints a message to the screen. Useful for testing.

  • Functionality

    • Message
      The text that should be printed to the screen.

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Block

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  • Description
    A single operation which can contain a block of operations. Useful for keeping your workflow clean when making an action that contains lots of effects.

  • Functionality

    • Nothing | Op
      The Op button next to Nothing allows you to select an operation to be included in the block.

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If

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  • Description
    Allows you to select one of two operations based on a true or false value.

  • Functionality

    • Condition
      The true or false value against which the operation is chosen.
    • Nothing | Op
      The Op button next to Nothing allows you to select an operation to be included in the statement. Note that the top operation will activate if Condition is true, and the bottom operation will activate if the Condition is false.

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Nothing

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  • Description
    Does nothing until replaced by another operation. Useful if you want your If statement to not have an else.

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Set

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  • Description
    Used to set a global variable to a given value (set by using the + button under the Globals tab in the action editor).

  • Functionality

    • Global
      The variable of which you are setting the value.
    • Value
      The new value of the global variable.

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Get

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  • Description
    Used to get the value of a global variable (set by using the + button under the Globals tab in the action editor).

  • Functionality

    • Global
      The variable of which you are getting the value of.

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Increment

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  • Description
    Used to increment (add to) the value of a global variable (set by using the + button under the Globals tab in the action editor).

  • Functionality

    • Global
      The variable of which you are incrementing.
    • Increment
      The amount you are adding to the global variable.

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