Thanks for the reply Denk. I'll try and explain a bit better. I was running out of time this morning before I headed out the door so didn't get the first message together as clearly as I ought to have done.
I'll do a take two on it... !

First of all, I want this property to apply to both the player and to each character within the story. I intend to have several similar properties that work in the same way.
The idea is that I'll manipulate the value up and down either throw general game play (it progressively goes up or down slightly per turn) or by specific events (I increase significantly up or down).
Then when I 'examine' the character, I want to add the extra information. This is what I've got so far (I've no got any more than this in my game file so far, so it's hardly worth posting

):
Property:
HappinessFor characters and is a value. The value list contains six numeric states with a corresponding description:
0 = Blank
50 = Content
150 = Happy
500 = Joyful
750 = Very Joyful
950 = Almost Ecstatic
1000 = Ecstatic
Then in the User Functions I have
HappinessState.
My intention (and this is the main issue I'm having and the reason for this post) is that this User Function is referenced when I run the
Examine characters Task. I've already got it so it will append something (for now).
But HappinessState is where I'm having the issue. When referencing Happiness I only get the numeric value, not a text description. Plus, since I'm working on the premise that a range equates to a happiness level, then I need the UserFunction to correctly be able to convert the number value into the text description that goes with it.
This is why I was thinking of the nested IF commands, something I can't do.
From your reply are you suggesting creating separate UserFunctions that then reference each other? I'm still getting to grips with the differences in Adrift since I last had a play around with creating usable adventures with Adrift 4.

Thanks again for the input. I appreciate it and your time you've take to reply.
Matai
