Oh I see. But maybe that would be more convenient the other way around :
When host get an "answer" message from peer, he adds a key "CreatureCount//Multiplayer.message" with value "1". Or add +1 to the value if the key already exists.
Then peers score if "HostAnswerList" has key "CreatureCount//Answer".
At the end of the game, the "HostAnswerList" dictionnary should look something like that :
Which would be cool to analyse.
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[quote:lhazvrjb]When host get an "answer" message from peer, he adds a key "CreatureCount//Multiplayer.message" with value "1". Or add +1 to the value if the key already exists.
Yep, that would be a good way to go.
But remember to add a "lowercase()" around the answer since not every person does capitalization the same. ;)
(If you didn't add this, same answers with different capital letters would be recognized as "different". Adding "lowercase()" basically makes the comparing process case insensitive)
Ooooooh now I understand what you mean.
The game will be translated and played only in Japanese. So capital letters won't be a problem since it doesn't exist. I already thought about it .