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<h2>Treating Variables as Strings</h2>
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You can treat any variable as a string... that means these things are all allowed:
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<pre>say (ego, myVariable);
newVariable = "The name of the ego character is \"" + ego + "\".";
statusText (57219);</pre>
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Here's what you'll get when using each of the data types as a string.
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<B>Undefined:</B>
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Always equates to "undefined".
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<B>Numbers:</B>
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Equates to the decimal representing the number, as you'd expect, complete with minus sign if required.
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<B>Strings:</B>
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Equates to the current value of the string. Oddly.
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<B>File handles:</B>
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If the game has been compiled in development mode, equates to the original name of the resource file. Otherwise, equates to "file handle".
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<B>Object types:</B>
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Equates to the on-screen name of the object type.
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<B>Stacks:</B>
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Equates to the string representation of each element, separated by a comma and a space. If the stack is empty, equates to "empty stack".
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<B>Function handles:</B>
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Equates to "pointer to function" if the function is user-defined or "pointer to BIF" if the pointer is built-in (ie. one of the functions in the <a href="Alphabetical_List_of_Built-in_Functions.html">Alphabetical List of Built-in Functions</a> section).
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<B>Animations:</B>
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Aliays equates to "animation".
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<B>Costume:</B>
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Always equates to "costume".
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<H3>See also:</H3>
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<a href="Variable_Operations.html">Variable Operations</a>
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<a href="Spellchecking_the_Strings_in_your_Game.html">Spellchecking the Strings in your Game</a>
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<P class="copyright-notice">SLUDGE and this SLUDGE documentation are <A HREF="Copyright.html">copyright</A> Hungry Software and contributors 2000-2012
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