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BlastedEarth

Joined: 05 Oct 2009 Posts: 243
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Posted: Mon Jan 10, 2011 3:36 pm Post subject: Perks and other stat concerns |
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If you've played the Fallout games there was a feature there that allowed you to get 'perks' every three levels. Can this be done in OHR? Like there will be a special level up script that brings up a text box every three level ups.
Like:
level one: free perk
level two
level three
level four
level 5: gain a perk
level 6
level 7
level 8
level 9: gain a perk
and so on
(only HP rises)
i think this is the way to control the character's advantage in the game. I'm thinking of limiting the characters stats to 10 just like fallout and they may gain additional stats through perks (e.g. Gain strength perk, gain endurance, etc., or maybe other perks like increased poison resistance, or elemental bonuses)
I'm thinking to include all this using a textbox, like a perk menu will appear when the textbox comes up. But how do you make the text box appear?
On stats:
I noticed cool stuff in the attacks editor, like sharp attacks, blunt attacks but can you make your own stuff like that? i think it'd be really neat if you can make your own attack formulas... _________________ So many ideas, so little focus. Monk spirit please lend me your power!
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BlastedEarth

Joined: 05 Oct 2009 Posts: 243
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Posted: Wed Jan 12, 2011 4:54 am Post subject: |
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Lol ok, that looks confusing...
Here's a cleaner question:
How can you make a textbox appear everytime you gain three levels? _________________ So many ideas, so little focus. Monk spirit please lend me your power!
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Pumpkinbot Rock beats scissors! >:D

Joined: 22 Apr 2009 Posts: 106 Location: Megaman, Cutman's level.
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Posted: Wed Jan 12, 2011 6:29 am Post subject: |
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BlastedEarth wrote: | Lol ok, that looks confusing...
Here's a cleaner question:
How can you make a textbox appear everytime you gain three levels? | Well, the textbox won't do anything to your characters when it appears, so you'll need to give the characters their perks one way or another. I think there's a help thread about permanently raising a character's stats, but, uh, I can't find it. :/ |
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Bob the Hamster OHRRPGCE Developer

Joined: 22 Feb 2003 Posts: 2526 Location: Hamster Republic (Southern California Enclave)
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BlastedEarth

Joined: 05 Oct 2009 Posts: 243
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Posted: Wed Jan 12, 2011 11:32 am Post subject: |
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@pumpkinbot: Yes, the textbox will load a perk menu where you choose a perk that will call another text box that will load the stat enhancement script, and will set a tag too that you've already acquired that perk.
@james: cool, thanks for this, can't wait to read them. _________________ So many ideas, so little focus. Monk spirit please lend me your power!
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Wed Jan 12, 2011 6:11 pm Post subject: |
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To permanently change a stat outside of battle you'll want to increase both its maximum and its current value. Just repeat the 'set hero stat' command. Otherwise you won't see the change until after the next levelup.
Details: 'How do I increase the maximum of a stat?' _________________ "It is so great it is insanely great." |
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BlastedEarth

Joined: 05 Oct 2009 Posts: 243
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Posted: Thu Jan 13, 2011 12:54 am Post subject: |
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(After seeing the links)
Wow i didn't realize this. So let's say that the human hero's current strength stat is 5 and the maximum for all human characters is 10. In every levelup, i can't keep the hero from getting a stat boost.
So if the hero starts out in the game with 5 STR then I must also set his maximum STR to 5 otherwise he'll gradually reach the stat cap of 10 even without choosing a perk. Now, everytime he gets a perk that increases his STR i must also modify his maximum stat so it applies after the script runs. Is this correct? _________________ So many ideas, so little focus. Monk spirit please lend me your power!
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Thu Jan 13, 2011 1:34 am Post subject: |
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I'm not sure what you're asking. But maybe you misunderstand what we mean by "maximum stat". That's not the value at level 99. Normally, the maximum values of all stats except for HP and MP are equal to their current values (which are displayed in the Status screen), but in battles you can temporarily change the current values with attacks.
Quote: | or maybe other perks like increased poison resistance, or elemental bonuses |
Those aren't currently possible (unless you have a duplicate hero definition, or a duplicate piece of equipment with slightly different resistance/damage), however I'll probably add some script commands to modify hero resistances pretty soon.
Quote: | I noticed cool stuff in the attacks editor, like sharp attacks, blunt attacks but can you make your own stuff like that? i think it'd be really neat if you can make your own attack formulas... |
Not possible either, but that's a good idea. _________________ "It is so great it is insanely great." |
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BlastedEarth

Joined: 05 Oct 2009 Posts: 243
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Posted: Thu Jan 13, 2011 2:49 am Post subject: |
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Quote: | I'm not sure what you're asking. |
I'll try to explain: In my game, humans are an average race. Human characters can't exceed 10 of every stat, except HP and MP. When a human character levels up he can't gain a new stat normally and the only way he can do so is if he gets a 'perk' or if he can find a permanent stat booster in the course of the game. Human characters start out with 5 of each stat, and before you start the game, you get to modify the main hero's stats by choosing some starting perks. When you are done editing your character, a script redefines the hero's stats applying the changes that you've made. I once heard here that the stats are automatically increased every level-up and the basis for this is the level 99 stat list. So I figured, if i set the current level stat same as the level 99 stats, then the hero won't gain new stats right?
Quote: | Normally, the maximum values of all stats except for HP and MP are equal to their current values (which are displayed in the Status screen), but in battles you can temporarily change the current values with attacks. |
I see, thanks for clarifying.
Quote: | however I'll probably add some script commands to modify hero resistances pretty soon. |
Great!
edit:
Whew, I've managed to make the stat changing work. Yet another problem: I'm trying to create a menu that customizes the stats with some given points. The problem is i can't write it down into plotscript.
My plan is very simple:
1. set a global variable called "points left" and give it a value of 30
2. make this menu:
Uploaded with ImageShack.us
3. make a script that checks a tag called 'no more points' and will be linked to each entry as a textbox. it will have an 'instead' path that leads to an alternate textbox that proceeds to the game when the tag is on.
3. Link each entry to a their corresponding textboxes, each of which would contain the stat altering script while also subtracting a point from the 'points left' variable. So cliking str+1 adds 1 to the str stat and returns to the menu in step 3
4. The 'points remaining' variable will be depleted as the player keeps adding points, when the variable is reduced to 0, the tag 'no more points' will be set to on. This time the game will proceed to the actual gameplay.
*The problem is, how do i make such a global variable?
And do you have a better idea of implementing this?
Any help would be appreciated (I got tired of my other games having gone too messy, this one is a fresh start^^) _________________ So many ideas, so little focus. Monk spirit please lend me your power!
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BlastedEarth

Joined: 05 Oct 2009 Posts: 243
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Posted: Sat Jan 15, 2011 8:21 am Post subject: |
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The Mad Cacti wrote: | Happy New Year and Christmas!
To decrement by 5:
Code: | nb nikuman -= 5
OR
nb nikuman := nb nikuman -- 5
OR
decrement(nb nikuman, 5)
OR
set variable(nb nikuman, nb nikuman -- 5) |
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Wow this looks like the answer to problem here :-)
Code: |
global variable (1,points left)
plotscript, set total points, begin
points left := 30 #sets the value for the global variable
end
plotscript, add strength, begin
# this is an example of what will be in these menu items
variable(who)
who := rank in caterpillar (0)
variable(old stat)
if (points left <=0)
then (show textbox (90)) #text box 90 says, "You have used up all your points."
else if (points left >= 1)
then (
old stat := get hero stat(who, stat:STR, maximum stat)
set hero stat(who, stat:STR, old stat + 1, maximum stat)
set hero stat(who, stat:STR, old stat + 1, current stat)
decrement (points left,1)
#load the menu again here
)
(/code)
I plan to attach the stat scripts on text boxes, my problem is where do i put the script that sets the starting value of the 'points left' global variable. And would the decrement in the stat scripts actually diminish the global variable to a point where it reaches 0?
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EDIT: IT WORKS! Yaaay! Thank you thank youse! _________________ So many ideas, so little focus. Monk spirit please lend me your power!
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Tue Jan 18, 2011 1:38 am Post subject: |
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BlastedEarth wrote: | So I figured, if i set the current level stat same as the level 99 stats, then the hero won't gain new stats right? |
Yes, if by "current level stat" you mean "level 0 stats". The amount you gain at each level up isn't affected by what your stats actually are currently, just by the level 0 and level 99 and the current level.
Quote: | And do you have a better idea of implementing this? |
Well, it looks like you got it working already, but I'd like to mention that instead of having a "Check Stats" option, you could display the current stats in a separate window (a second inactive menu) to the side. You could store the value of each stat in a global variable, which you update when applying any perks, and then add menu items with captions like "Str: ${V100}". Those update when you change the global variable.
Quote: | (I got tired of my other games having gone too messy, this one is a fresh start^^) |
But that's a pity, the others looked quite promising! _________________ "It is so great it is insanely great." |
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BlastedEarth

Joined: 05 Oct 2009 Posts: 243
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Posted: Tue Jan 18, 2011 9:51 am Post subject: |
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Well, it looks like you got it working already, but I'd like to mention that instead of having a "Check Stats" option, you could display the current stats in a separate window (a second inactive menu) to the side.
I'll try if i can make this work, also: do you mean that i will not be using the default stats screen anymore? If i can learn how to use strings then i might be able to add new features like tag skills (barter, steal, stealth, lockpick, etc.)
I was really trying to simplify the game. Like instead of choosing a different class for each character, the starting 'traits' kind of determine your starting character. I'll send you what I have so far, it's really more organized than anything I've done before...
But that's a pity, the others looked quite promising!
Maybe in the future I can make them work if I have improved in plotscripting^^ _________________ So many ideas, so little focus. Monk spirit please lend me your power!
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Tue Jan 25, 2011 4:34 am Post subject: |
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BlastedEarth wrote: | I'll try if i can make this work, also: do you mean that i will not be using the default stats screen anymore? If i can learn how to use strings then i might be able to add new features like tag skills (barter, steal, stealth, lockpick, etc.) |
Oh, I wasn't suggesting replacing the Status screen, but just creating a simple little stat previewer for use in the Perks menu.
You probably wouldn't need to use strings to add learnable skills to such a menu; you could just add menu items which only appear if a tag is on.
Simple use of strings is easy though. Just write Code: | $ 21 = "Lockpick skill" | in a script, and then you can write ${S21} in a textbox or menu item caption, and have it replaced with 'Lockpick skill'. _________________ "It is so great it is insanely great." |
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