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cavemanerick

Joined: 03 Aug 2008 Posts: 74
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Posted: Fri Jan 23, 2009 8:22 pm Post subject: items and leveling up |
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Can you not set up items that you can only buy at certain levels i can't seem to find an option like that anywhere?
this is serious i may have to redesign the world if i can't do this ?
maybe i'm just over looking something any help people?
or do i set it up with super high cash amounts so that you would more then likily be this level to get this item? |
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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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Posted: Fri Jan 23, 2009 9:59 pm Post subject: |
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There is no built in method of making an item that is only available at a certain level, but you could do it with tags and a simple plotscript.
Name a tag something like "level over 10".
Then you add an item to the shop and make it only available if the "level over 10" tag is ON.
Then you can make a plotscript like this:
Code: | plotscript, set level tag, begin
if(get hero level(find hero(hero:Bob)) >> 10)
then(set tag(tag:level over 10, ON))
else(set tag(tag:level over 10, OFF))
end |
And make sure that the script gets run before the shop. |
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cavemanerick

Joined: 03 Aug 2008 Posts: 74
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Posted: Sat Jan 24, 2009 10:42 am Post subject: |
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thanks james, man why didn't i think of that.
well i'm still new to this so i'm sorry about all these annoying questions this is my first game with this system so i'm having a little trouble with it. |
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cavemanerick

Joined: 03 Aug 2008 Posts: 74
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Posted: Fri Jan 30, 2009 8:35 pm Post subject: |
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Hey just wondering if theres a way i could set the tag up with the shop it has a buy tag option, is there and easier way then using the plotscript or other way just curious? |
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Fri Jan 30, 2009 9:14 pm Post subject: |
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I'm not sure what you're asking, but there's no way to avoid using a plotscript here. _________________ "It is so great it is insanely great." |
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cavemanerick

Joined: 03 Aug 2008 Posts: 74
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Posted: Sat Jan 31, 2009 7:54 pm Post subject: |
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yeh thats pratically what i asked and thanks i was just wondering. |
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cavemanerick

Joined: 03 Aug 2008 Posts: 74
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Posted: Sat Jan 31, 2009 9:48 pm Post subject: |
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For some reason it won't work. I've tried several methods of programming it in but it still won't work. Maybe it needs to be told to preform the plotscript right after a battle with some sort of command which i have no knowledge of.
heres the code :
Code: |
include, plotscr.hsd
include, NES_STAR.hsi
define script(1,Item,none)
plotscript,Item,begin,
if(get hero level(find hero(hero:Titas)) >> 1)
then(set tag(tag:level over 1, ON))
else(set tag(tag:level over 1, OFF))
end |
I don't understand why it won't work, all i'm trying to do is test out the code and make an oldglove appear in the shop but for some reason it won't respond it seems.
Any ideas or help would be appreciated with my luck i missed something simple tho. |
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Moogle1 Scourge of the Seas Halloween 2006 Creativity Winner


Joined: 15 Jul 2004 Posts: 3377 Location: Seattle, WA
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Posted: Sat Jan 31, 2009 11:13 pm Post subject: |
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Your script looks fine. Check the store stock (make sure it's set to infinite) and try it with a fresh game. (edit: fresh save file, that is) _________________
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Sun Feb 01, 2009 12:43 am Post subject: |
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Yes, you need to make sure the script runs sometime between any battle and entering the shop. You could set it to the afterbattle script on every map, but it would be easier to call it right before the shop. Assuming you access the shop by attaching it to a textbox, just attach the script directly to the NPC that calls the textbox. The script is run immediately when you activate the NPC.
You can see which tags are set with the F4 debug key. See 'Debugging Keys' _________________ "It is so great it is insanely great." |
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cavemanerick

Joined: 03 Aug 2008 Posts: 74
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Posted: Sun Feb 01, 2009 9:35 am Post subject: |
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I'll try with a fresh game i was worried it might have something to do with that and thats one of the few things i diddn't try i'll try that out.
Also yeh i tried something similar to what your describing mad cati it didn't work but i'll try exactly what you've described here since its a bit diffrent from what i did.
thanks for the help i'll let you guys know how it goes.
edit:
Alright i got it to work it was a very simple thing i over looked like i thought i feel retarted. Then again i havn't worked with this plotscripting for about 5 months so i guess mistakes are bound to be made at first till i get the hang of it. I proably won't have any more questions for a little while till i get to the actual story k guys thanks for the help.
edit:
Sorry but i need to know if i can do this with code check this and wil it work guys
Code: | include, plotscr.hsd
include, NES_STAR.hsi
define script(1,Item,none)
plotscript,Item,begin,
if(get hero level(find hero(hero:Scythe)) >> 2)
then(set tag(tag:level over 2, ON))
else(set tag(tag:level over 2, OFF))
if(get hero level(find hero(hero:Scythe)) >> 4)
then(set tag(tag:level over 4, ON))
else(set tag(tag:level over 4, OFF))
if(get hero level(find hero(hero:Scythe)) >> 5)
then(set tag(tag:level over 5, ON))
else(set tag(tag:level over 5, OFF))
if(get hero level(find hero(hero:Scythe)) >> 6)
then(set tag(tag:level over 6, ON))
else(set tag(tag:level over 6, OFF))
if(get hero level(find hero(hero:Scythe)) >> 7)
then(set tag(tag:level over 7, ON))
else(set tag(tag:level over 7, OFF))
if(get hero level(find hero(hero:Scythe)) >> 9)
then(set tag(tag:level over 9, ON))
else(set tag(tag:level over 9, OFF))
if(get hero level(find hero(hero:Scythe)) >> 14)
then(set tag(tag:level over 14, ON))
else(set tag(tag:level over 14, OFF))
if(get hero level(find hero(hero:Scythe)) >> 15)
then(set tag(tag:level over 15, ON))
else(set tag(tag:level over 15, OFF))
if(get hero level(find hero(hero:Scythe)) >> 29)
then(set tag(tag:level over 29, ON))
else(set tag(tag:level over 29, OFF))
if(get hero level(find hero(hero:Scythe)) >> 30)
then(set tag(tag:level over 30, ON))
else(set tag(tag:level over 30, OFF))
if(get hero level(find hero(hero:Scythe)) >> 49)
then(set tag(tag:level over 49, ON))
else(set tag(tag:level over 49, OFF))
end
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Sun Feb 01, 2009 8:18 pm Post subject: |
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Yes, that's fine.
By the way, you don't have to have this line:
define script(1,Item,none)
That's obsolete. Using plotscript instead of script to start your script makes it visible in Custom for assigning to triggers. _________________ "It is so great it is insanely great." |
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cavemanerick

Joined: 03 Aug 2008 Posts: 74
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Posted: Sun Feb 01, 2009 9:16 pm Post subject: |
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k i thought it would work just making sure so i don't have to go back and tweak everything over again was very tedious and annoying to do first time.
K thanks
edit: great now i'm having this problem a real one
Any suggestions or ideas one whats going on would be appreciated. |
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Mon Feb 02, 2009 6:46 am Post subject: |
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Wow! A new HSpeak crash bug, those are very rare.
In this case it's obvious what the problem is: you've attempted to divide a constant expression by zero, like this:
wait (100/0)
I'll update HSpeak to throw a helpful error message instead. By coincidence I was just working on HSpeak when I paused to check CP. _________________ "It is so great it is insanely great." |
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cavemanerick

Joined: 03 Aug 2008 Posts: 74
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Posted: Mon Feb 02, 2009 8:56 am Post subject: |
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Ooo i see, i was worried about it taking / as a division sign instead of the name of the tag which was tag:over level 4/
I'll just switch it up and it should work, i'll watch out for that next time but yeh i finished all the codeing for all the basic wep, and armor items. (as soon as i fix this small problem) |
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Tue Feb 03, 2009 9:30 am Post subject: |
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Custom strips characters like / from constant names when it generates .HSI files. Have a look.
I guess what it should really do is print a warning when it has to remove something. _________________ "It is so great it is insanely great." |
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