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Castle Paradox
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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: Sat Apr 25, 2009 11:53 am Post subject: Uses for the Counter stat |
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I'm getting annoyed with the Counter stat. It does nothing, yes, so why did they leave it in? Anyway, I read the wiki page that said there's no way to remove it. Shouldn't this be do-able with scripting? If not, any ideas on what I can use it for? MP Regeneration Rate, maybe? |
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TwinHamster ♫ Furious souls, burn eternally! ♫

Joined: 07 Mar 2004 Posts: 1352
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Posted: Sat Apr 25, 2009 11:58 am Post subject: |
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A bunch of games just use it as an extra stat.
You can use it to vary attack strengths/defenses, enemy targeting, or even as some sort of counting variable out of battle. |
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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: Sat Apr 25, 2009 12:02 pm Post subject: |
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Yes, but I really don't have any use for it. I was thinking of maybe their mood? The higher it is, the angrier they get, thus making that person stronger, but enemies attack that person more often, too. But I don't know how to implement it. Any help? If I can't, would it be possible to take it all out with scripting, including the number? |
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Spoon Weaver

Joined: 18 Nov 2008 Posts: 421 Location: @home
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Posted: Sat Apr 25, 2009 12:29 pm Post subject: |
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Yes it's possible to remove it. All you have to do is make your own stat screen, and assign it to the menu option instead of the current one. |
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TwinHamster ♫ Furious souls, burn eternally! ♫

Joined: 07 Mar 2004 Posts: 1352
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Posted: Sat Apr 25, 2009 12:46 pm Post subject: |
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Pumpkinbot wrote: | Yes, but I really don't have any use for it. I was thinking of maybe their mood? The higher it is, the angrier they get, thus making that person stronger, but enemies attack that person more often, too. But I don't know how to implement it. Any help? If I can't, would it be possible to take it all out with scripting, including the number? |
Well, there are a couple (at least one) games that use the counter stat as a threat system.
Any attack from the hero that damage a foe is chained to another attack that increases your 'threat'.
Getting hurt decreases your 'threat'
Wearing stronger equipment should also raise your 'threat'.
This needs most monster attacks to specially target opponents using the 'Preferred Target' feature.
If you want it to make your heroes stronger, you could chain a couple attacks that boost the hero's 'power/strength' stat for a single attack, then reset it afterwards.
It's honestly a lot of work just to make use of a single stat. |
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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: Sat Apr 25, 2009 1:54 pm Post subject: |
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TwinHamster wrote: | Well, there are a couple (at least one) games that use the counter stat as a threat system.
Any attack from the hero that damage a foe is chained to another attack that increases your 'threat'.
Getting hurt decreases your 'threat'
Wearing stronger equipment should also raise your 'threat'.
This needs most monster attacks to specially target opponents using the 'Preferred Target' feature.
If you want it to make your heroes stronger, you could chain a couple attacks that boost the hero's 'power/strength' stat for a single attack, then reset it afterwards.
It's honestly a lot of work just to make use of a single stat. | Yeah, that's why I was thinking about it being there for out of battle things. Like, on the wiki, it said that some people use it for "Coolness" or something. This sounds like a good idea, but "coolness" just sounds so...generic. I want it to be relevant to the plot, but...Maybe for the number of spells learned? |
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Mariel

Joined: 15 Oct 2008 Posts: 78 Location: In your dreams
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Posted: Wed May 06, 2009 9:25 pm Post subject: |
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Just throwing this out there; I'm using it as a way to buy other stats at level up. Each character gets seven Counter points when they level, then can go to a custom menu to trade the Counter points into Attack, Defense, etc.
Having an extra stat is pretty handy. _________________ "I think civility flew out the window the second I found the lawnmower. With dignity and humanity splattered on the walls." |
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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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Pumpkinbot Rock beats scissors! >:D

Joined: 22 Apr 2009 Posts: 106 Location: Megaman, Cutman's level.
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Posted: Thu May 07, 2009 4:34 pm Post subject: |
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Mariel wrote: | Just throwing this out there; I'm using it as a way to buy other stats at level up. Each character gets seven Counter points when they level, then can go to a custom menu to trade the Counter points into Attack, Defense, etc.
Having an extra stat is pretty handy. | Oh, that's a good idea. :o But how would you make a shop that uses a stat as currency instead of money?
EDIT: And how do you make it give each character exactly 7 counter points every level up? (MINIEDIT: Oh, plotsctipting, I guess?) That stupid stat curve is annoying. James, are you planning to have an editable stat-gain curve? 'Cause that would be quite handy. :o |
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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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Pumpkinbot Rock beats scissors! >:D

Joined: 22 Apr 2009 Posts: 106 Location: Megaman, Cutman's level.
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Posted: Thu May 07, 2009 6:29 pm Post subject: |
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Well, I'll be. X) Okay, well, I guess all my questions are answered. |
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Mariel

Joined: 15 Oct 2008 Posts: 78 Location: In your dreams
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Posted: Sun May 10, 2009 4:52 am Post subject: |
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Pumpkinbot wrote: | Mariel wrote: | Just throwing this out there; I'm using it as a way to buy other stats at level up. Each character gets seven Counter points when they level, then can go to a custom menu to trade the Counter points into Attack, Defense, etc.
Having an extra stat is pretty handy. | Oh, that's a good idea. :o But how would you make a shop that uses a stat as currency instead of money?
EDIT: And how do you make it give each character exactly 7 counter points every level up? (MINIEDIT: Oh, plotsctipting, I guess?) That stupid stat curve is annoying. James, are you planning to have an editable stat-gain curve? 'Cause that would be quite handy. :o |
Yeah, it'll be a script that checks after battle for a level up and then gives the counter points, and I'm sure you could make a shop for it too--perhaps not in the regular manner of an item shop, but using menus like mine only assigned to an NPC instead of in the ESC menu. _________________ "I think civility flew out the window the second I found the lawnmower. With dignity and humanity splattered on the walls." |
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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: Sun May 10, 2009 12:45 pm Post subject: |
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Mariel wrote: |
Yeah, it'll be a script that checks after battle for a level up and then gives the counter points, and I'm sure you could make a shop for it too--perhaps not in the regular manner of an item shop, but using menus like mine only assigned to an NPC instead of in the ESC menu. | I see. First, I need to learn plotscriping. x_o But I'm taking a break for now. I've been bustin' mah butt getting the battle graphics to look right. *points to thread in Art Corner* |
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G-Wreck OHRRPGCE Game Designer

Joined: 28 Feb 2010 Posts: 32 Location: Oklahoma
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Posted: Sun Feb 28, 2010 9:54 pm Post subject: |
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So, this is my first ever Castle Paradox post
Anyway, I'm using it as a 'persuade' stat, similar to the same stat in Star Wars: KoToR. But I' m actually using the Extra Hits stat instead, since I'm already using counter for another purpose (I never use extra hits anyway). The drawback is that I have to edit every hero attack to read the 'ignore extra hits bitset,' but I think it's worth it .
Here's how it works:
I use a script to check the persuade stat of the party leader, and turn on the tag that corresponds to the level of the stat. For example, of Persuade = 5, it sets tag 'X: Persuade = 5' 'on.'
I use the script as my Map Autorun script, and then make choices appear in a menu after a textbox if the right persuasion tag is on. If your persuade skill is not high enough, the choice will not appear.
Here's the actual script. Beware, though, I'm new to scripting, and I'm sure there's a better way to write this:
Code: | plotscript,persuade,begin
if (get hero stat (0,stat:persuade) == 0)
then(set tag (35,on))
if (get hero stat (0,stat:persuade) == 1)
then(set tag (36,on))
if (get hero stat (0,stat:persuade) == 2)
then(set tag (37,on))
if (get hero stat (0,stat:persuade) == 3)
then(set tag (38,on))
if (get hero stat (0,stat:persuade) == 4)
then(set tag (39,on))
if (get hero stat (0,stat:persuade) == 5)
then(set tag (40,on))
if (get hero stat (0,stat:persuade) == 6)
then(set tag (41,on))
if (get hero stat (0,stat:persuade) == 7)
then(set tag (42,on))
if (get hero stat (0,stat:persuade) == 8)
then(set tag (43,on))
if (get hero stat (0,stat:persuade) == 9)
then(set tag (44,on))
if (get hero stat (0,stat:persuade) == 10)
then(set tag (45,on))
end
And yes, it has been tested and proven to work :) |
_________________ Syzygy - .01% (Extremely Random Number)
Finishing the main story arcs and gameplay elements before I do anything else. |
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Mon Mar 01, 2010 12:04 am Post subject: |
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Hi, welcome!
Interesting, I hadn't realised that we effectively have more than one extra stat.
Tags are still the easiest way to do things like build dynamic menus.
The only problem is that if the persuade stat ever decreased, your script wouldn't turn any tags off. Also, it might be safer to set it as an each-step instead of map autorun script, but you'll know yourself whether that's needed. _________________ "It is so great it is insanely great." |
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