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Castle Paradox
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gagekilmer Ninja... nuff said
Joined: 09 Jan 2013 Posts: 53
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Posted: Fri Jun 28, 2013 7:37 am Post subject: plotscripting formula |
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so I asked about this a couple months ago to write the script and now I am having issues with it. Im trying to give the hero a certain number of stat modifiers per level up. but each level the hero only gets one of the item, and if you go up multiple levels you only get one of the item (not one per level)
this is my script
plotscript, levelup, begin
variable (level)
level := get hero level (me)
get item (138, ((level+2)/4)+1)
end |
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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 Jun 28, 2013 8:46 am Post subject: |
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Try this script. I think it should do what you want.
Code: |
include, plotscr.hsd
plotscript, instead of battle, formnum, begin
variable(before, after, difference, i)
# Before the battle, record the level of the hero
before := get hero level(find hero(hero:Bob))
# Fight the battle
fight formation(formnum)
# After the battle check to see if the level has increased
after := get hero level(find hero(hero:Bob))
# If at least one level up has happened, give the modifier items for each level
difference := after -- before
if (difference >= 1) then(
for(i, before+1, after) do(
get item (138, ((i+2)/4)+1)
)
)
end
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This assumes that you only have one hero. A script that will work for multiple heroes is possible, but more complicated. |
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gagekilmer Ninja... nuff said
Joined: 09 Jan 2013 Posts: 53
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Posted: Fri Jun 28, 2013 10:29 am Post subject: IDEA |
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If I used the characters name to define the character, couldnt I copy and paste the script and change the name of the script. since each character uses a different item.
Also, If I give the player the ability to rename the character can the character still be referred to by the name given to them in the editor.
ex. if I name a character Ken, and the player renames them Alex, can I still refer to the character as Ken in plotscripts? |
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gagekilmer Ninja... nuff said
Joined: 09 Jan 2013 Posts: 53
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Posted: Fri Jun 28, 2013 5:52 pm Post subject: disregard |
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disregard my last post. could you please try to make me one for three characters. Kenryoku, Suji, and Kokoro? |
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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: Sat Jun 29, 2013 12:45 pm Post subject: Re: IDEA |
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gagekilmer wrote: | If I used the characters name to define the character, couldnt I copy and paste the script and change the name of the script. since each character uses a different item. |
Yes, this would work just fine.
gagekilmer wrote: | Also, If I give the player the ability to rename the character can the character still be referred to by the name given to them in the editor.
ex. if I name a character Ken, and the player renames them Alex, can I still refer to the character as Ken in plotscripts? |
No worries. the hero:Name plotscripting constants are always based on the hero's original name as defined in the hero editor. Even if the player re-names the hero, the hero:Name constant will still point to the correct hero. It is really just an alternate way of writing the hero's ID number. |
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gagekilmer Ninja... nuff said
Joined: 09 Jan 2013 Posts: 53
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Posted: Mon Jul 01, 2013 6:55 pm Post subject: issues |
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So I did as you said, best I could anyways... and set it as the instead of battle script. now I am not getting any of the item when I level up. Did I ruin the Script somehow... All i did was change the name of the variables so that they wouldnt interfere between characters
plotscript, instead of battle, formnum, begin
variable(before1, after1, difference1, a)
# Before the battle, record the level of the hero
before1 := get hero level(find hero(hero:kenryoku))
# Fight the battle
fight formation(formnum)
# After the battle check to see if the level has increased
after1 := get hero level(find hero(hero:kenryoku))
# If at least one level up has happened, give the modifier items for each level
difference1 := after1 -- before1
if (difference1 >= 1) then(
for(a, before1+1, after1) do(
get item (138, ((a+2)/4)+1)
)
)
variable(before2, after2, difference2, b)
# Before the battle, record the level of the hero
before2 := get hero level(find hero(hero:suji))
# Fight the battle
fight formation(formnum)
# After the battle check to see if the level has increased
after2 := get hero level(find hero(hero:suji))
# If at least one level up has happened, give the modifier items for each level
difference2 := after2 -- before2
if (difference2 >= 1) then(
for(b, before2+1, after2) do(
get item (138, ((b+2)/4)+1)
)
)
variable(before3, after3, difference3, c)
# Before the battle, record the level of the hero
before3 := get hero level(find hero(hero:kokoro))
# Fight the battle
fight formation(formnum)
# After the battle check to see if the level has increased
after3 := get hero level(find hero(hero:kokoro))
# If at least one level up has happened, give the modifier items for each level
difference3 := after3 -- before3
if (difference3 >= 1) then(
for(c, before3+1, after3) do(
get item (138, ((c+2)/4)+1)
)
)
end |
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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: Mon Jul 01, 2013 8:32 pm Post subject: |
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The problem here is that you will fight the enemy formation 3 times.
Here is the same script re-organized so that there is only one "fight formation" command
Code: |
plotscript, instead of battle, formnum, begin
variable(before1, after1, difference1, a)
variable(before2, after2, difference2, b)
variable(before3, after3, difference3, c)
# Before the battle, record the level of each hero
before1 := get hero level(find hero(hero:kenryoku))
before2 := get hero level(find hero(hero:suji))
before3 := get hero level(find hero(hero:kokoro))
# Fight the battle
fight formation(formnum)
# After the battle check to see if the level has increased
after1 := get hero level(find hero(hero:kenryoku))
after2 := get hero level(find hero(hero:suji))
after3 := get hero level(find hero(hero:kokoro))
# If at least one level up has happened, give the modifier items for each level
difference1 := after1 -- before1
if (difference1 >= 1) then(
for(a, before1+1, after1) do(
get item (138, ((a+2)/4)+1)
)
)
# If at least one level up has happened, give the modifier items for each level
difference2 := after2 -- before2
if (difference2 >= 1) then(
for(b, before2+1, after2) do(
get item (138, ((b+2)/4)+1)
)
)
# If at least one level up has happened, give the modifier items for each level
difference3 := after3 -- before3
if (difference3 >= 1) then(
for(c, before3+1, after3) do(
get item (138, ((c+2)/4)+1)
)
)
end
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gagekilmer Ninja... nuff said
Joined: 09 Jan 2013 Posts: 53
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Posted: Mon Jul 01, 2013 8:46 pm Post subject: thanks |
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has anyone ever told you that you are both a genius and a lifesaver. Thanks a ton. I have a simewhat related side question. when you start playing you are a floating hand, choosing your character, which we named choice hand. after choosing Kenryoku, and renaming him as you see fit, in the item menu (using items on a character) the hero is still referred to as choice hand. not a major issue, just kind of annoying |
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gagekilmer Ninja... nuff said
Joined: 09 Jan 2013 Posts: 53
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Posted: Mon Jul 01, 2013 8:56 pm Post subject: |
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its supposed to be an instead of battle script right? on every map it applies to? im still not getting any of the 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: Tue Jul 02, 2013 9:48 am Post subject: Re: thanks |
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Very glad to help :)
gagekilmer wrote: | has anyone ever told you that you are both a genius and a lifesaver. Thanks a ton. I have a simewhat related side question. when you start playing you are a floating hand, choosing your character, which we named choice hand. after choosing Kenryoku, and renaming him as you see fit, in the item menu (using items on a character) the hero is still referred to as choice hand. not a major issue, just kind of annoying |
Sounds like the choice hero needs to be removed from the party right after Kenryoku is added to the party.
If you attempt to remove the choice hand before adding Kenryoku, nothing will happen, because you can never have zero heroes in the party.
gagekilmer wrote: | its supposed to be an instead of battle script right? on every map it applies to? im still not getting any of the item |
yes, it should be set as the instead-of-battle command on every map. This only applies to random battles. For battles that are triggered from textboxes, you will need to trigger the script instead of fighting the battle directly. You can use another script for that
Code: |
plotscript, cave 1 boss battle, begin
instead of battle(43)
end
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In this example above, 43 is the formation id number for the boss. |
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gagekilmer Ninja... nuff said
Joined: 09 Jan 2013 Posts: 53
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Posted: Tue Jul 02, 2013 8:14 pm Post subject: Nope |
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I had already conquered that problem months ago... I made sure to add ken before getting rid of hand. I just double checked. There is only one party member, however (only in the items menu) he is still referred to as choice hand[/i] |
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Tue Jul 02, 2013 9:38 pm Post subject: |
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Are you saying that the wrong hero name is used in the target picker in the items menu, but not in battle, or in the status, equip, spells or party/order menus? _________________ "It is so great it is insanely great." |
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gagekilmer Ninja... nuff said
Joined: 09 Jan 2013 Posts: 53
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Posted: Wed Jul 03, 2013 5:49 am Post subject: |
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Exactly, and the correct walkabout sprite shows up next to the name "choice hand" and the "kenryoku" (the correct hero) still learns the technique |
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Fri Jul 05, 2013 6:23 am Post subject: |
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OK, thanks. I found and fixed that bug. _________________ "It is so great it is insanely great." |
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gagekilmer Ninja... nuff said
Joined: 09 Jan 2013 Posts: 53
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Posted: Sun Jul 07, 2013 4:14 pm Post subject: thanks |
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so does that mean that I have to re-download beezlebufo to fix it for me? |
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