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The Wobbler

Joined: 06 Feb 2003 Posts: 2221
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Posted: Wed Oct 12, 2005 8:54 pm Post subject: Another Surlaw question |
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Thu Oct 13, 2005 2:30 am Post subject: |
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The problem is only HP and MP retain their values outside of battle. The only other ways to get data out of battles are: money rewards, item rewards, and leveling, combined with a script that checks values before/after battle.
To use the money/items scheme, you would have to add invisible enemies which give random rewards and then kill them with the no rewards bit if you do/don't want to increment the counter.
In other words, no real solution, unless you want to go wih something so ugly. _________________ "It is so great it is insanely great." |
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Uncommon His legend will never die

Joined: 10 Mar 2003 Posts: 2503
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Posted: Thu Oct 13, 2005 6:26 am Post subject: |
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You could have the invisible enemy add an item each time you use the attack, then an after-battle script counts how many of that item you have, adds that number to a global, and deletes them out of you inventory? |
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The Wobbler

Joined: 06 Feb 2003 Posts: 2221
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Posted: Thu Oct 13, 2005 11:41 am Post subject: |
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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: Thu Oct 13, 2005 12:38 pm Post subject: |
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There's a slightly better solution: have the enemy spawn the invisible enemy as a counter to that attack. The invisible enemy drops the item, the script counts the items dropped.
Messy, but it works. _________________
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Uncommon His legend will never die

Joined: 10 Mar 2003 Posts: 2503
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Posted: Thu Oct 13, 2005 6:46 pm Post subject: |
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See, that's what I was getting at, Moogle, it's just I figured the spawning was implied from what TeeEmCee said. Rereading that, I see I was wrong. |
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