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-   -   Calling All True Believers... (http://www.ironworksforum.com/forum/showthread.php?t=98417)

SilentThief 01-09-2008 01:54 AM

Re: Calling All True Believers...
 
ok, sorry 'bout that... I've been gone....

There are many ways to do this, depending on how you handle your magic items and if you have premade characters or the ability for the player to make them.

If you want your players to be able to make their own characters you don't have the benefit of knowing up front what the ability scores are, so instead have your bonuses to abilities be fixed number bonuses (like say that your girdle of giant strenght gives a flat +7 to str(for example) so you can subtract 7 from the score.

to do a random amount requires making a variable that saves the original ability score so you could return the score to its original number, and I personnally recommend using quests. I'd tell you how to do ASLs but for the problem of I haven't played with them enough to be able to tell you anything about them other than what they SHOULD do (from what I've read in the help).
Premade characters can give you other tricks that you can pull that allow you to set up ability score tracking (or any other number tracking) without using quests that show up in your inventory, if you decide to use premade characters; but it is not necessary.

-SilentThief
PS, I can go into better explanation in more detail if needed.

Funky Dynamite 01-10-2008 02:50 AM

Re: Calling All True Believers...
 
Quote:

Originally Posted by Dinonykos (Post 1197740)
I have not yet experimented with some of the expressions you used in your script, but perhaps the script sets the stat to the base value of the specific race, not to the value that was rolled/set for the specific character, is that possible?
Which means in your case the base strength was 3 for the specific race.
Just an idea... :(

Yeah, I bet that's what it's doing....

Funky Dynamite 01-10-2008 03:43 AM

Re: Calling All True Believers...
 
Quote:

Originally Posted by SilentThief (Post 1197798)
ok, sorry 'bout that... I've been gone....

There are many ways to do this, depending on how you handle your magic items and if you have premade characters or the ability for the player to make them.

If you want your players to be able to make their own characters you don't have the benefit of knowing up front what the ability scores are, so instead have your bonuses to abilities be fixed number bonuses (like say that your girdle of giant strenght gives a flat +7 to str(for example) so you can subtract 7 from the score.

to do a random amount requires making a variable that saves the original ability score so you could return the score to its original number, and I personnally recommend using quests. I'd tell you how to do ASLs but for the problem of I haven't played with them enough to be able to tell you anything about them other than what they SHOULD do (from what I've read in the help).
Premade characters can give you other tricks that you can pull that allow you to set up ability score tracking (or any other number tracking) without using quests that show up in your inventory, if you decide to use premade characters; but it is not necessary.

-SilentThief
PS, I can go into better explanation in more detail if needed.


First off, yes, I am wanting to allow the player to make their own characters. I won't be including my party in the final version of the design.
You mention just having my girdle give a flat +7 to STR. How do I do that? Are you talking about doing it through quests? Or an item (which I would prefer)? And my next question is how do I subtract it?
I don't want to do a random amount. Yes, I did think of just coding the character's stat number in the code. (Let's say my girdle ups their STR to 23, and their original STR was 17.) With a bit of unintentional help from Manikus, I figured out how to code "make their STR 23" and when the character unreadies it "make their STR 17." That's surprisingly easy to code. Problem solved, right? No, it's not. Doesn't work with -every- character, I can't take that same girdle and make it work for another character, unless -their- original Str was 17 also.
Yes, more detail would be greatly appreciated, thank you. If you have time....

Funky Dynamite 01-12-2008 04:30 AM

Re: Calling All True Believers...
 
On a related note, I have a question.
Using that method, is item givng exceptional strength to a character possible?
If so, how? The program won't accept an "/" as valid....

SilentThief 01-12-2008 10:22 PM

Re: Calling All True Believers...
 
Ok, FD; I can tell you that one simple enough.
The scripts $GET and/or $SET_CHAR_STRMOD are what deal with exceptional strength.

As for your request for more detail I have to tell you, I haven't found a viable answer when dealing with multiple characters and/or non-premade characters. As I'm sure you know, looking for answers in the Flipping help file thats almost 4 years since last revision (and was NOT complete back then).. anyhow I digress

What I know about how 2 do stat modification thru items and have it be reversable is that you have to have a way to set up a variable that has the original stat value so you could return it to the orignal setting. I have a testing mod (actually 3 of them ;)) and in it I had 1 character that was a fighter. if you set a characters experience for a class that they DON'T have, you can test it later. So, for example my fighter is given some Paladin exp thru an event: logic block GPDL script (condition: always)
then select the "..." button and enter this:

$SET_CHAR_PALADINEXP($MyIndex(), $GET_CHAR_STR($MyIndex()));

therefore the character that is NOT a paladin would have thier own strength score (without exceptional str) as thier "paladin exp" that amounts to nothing for now. Then you apply the strength score bonus, having a backup (and I believe that the backup doesn't even add to your EXP on your character screen)

then when you change back you have the opposite on a step event check on every step (or whatever you want, this will allow usable 1 time items easily enough like a potion of giant strength)
$SET_CHAR_STR($MyIndex(), $GET_CHAR_PALADINEXP($MyIndex()));

This has its problems and they are obvious, but I'll say them anyway. First off, you have to limit the character-types/character creation so if you test for paladin exp, its not on a paladin or you could easily be testing out to see if they have strength in the thousands (max is 25 I believe). Second, you couldn't allow a human change class to change to the paladin for the same reason.

Now, since you posted the question I've tried to piece together the answer that would be universal for all characters, and have been unable (it still seems like there should be a way!!!!).
You should be able to use quests (thru scripting GDPL, it HAS to be usable in GDPL) but I couldn't get it. You should be able to use ASLs (logic block handles them fine, trying to do them in GDPL I couldn't get that to works, either.).

Currently the magic system is in the beta stage for reasons such as these. I have been trying to puzzle some solutions out for the common practices we should be able to do and I've pieced together a start, but it is a work in progress and sadly I have school/family/job/real life making hard to puzzle these out. I am pursuing a degree in gaming and simulation, tho; and I hope to actually join the development team to contribute to DC

Sorry I don't have the answer
-SilentThief

Funky Dynamite 01-13-2008 08:34 PM

Re: Calling All True Believers...
 
Eh. It's cool. I'll try your suggestions. A bit of a disappointment that the program can't do that. But at least this method supplied by manikus has given me the chance to modify characters' stats to what I want. (My namesake character has UBER Strength and my paladin wears a girdle of giant strength. But I found when you make items that modify stats, have the character ready the items then drop them, then delete the items from the database the changes to the stats stay and are permanent as far as I can tell.) And it has allowed me to make some equipment, albeit for -just- my characters. That's something at least. Thanks, guys....

SilentThief 01-13-2008 09:23 PM

Re: Calling All True Believers...
 
Quote:

Originally Posted by manikus (Post 1197484)
Now making the item is a little bit harder than making a sword, but not much. You'll want to make it not be a weapon and then give it a special ability. I usually give 'bless'. You then have to edit the script...don't worry it's easy. In the script the word 'BLESS' is replaced with 'STR' and 'true' is replaced with the absolute number, in this case, '19'.

So changing the special abilities work correctly, then? I tried changing these before and didn't get them to work (altho I've learned a bit more since then). What I want to know is, if you change the special ability (thru whatever window) it makes each instance of that special ability work the same way, right? You should see the altered script when you open a later edit of that special ability, as in it saves it?

-SilentThief

manikus 01-13-2008 09:45 PM

Re: Calling All True Believers...
 
Quote:

Originally Posted by SilentThief (Post 1198161)
So changing the special abilities work correctly, then? I tried changing these before and didn't get them to work (altho I've learned a bit more since then). What I want to know is, if you change the special ability (thru whatever window) it makes each instance of that special ability work the same way, right? You should see the altered script when you open a later edit of that special ability, as in it saves it?

-SilentThief

It only alters it for that instance. This is a good thing, otherwise, we'd only have 20 or so items with different special abilities. :)
This is kind of anithetical to what DC does when exporting databases- just the script name is exported, not what the script does. I'm sure it's some type of bug. (I've already posted at SourceForge for Tarlanon to take a look at.)
What we need are the ability to add new special abilities through the GPDL or some scripting tool...(remember PAul's idea?)

SilentThief 01-14-2008 12:27 AM

Re: Calling All True Believers...
 
from your description, Tarlanon shouldn't fix this. Did you ever edit any messages that go along with the special abilities? did it do anything? You are right on the money for needing the ability to add more special abilities

-ST

manikus 01-14-2008 06:30 PM

Re: Calling All True Believers...
 
What I would like him to change is that in the export, if the special ability has not been altered, it would display as now - just the name, but if the script has been changed, then the script would be exported.

I haven't edited any messages (not ocunting changing source code). :)


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