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    Let's see if i got this right.

    So since the other topic i'd had is gone. i wondered about the steal script and using the advice i got from others here.

    I attempted to do it but am i doing it correctly?

    Here's my script for it so far. (This came from someone here and i'm using that to make the steal script.)

    000- Data Get Enemy Name
    001- Script: Call Target Name
    002- Data: Variable (TempVariable9)=(+1)?(+100)
    003- Script Branch Common Name
    004- Script Branch Apply if: Number is +1
    005- Script Branch Condition: Variable (TempVariable9)<+60

    That's how far i got for the script can anyone help at what i should do from here please. cause i'm still fleshing out my ideas on paper.
    Last edited by RPG Learner; 06-06-2005, 06:43 AM.
    There is one thing that pretty much disturbes me in an SRPG....

    Maronakins.

    #2
    Re: Let's see if i got this right.

    That's as far as I know too. Hopefully Dungeon Warden'll know how to track if the player's stolen from an individual enemy yet or not (which is where I get lost). Good luck!

    Comment


      #3
      Re: Let's see if i got this right.

      Thank you i'll need it.
      There is one thing that pretty much disturbes me in an SRPG....

      Maronakins.

      Comment


        #4
        Re: Let's see if i got this right.

        Originally posted by RPG Learner
        So since the other topic i'd had is gone i wondered about the steal script and using the advice i got from others here.
        I do not know if this is what you meant, but there is an option at the bottom of the postings list with which you can view older threads. I made a similiar mistake when the New Look took over and may be projecting my error on you.

        Sorry if that is not what you meant.

        As for the Steal Script, I tried a while ago and wound up simplifying the script so much that it was abandoned. All I did was set a random chance of getting a random item with a simple, general, message. I found it daunting to set specifics for each enemy's possibilities.

        If the simplified version will help, I'll see if I kept it and post it here if you like. It was not a complex script and could likely be created from the info above, but if you want to "Dumb it Down" just to get it working, I can help.

        If you want a "Professional" Thief, wait for a more experienced user to reply.

        Good Luck with it.

        Peace.

        MOO!




        Comment


          #5
          Re: Let's see if i got this right.

          I think i will try both but the simplified one you did might be useful for outside of battle stealing.

          But i'll also wait for an experienced script too.
          Last edited by RPG Learner; 06-06-2005, 06:43 AM.
          There is one thing that pretty much disturbes me in an SRPG....

          Maronakins.

          Comment


            #6
            Re: Let's see if i got this right.

            OK, I am doing this from memory on my Lunch Break (it is too hot to sit in the car and read comic-books like I usually do), so it may be "buggy," but I can always come back and edit it for functionality. The general idea is the important thing.

            This will perform a "Steal" action if set to a Direct Effect. The variables and flag(s) are custom named. Asterisks (*'s) are where the messages go.

            +++++++
            EDIT:
            +++++++

            ===================
            DO NOT USE THE BELOW SCRIPT. IT CAN NOT EVEN BE CREATED. I WAS NOT NEAR MY PS2 WHEN I WROTE IT AND MUST HAVE HAD A BRAINFART BECAUSE I CROSSED CONCEPTS AND POSTED A USELESS SCRIPT.

            There is a corrected version in the post by Dungeon Warden below this one. I left it alone so you could all see what happens when you try to do too much.
            ===================

            Game Info: Load
            Data: Variable: [what'd I get?] = 0 ? 99
            Script Branch: Sort: Variable [what'd I get?]
            Apply if number <10
            None
            * (no item)
            To End
            Apply if number <20
            Party: Possessions: Give Crappy Item
            *
            To End
            Apply if number <70
            Party: Possessions: Give Normal Item
            *
            To End
            Apply if number <90
            Party: Possessions: Give Cool Item
            *
            To End
            Apply if number <95
            Party: Possessions: Give Really Cool Item
            *
            To End
            Apply if number <99
            Party: Possessions: Give Great Item
            *
            To End
            Apply if number =99
            Party: Possessions: Give Great Item
            *
            Apply Together
            Script: Call Script [self-reference]
            Force Script End
            To End
            *

            This is just the skeleton. There were flags for each boss which set conditions for Unique Item Stealing (the same ones that get turned off after the battle to remove the event battle from the map) (I gave up at that point).

            The "Self Reference" script call was a way to let you steal twice if the number =99. I do not recall if it worked or, if not, how I had it repeating.

            You can set other flags and variables/sorts within each Apply if to randomize the given item.
            Last edited by Rodak; 06-06-2005, 04:41 PM.

            MOO!




            Comment


              #7
              Re: Let's see if i got this right.

              Rodak, you can't use sort that way (no > or < symbol). Here is a modification:

              Game Info: Load
              Data : Temp Flag 1 = Off
              Data: Variable: [what'd I get?] = 0 ? 99
              Script Branch : Repeat : Temp Flag 1 = Off
              Script Branch : Condition [what'd I get?] <10
              None
              * (no item)
              Data : Temp Flag 1 = On
              To End [Note: To End will go to the end of the repeat]
              Script Branch End Condition
              Script Branch : Condition [what'd I get?] <20
              Party: Possessions: Give Crappy Item
              *
              Data : Temp Flag 1 = On
              To End
              Script Branch End Condition
              Script Branch : Condition [what'd I get?] <70
              Party: Possessions: Give Normal Item
              *
              Data : Temp Flag 1 = On
              To End
              Script Branch End Condition
              Script Branch : Condition [what'd I get?] <90
              Party: Possessions: Give Cool Item
              *
              Data : Temp Flag 1 = On
              To End
              Script Branch End Condition
              Script Branch : Condition [what'd I get?] <95
              Party: Possessions: Give Really Cool Item
              *
              Data : Temp Flag 1 = On
              To End
              Script Branch End Condition
              Script Branch : Condition [what'd I get?] <99
              Party: Possessions: Give Great Item
              *
              Data : Temp Flag 1 = On
              To End
              Script Branch End Condition
              Script Branch : Condition [what'd I get?] =99
              Party: Possessions: Give Great Item
              *
              Apply Together
              Script: Call Script [self-reference]
              Data : Temp Flag 1 = On
              Script Branch End Condition
              Script Branch End Repeat

              Here is the first script fixed:

              000- * Get Enemy Name
              001- Script: Call Target Name
              002- Data: Variable (TempVariable9)=(+1)?(+100)
              003- Script Branch Sort Common Name
              004- Script Branch Apply if: Input = Orc
              005- Script Branch Condition: Variable (TempVariable9)<+60
              006- No item
              007- To End
              008- Script Branch End
              009- Script Branch Condition: Variable (TempVariable9)<+90
              010- Party: Possessions: Give Normal Item
              011- To End
              012- Script Branch End
              013- Script Branch Condition: Variable (TempVariable9)<+100
              014- Party: Possessions: Give Rare Item
              015- To End
              016- Script Branch End
              017- Script Branch Apply if: Input = Goblin
              018- repeat for every possible Enemy

              Note: if two or more enemies have the same chance of getting the same items, repeat there names in the list. Example:

              Script Branch Apply if: Input = Goblin
              Script Branch Apply if: Input = Moblin
              Script Branch Apply if: Input = Kobold

              Will use the same commands that follow to determine what item is found. Remember, unless there is a To End (or To Top) command, the script will keep doing commands in order no matter how many Apply if's in put in between. Think of Apply If as a Go To line number (or Go To Label) command.

              It would be very hard to determine if an enemy has already been robbed. By keeping the chance of success low you can allow multiple items to be taken from the same enemy. Most people will get bored stealing from the same enemy over and over again. Besides the fact that the enemy will get to attack them every round as well.

              Bosses on the other hand are unique and can be set up to be only robbed from once by tripping a flag when their item is taken.




              The Crown of Order demo is here.

              Comment


                #8
                Re: Let's see if i got this right.

                Originally posted by Dungeon Warden
                Rodak, you can't use sort that way (no > or < symbol).
                Oops. I knew I should not have tried that on break.

                I am still not up to scripting from memory, but I tried anyhow.

                And now I recall why I gave up.

                I was using Script Branch Conditions, nested too many and reached the limit!

                I knew I should have waited until got home and checked.

                Sorry if I confused anyone.
                Last edited by Rodak; 06-06-2005, 03:02 PM.

                MOO!




                Comment


                  #9
                  Re: Let's see if i got this right.

                  Is this also the Professional Version Dungeon Warden if so then i'll try this script out and use it. Thank you for your help.

                  I'm going to have to make some ending credites to put people who helped me on this.
                  There is one thing that pretty much disturbes me in an SRPG....

                  Maronakins.

                  Comment


                    #10
                    Re: Let's see if i got this right.

                    I don't know who professional it is, but this is the idea I can up with then designing this system for someone else. It should work as well as any other idea I can come up with. Reading the reset scripts helps you to discover neat tricks, like using the Repeat and To End commands to avoid nesting a lot of Condition scripts.

                    Give the scripts a try and let me know how well they work out for you.




                    The Crown of Order demo is here.

                    Comment


                      #11
                      Re: Let's see if i got this right.

                      Ok i will but now i've got another problem well the script worked but can't be sure until this minor issue is fixed here.

                      It's the direct effects for the steal script alright now i wonder if i have to make new ones and knowing where to put the script at.

                      Here's what i got so far. not much but i bet you can help me see if i'm on the right path in this.

                      Steal Script Experiment (Most of it is empty i'm on a blank script right now for direct effects.)

                      Settings Type Support
                      Rate 0
                      Success 100%

                      Custom
                      Target Enemy
                      Single Party Member-Single Enemy

                      Directing
                      Group -none-
                      Success -none-
                      Crtical -none-
                      Custom -none-
                      Fail -none-

                      Adv
                      Turn Start
                      Turn End
                      Check Start Start HP
                      Check Fail Ban Ability
                      Effect Start Technique (I's made a new one for the display text.)
                      Counterattack
                      Consume

                      Multi Effect
                      First Effect
                      After Effect
                      Success Check

                      Result
                      Success Steal
                      (Crtical)
                      (Custom)
                      Fail Ability Fail 1
                      Dodge
                      There is one thing that pretty much disturbes me in an SRPG....

                      Maronakins.

                      Comment


                        #12
                        Re: Let's see if i got this right.

                        The Adv 'Result' slot is what happens when it succeeds and defaultly the chance of success is the percent in the first Cus tab. The script should go in the Adv 'Result' slot if it's what happens when the player succeeds (checking the enemy, stealing the item). It should work fine then.

                        If you want your own Acc/Eva-Success formula, you'd want to put it in the Adv 'Success Check' slot and make the percent in the first Cus tab be 100% (that's how I made mine).
                        Last edited by WilliamKirk; 06-08-2005, 10:18 PM.

                        Comment


                          #13
                          Re: Let's see if i got this right.

                          Hmm ok so how did you make yours then was it similiar to mine's.
                          There is one thing that pretty much disturbes me in an SRPG....

                          Maronakins.

                          Comment


                            #14
                            Re: Let's see if i got this right.

                            I'm confused. Do you want to know how I made my steal ability or my Acc/Eva-Success formula?

                            With the steal ability I did this:

                            I'd already had my Acc/Eva-Success formula (used for magical and physical attacks already), and put it in the Adv 'Success Check' slot and made the percent in the first Cus tab be 100%. This so that technically the player always 'hits' the target, but after the player 'hits' the target I determine whether they really 'hit' the target or not (that may be hard to follow, sorry, the first two 'hits' are RPGM2's default battle system and the third 'hit' is me altering it).

                            I then made a script/event that did my steal stuff and put it in the Adv 'Result' slot. This is basically where you always put what happens when the direct effect succeeds for everything (steal - steal script, magic attack - damage script, magic heal - heal script, status effect - apply status effect, etc.).

                            The difference is that my steal script isn't what you want to do. I took the easy way out and made my 'Pilfer' ability steal money. My formula for figuring out the money stolen actually comes the instigator's (caster, player) AGI and CHA (LUCK) stats and the enemy is irrelevant. Mine has high success rate (equal to a normal attack) but doesn't give that much money. I did this to save myself a ton of work/memory/time/effort and not have to track whether the enemy's been stolen from or not nor track which enemy type is being targetted. Basically, this is the part where I leave you hanging, sorry.

                            Well, good luck! Tell me how it works out and ask any questions if you have them.

                            Edit: Here's more info and exact scripts on how I editted the DBS: http://doansdomain.proboards27.com/i...ead=1111985298 , I apoligize humbly if this is the first time you've seen it.
                            Last edited by WilliamKirk; 06-09-2005, 07:39 PM.

                            Comment


                              #15
                              Re: Let's see if i got this right.

                              Yes i'll take a look at it. but do you have the script on how to make Speel damage affect INT, and Skill damage affect STR? i lost the info on how to do that. i know i did on the Magic Formula 1 but i forgot it. and i think i lost the notes on how. so do you remember on how to do it?
                              Last edited by RPG Learner; 06-12-2005, 06:01 PM.
                              There is one thing that pretty much disturbes me in an SRPG....

                              Maronakins.

                              Comment

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