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RPG Learner
06-05-2005, 08:57 PM
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.

WilliamKirk
06-05-2005, 09:33 PM
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!

RPG Learner
06-05-2005, 09:50 PM
Thank you i'll need it.

Rodak
06-06-2005, 05:45 AM
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.

RPG Learner
06-06-2005, 07:42 AM
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.

Rodak
06-06-2005, 12:26 PM
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.

Dungeon Warden
06-06-2005, 02:32 PM
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.

Rodak
06-06-2005, 04:01 PM
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.

RPG Learner
06-06-2005, 08:47 PM
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.

Dungeon Warden
06-07-2005, 04:13 PM
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.

RPG Learner
06-08-2005, 09:48 PM
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

WilliamKirk
06-08-2005, 11:16 PM
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).

RPG Learner
06-09-2005, 06:51 AM
Hmm ok so how did you make yours then was it similiar to mine's.

WilliamKirk
06-09-2005, 08:19 PM
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/index.cgi?board=William&action=display&thread=1111985298 , I apoligize humbly if this is the first time you've seen it.

RPG Learner
06-12-2005, 07:00 PM
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?

WilliamKirk
06-12-2005, 08:15 PM
I'll look at my scripts and come back here, but for now I can say...

The script in the Adv 'Result' basically does everything, so the script here should figure out a total offensive power (custom variable) and a total defensive power (custom variable), and make a 'Total Damage' (default variable), and subtract that 'Total Damage' from the target's 'Hit Points' (default variable).

Basically, the script should follow this pattern:

*Load Offensive Power (starts on Instigator, member/enemy performing the move)
Battle: Make Active Character
*Load Defensive Power (now on Target after that command)
(to get back to the Instigator use Battle: Make Active Character again, not Battle: Change Back Active Character)
Data: variable 'Total Damage' = total offensive power - total defensive power
(if 'Damage Total' is a negative number overwrite it to 0 or 1)
Data: Flag: 'Stat Type': On (to load with class and equipment factored for members)
Substitute Target Attribute for Variable (load target's current HP)
Data: variable 'Hit Points' = 'Hit Points' - 'Damage Total'
Substitute Variable for Target Attribute (save target's new current HP)
Data: Flag: 'Stat Type': Off

*The Offensive Power part is where the caster's stats and the direct effect's rate get factored in
*The Defensive Power part is where the target's stats and weapon/magic resistances get factored in

Basic examples of each of these where the stats are a factor in calculating damage are here:

Offensive 1_ (offense power = str (or int) + rate)
Data: Load Direct Effect Info (load Dir: Rate)
Data: Flag: 'Stat Type': On (to load with class and equipment factored for members)
Substitute Target Attribute for Variable (load Instigator's stats)
**Data: variable: total offensive power = 'Strength' (or 'Intelligence') + 'Dir: Rate'
Data: Flag: 'Stat Type': Off

Offensive 2_ (offense power = str (or int) * rate / 100)
Data: Load Direct Effect Info (load Dir: Rate)
Data: Flag: 'Stat Type': On (to load with class and equipment factored for members)
Substitute Target Attribute for Variable (load Instigator's stats)
**Data: variable: total offensive power = 'Strength' (or 'Intelligence') * 'Dir: Rate'
**Data: variable: total offensive power = total offensive power / 100
Data: Flag: 'Stat Type': Off

Defensive 1_ (defense power = def (or int))
Data: Load Direct Effect Info (load Dir: Rate)
Data: Flag: 'Stat Type': On (to load with class and equipment factored for members)
Substitute Target Attribute for Variable (load Instigator's stats)
**Data: variable: total defensive power = 'Defense' (or 'Intelligence') + 0
Data: Flag: 'Stat Type': Off

Defensive 2_ (defense power = def (or int) / 2)
Data: Load Direct Effect Info (load Dir: Rate)
Data: Flag: 'Stat Type': On (to load with class and equipment factored for members)
Substitute Target Attribute for Variable (load Instigator's stats)
**Data: variable: total defensive power = 'Defense' (or 'Intelligence') / 2
Data: Flag: 'Stat Type': Off

**The rest of the script besides these lines should always be the same, these parts that are double-starred are the customizable parts

RPG Learner
06-12-2005, 09:04 PM
I'm not sure this is it. cause someone had another idea and it was much simplier. It meant that spells grow in power as the INT stat increases and i was looking for a much simplier script to do it in. by editing the Magic Formula 1 and Skill Formula. so i'll try this in the future.

EDIT: Nevermin i've found my notes on how to do it in.

RPG Learner
06-13-2005, 09:58 PM
I've got it working i guess now Dungeon Warden. but there's just some problems i need to figure out how to fix.

Here's the script so far.

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: Text is Small Bat
005- Script Branch Condition: Variable (TempVariable9)<+40
006- Text: Message "Failed to steal from
007- Script: Call (Target Name)
008- Text: Message "!
009- To End
010- Script Branch End
011- Script Condition End
012- *When there's nothing to steal
013- Script Branch Condition: Variable (TempVariable9)<+40
014- Text: Message Steals
015- Data: Get Item Name
016- Text Content: Input Display (Common Name)
017- Text Message "From
018- Script: Call (Target Name)
019- Text Message "!
020- Party: Possessions: Give Normal Item
021- To End
022- Script Branch End

That's all i've have so far.

Now for the Effect start for the Steal Script
000- Text: Clear Message
001- Script Call (Instigator Name)
002- Text: Message 'gets ready to
003- Data Get Ability Name
004- Text: Content Input: Display Common Name
005- Text: Message 'from
006- Script: Call (Target Name)
007-Text Message '!
008- Text Message "
009- Other Wait 10F

Now for that Custom Level up script for accessories WilliamKirk so is this right then? http://www.pavilionboards.com/forum/showthread.php?t=90&page=1&pp=20

(From post at my RPGM2 Script topic)And now i wonder how to add bonus when you equip an item that grants a for example +10 bonus HP at level up to the level up script so it'll be dectected.



*000-Data: Member Info: Change to Member Order
*001-Data: Variable [Member Number] = [Insti Member] + 0
*002-Data: Member Info: Load

*For bonus parameters at lvl up

000- Data Flag (Temp Flag 1) Off
001- Script Branch Condition: Flag (Temp Flag 1) Off
002- Battle: Give Exp
003- Script Condition End
004- Battle: Check Level Up
005- Data Variable: (TempVariable9)=(0 fixed)+(0 fixed)
006- Script Branch:Repeat: Flag (Level UP) On
007- Data: Flag (Temp Flag 1)On
008- Script Branch: Condition: Flag (Temp Flag 0)Off
009- Text Message: ''
010- Data Flag: (Temp Flag 0)On
011- Script Condition End
012- Script Branch Condition: Flag (Temp Flag 0)On
013- Script Condition End
014- Sound SFX (Item Obtained) Volume=100 Pitch+0 Tempo=100
015- Data Get Member Name
016- Text Content: Input: Display (Common Name)
017- Text: Message 'gained a
018- Text Content: Menu Text: Display (Level)
019- Text Message: !
020- Script Branch Condition: Variable (Strength)>(0 Fixed)
021- Text Content: Menu Text: Display(STR)
022- Text Message '+'
023- Text Content: Variable: Display (Strength)Digits not fixed
024- Text: Message '.'
025- Script Condition End
026- Script Branch: Condition: Variable (Strength)< (0 fixed)
027- Text Content: Menu Text: Display (Strength)
028- Text Message: .
029- Text Content: Variable: Display (Strength)Digits Not Fixed
030- Text Message '.'
031- Script Condition End
032- *Strength attribute treatment*(Note)
033- Script Branch Condition: Variable (Defence)>(0 Fixed)
034- Text Content: Menu Text: Display(DEF)
035- Text Message '+'
036- Text Content: Variable: Display (Defence)Digits not fixed
037- Text: Message '.'
038- Script Condition End
039- Script Branch: Condition: Variable (Defence)< (0 fixed)
040- Text Content: Menu Text: Display (Defence)
041- Text Message: .
042- Text Content: Variable: Display (Defence)Digits Not Fixed
043- Text Message '.'
044- Script Condition End
045- *Defence attribute treatment*(Note)
046- Script Branch Condition: Variable (Intelligence)>(0 Fixed)
047- Text Content: Menu Text: Display(INT)
048- Text Message '+'
049- Text Content: Variable: Display (Intelligence)Digits not fixed
050- Text: Message '.'
051- Script Condition End
052- Script Branch: Condition: Variable (Intelligence)< (0 fixed)
053- Text Content: Menu Text: Display (Intelligence)
054- Text Message: .
055- Text Content: Variable: Display (Intelligence)Digits Not Fixed
056- Text Message '.'
057- Script Condition End
058- * Intelligence attribute treatment*(Note)
059- Script Branch Condition: Variable (Agility)>(0 Fixed)
060- Text Content: Menu Text: Display(AGI)
061- Text Message '+'
062- Text Content: Variable: Display (Agility) Digits not fixed
063- Text: Message '.'
064- Script Condition End
065- Script Branch: Condition: Variable (Agility)< (0 fixed)
067- Text Content: Menu Text: Display (Agility)
068- Text Message: .
069- Text Content: Variable: Display (Agility) Digits Not Fixed
070- Text Message '.'
071- Script Condition End
072- * Agility attribute treatment*(Note)
073- Script Branch Condition: Variable (Luck)>(0 Fixed)
074- Text Content: Menu Text: Display(LUCK)
075- Text Message '+'
076- Text Content: Variable: Display (Luck)Digits not fixed
077- Text: Message '.'
078- Script Condition End
079- Script Branch: Condition: Variable (Luck)< (0 fixed)
080- Text Content: Menu Text: Display (Luck)
081- Text Message: .
082- Text Content: Variable: Display (Luck)Digits Not Fixed
083- Text Message '.'
084- Script Condition End
085- * Luck attribute treatment*(Note)
086- Script Branch Condition: Variable (Max HP)>(0 Fixed)
087- Text Content: Menu Text: Display(Max HP)
088- Text Message '+'
089- Text Content: Variable: Display (Max HP)Digits not fixed
090- Text: Message '.'
091- Script Condition End
092- Script Branch: Condition: Variable (Max HP)< (0 fixed)
093- Text Content: Menu Text: Display (Max HP)
094- Text Message: .
095- Text Content: Variable: Display (Max HP)Digits Not Fixed
096- Text Message '.'
097- Script Condition End
098- * Max HP attribute treatment*(Note)
099- Script Branch Condition: Variable (Max MP)>(0 Fixed)
100- Text Content: Menu Text: Display(Max MP)
101- Text Message '+'
102- Text Content: Variable: Display (Max MP)Digits not fixed
103- Text: Message '.'
104- Script Condition End
105- Script Branch: Condition: Variable (Max MP)< (0 fixed)
106- Text Content: Menu Text: Display (Max MP)
107- Text Message: .
108- Text Content: Variable: Display (Max MP)Digits Not Fixed
109- Text Message '.'
110- Script Condition End
111- Battle: Check Level UP & Ability
112- Script Branch Condition: Flag (LvlUp/Ability)On
113- Data Flag: (Temp Flag 1)Off
114- Script Condition End
115- Script Branch Repeat: Flag (LvlUp/Ability)On
116- Text Message ''
117- Data Get Ability Name
118- Text Content: Input: Display (Common Name)
119- Text Message 'Ability Learned'
120- Battle: Check Level UP & Ability
121- Script Branch End
122- Battle: Check Level Up
123- Script Branch End
124- Script Branch: Condition: Flag (Temp Flag 1)On
125- Script Condition End

But now what do i do now use a sort command for each member of my party?
All i need is a example to get started on the right track.

Also i'll post some scripts i've figured out how to have more that one item in a treasure chest tomorrow.

WilliamKirk
06-13-2005, 10:20 PM
Okay, I think this should work, but test it to make sure:

*Data: Member Info: Change to Member Order
*Data: Variable [Member Number] = [Insti Member] + 0
**Data: Flag: [Stat Type] On
*Data: Member Info: Load
---
*Script: Condition: var [Equip: Access] = (number for accessory that raises STR upon level-up)
***Data: Substitute Target Attribute for Variable (or Battle: Substitute Target Attribute for Variable)
***Data: var [Strength] = [Strength] + (your choice)
***Data: Subsititute Variable for Target Attribute (or Battle: Subsititute Variable for Target Attribute)
*Script: Condition End
---
**Data: Flag: [Stat Type] Off

*loads equipment and only happens when equipment is on
**loads and saves stats with equipment and current class factored in
***increases stat of current instigator/target (member being leveled-up)

to add more equipment that does this copy/paste/edit the part in between the dotted lines

You could also sort [Member Number] and pick Members>Attributes>STR+(whatever) but it would take W A Y longer. Now I realize this method is M U C H faster and more efficient. I'm very sorry if you spent time sorting [Member Number] for it. :(

This script I gave you just now only does the equipment bonus, so add it to the bottom of the default level-up script instead of just this. You can also add a message like '[Current Name] gained an extra STR+(whatever) from current equipment!' or something if you'd like. Good luck! :)

RPG Learner
06-22-2005, 11:38 AM
Tried it and it did'nt but i'm not giving up i'm still having some problem with the steal script. It's just that there are some minor problems i've been trying to fix but i'm going to take a look at Doans forums for help.

RPG Learner
07-09-2005, 01:48 PM
Besides i've figured out how to edit the Skill Formula. from some old notes at the old pavilion before EZ Boards got hacked and i've have copied the notes on paper on how to edit it but problem is i forgot to write down the name of the person that figured it out. so i don't want credit for it just want to put the notes on how.

Is it ok to post it it will help a lot of people.

Besides i've really need to know how to edit it so that AGL is high enough mutiple hit sklls will gain an extra attacks.

I know how to do it but this will be tricky to pull off.

I'm going to make another AGL Formula for powerful speed attacks.