2009-05-02, 08:46 AM
It took some crude logic to wrap my head around the workings of the event handler dialogs (really it could be more explicit -- but I can't say if there is enough room for a proper translation... at least more technical programming terminology might help)
Anyway.... I worked out a clean and efficient means of giving the player constant regen proportional to their str/mag stat (or any stat really)
First let's say it's possible (though I haven't yet tested it on a faster machine to be sure it doesn't spin out of control -- I will soonish though... I should be engineering real software, not dealing with this hackneyed scripting interface )
Anyhow, the basic thrust of it is...
1) Make a Counter for the stat you want to track (strength in this case) ...use the Set Counter From Parameter instruction (took me a while to notice that one... and all of this goes in the same thread, "Sequence" per John's translation)
2) Next you'll need to have another Counter, call it Regen Whatev, and you test this to see if it's over some threshold (in this howto, we'll use 98x10 -- max str (-1) time 10... for human scale timing)
3) IF it is, then give the player 1hp and the important part... set the Regen Whatev Counter to 0!
4) OTHERWISE add the contents of your first Counter (has your current Strength) to the Whatev Counter.
5) END IF
Anywho, that is about as fancy as you can make it (given the poor selection of possibilities)
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For my next trick, I'm going to try to turn the pointless POISON status into a very severe BLEEDING status. Probably change CURSE into a different sort of POISON. And make SLOW a GOLEM status (you don't bleed and other stuff) ...and DARK to a combined DARK/CURSE state. PARALYZE is pretty weird, so I will try to have a counter look for it, then immediately take it off, and replace it with some other side effect (probably critical hit... so a short moment of not moving might be a plus)
edited: Actually max str is 107 (go fig) but you can set it to start at least up to 999 when testing your game (but the level up model stops you at 107... events could make it go higher presumably)
Anyway.... I worked out a clean and efficient means of giving the player constant regen proportional to their str/mag stat (or any stat really)
First let's say it's possible (though I haven't yet tested it on a faster machine to be sure it doesn't spin out of control -- I will soonish though... I should be engineering real software, not dealing with this hackneyed scripting interface )
Anyhow, the basic thrust of it is...
1) Make a Counter for the stat you want to track (strength in this case) ...use the Set Counter From Parameter instruction (took me a while to notice that one... and all of this goes in the same thread, "Sequence" per John's translation)
2) Next you'll need to have another Counter, call it Regen Whatev, and you test this to see if it's over some threshold (in this howto, we'll use 98x10 -- max str (-1) time 10... for human scale timing)
3) IF it is, then give the player 1hp and the important part... set the Regen Whatev Counter to 0!
4) OTHERWISE add the contents of your first Counter (has your current Strength) to the Whatev Counter.
5) END IF
Anywho, that is about as fancy as you can make it (given the poor selection of possibilities)
------------------------------------
For my next trick, I'm going to try to turn the pointless POISON status into a very severe BLEEDING status. Probably change CURSE into a different sort of POISON. And make SLOW a GOLEM status (you don't bleed and other stuff) ...and DARK to a combined DARK/CURSE state. PARALYZE is pretty weird, so I will try to have a counter look for it, then immediately take it off, and replace it with some other side effect (probably critical hit... so a short moment of not moving might be a plus)
edited: Actually max str is 107 (go fig) but you can set it to start at least up to 999 when testing your game (but the level up model stops you at 107... events could make it go higher presumably)