If the player uses an expendable item that grants a permanent stat boost, how does that affect the stats gained when they level up? If I understand the system correctly, if the player gets +1 Attack and then is supposed to gain +1 Attack upon leveling up, they won't get the +1 Attack because they already have it.
I'm not sure if I'm explaining this well. Does this make any sense?
Hmm... I did a few tests...
default stat at level 41-43
ATK 98 -> ATK 101 (gained 3 ATK)
I then loaded and used a +5 STR stat booster... leveled twice.
Stat at level 41-43
ATK 98(+5)=103 -> 106 (gained 3 ATK)
I think they'll still gain their errr umm... default leveling stats then add on the bonus ones from items. Err... Not sure if this helps at all XD

Arien and Fran HD Sprites
default stat at level 41-43
ATK 98 -> ATK 101 (gained 3 ATK)
I then loaded and used a +5 STR stat booster... leveled twice.
Stat at level 41-43
ATK 98(+5)=103 -> 106 (gained 3 ATK)
I think they'll still gain their errr umm... default leveling stats then add on the bonus ones from items. Err... Not sure if this helps at all XD

Arien and Fran HD Sprites
Good call! Something cool to keep in mind! On a somewhat related question, is it possible to actually mess with the leveling curve? I see that in General Options there is a place where you can set the percentage of gain to a level, essentially making it as linear or non-linear as you want, but there was no way to confirm it that I could figure out. Is this implemented or an upcoming thing perhaps?
You can't fix stupidity.
You can't fix stupidity.
Mewmew is correct. Scripted stat bonuses do not make the hero's next level up bonus smaller.
ncw64: No, you cannot adjust the level-up curve yet. You can change the numbers in the "Stat Growth Options" menu but those numbers are not actually used for anything yet. We decided we needed a different curve formula because that one isn't very expressive and easily curves the wrong way if you set the midpoint below 22% or above 78%
ncw64: No, you cannot adjust the level-up curve yet. You can change the numbers in the "Stat Growth Options" menu but those numbers are not actually used for anything yet. We decided we needed a different curve formula because that one isn't very expressive and easily curves the wrong way if you set the midpoint below 22% or above 78%
James Paige wrote:
Mewmew is correct. Scripted stat bonuses do not make the hero's next level up bonus smaller.
i noticed that the command for altering a character's stats using scripting has two arguments. the first is current stat and the second is max stat. current stat is obvious enough, but does max stat stand for the character's stat when they reach the max level (99)?
if this is true, let's say that you had set the character's stats to be the same at level 0 through level 99 so that leveling up normally would incur no changes to the character's stats. if you were to script bonuses to the character's current stat, would they begin to lose them as they level, much in the same way that setting a character's stats lower at level 99 than level 0 would?
Hey, I just met you, and this is crazy... So here's some lunchmeat... Sandwich, maybe?
No, current stat and max stat has nothing to do with leveling up.
For HP and MP, current and max should be obvious.
For all other stats, the current stat is the value that is actually used, and the max stat is what the stat gets reset to after a battle ends.
That means that if you are altering any stat other than HP and MP, you want to set both current and max to the same value (and yes, that means you have to call set hero stat twice)
For HP and MP, current and max should be obvious.
For all other stats, the current stat is the value that is actually used, and the max stat is what the stat gets reset to after a battle ends.
That means that if you are altering any stat other than HP and MP, you want to set both current and max to the same value (and yes, that means you have to call set hero stat twice)
One way to simplify things is to make a helper script:
because it is much simpler to write:
than it is to write:
Code:
script, set hero stat both, who, stat, value, begin
set hero stat(who, stat, value, current stat)
set hero stat(who, stat, value, maximum stat)
end
script, set hero stat both, who, stat, value, begin
set hero stat(who, stat, value, current stat)
set hero stat(who, stat, value, maximum stat)
end
because it is much simpler to write:
Code:
set hero stat both(find hero(hero:Bob), stat:Strength, 100)
set hero stat both(find hero(hero:Bob), stat:Strength, 100)
than it is to write:
Code:
set hero stat(find hero(hero:Bob), stat:Strength, 100, current stat)
set hero stat(find hero(hero:Bob), stat:Strength, 100, maximum stat)
set hero stat(find hero(hero:Bob), stat:Strength, 100, current stat)
set hero stat(find hero(hero:Bob), stat:Strength, 100, maximum stat)
interesting. i had no idea that you could do that.
i noticed that you type "script" instead of "plotscript". i was under the impression that you could call a plotscript from a plotscript. this is still true, correct?
Hey, I just met you, and this is crazy... So here's some lunchmeat... Sandwich, maybe?
i noticed that you type "script" instead of "plotscript". i was under the impression that you could call a plotscript from a plotscript. this is still true, correct?
Hey, I just met you, and this is crazy... So here's some lunchmeat... Sandwich, maybe?
Yes. a "plotscript" script can be called from anywhere. A "script" script can only be called from other scripts. it will not show up in the script browser in custom.
Here is another useful helper script. Since most of the time you use "set hero stat" together with "get hero stat" to add a bonus to a stat, you can make a helper script like this:
because it is much simpler to write:
than it is to write:
Here is another useful helper script. Since most of the time you use "set hero stat" together with "get hero stat" to add a bonus to a stat, you can make a helper script like this:
Code:
script, set hero stat both, who, stat, value, begin
set hero stat(who, stat, value, current stat)
set hero stat(who, stat, value, maximum stat)
end
script, stat bonus, who, stat, bonus, begin
set hero stat both(who, stat, get hero stat(who, stat, maximum stat) + bonus)
end
script, set hero stat both, who, stat, value, begin
set hero stat(who, stat, value, current stat)
set hero stat(who, stat, value, maximum stat)
end
script, stat bonus, who, stat, bonus, begin
set hero stat both(who, stat, get hero stat(who, stat, maximum stat) + bonus)
end
because it is much simpler to write:
Code:
stat bonus(find hero(hero:Bob), stat:Strength, 5)
stat bonus(find hero(hero:Bob), stat:Strength, 5)
than it is to write:
Code:
set hero stat(find hero(hero:Bob), stat:Strength, get hero stat(find hero(hero:Bob, stat:Strength), maximum stat) + 5, current stat)
set hero stat(find hero(hero:Bob), stat:Strength, get hero stat(find hero(hero:Bob, stat:Strength), maximum stat) + 5, maximum stat)
set hero stat(find hero(hero:Bob), stat:Strength, get hero stat(find hero(hero:Bob, stat:Strength), maximum stat) + 5, current stat)
set hero stat(find hero(hero:Bob), stat:Strength, get hero stat(find hero(hero:Bob, stat:Strength), maximum stat) + 5, maximum stat)
James Paige wrote:
That means that if you are altering any stat other than HP and MP, you want to set both current and max to the same value
Unless you want the bonus not to kick in until after the next battle. Right?
Remeber: God made you special and he loves you very much. Bye!
Nathan Karr wrote:
Unless you want the bonus not to kick in until after the next battle. Right?
Unless you want the bonus not to kick in until after the next battle. Right?
Correct. Set only the max if you want to bonus to kick in after the end of the next battle, or set only the current if you want the bonus to disappear at the end of the next battle.



