Post by Deleted on Mar 27, 2005 23:48:18 GMT -5
Alright, if you have any questions ask, but if it's evident you're a n00b (and I mean n00b) to scripting I'll tell you to learn the basics of scripting by making townspeople, but don't be afraid to ask if you need help. Here's what I did to modify the DBS to have my own formulas, and how you can set it up for you to use your own formulas:
Order of Operations for you:
1. Get the Phys to work on its own
2. Get the Status to work on its own
3. Get the Damage+Status to work
4. Make a Magi one just like the Phys (the Damage+Status should work with both Phys and Magi since they are set up the same, you can make different formulas for Phys and Magi, just get them to be set up the same way so that they work)
5. Make a Healing one from the Magi one (likely) disregarding targ MDEF and ACU/EVA/Success Chance
* = a script I supply
** = your battle formulas go here
*** = this is difficult to understand (though you don't need to understand it perfectly to use it)
**** = add a new Apply If for every Damage+Status direct effect (note the database number changing when sorting or deleting direct effects)
Script "ACU/EVA Phys" (goes in every damaging Phys direct effect's "Result" Slot)
----------------------------
Battle: Make Active Character (B:MAC)
**[call a script to load target's EVA]
B:MAC
**[call a script to load caster's (inst's) ACU]
**[call a script to compare EVA and ACU to create a [Success Chance] variable value]
Randomize a tempvariable (y)
Script: Condition: y <= [Success Chance] (S:C:etc.)
*[call Phys Form Main]
S:C:End
S:C: y > [Success Chance]
[call a fail message script]
S:C:End
__________________________________________
Script "Phys Main" (goes in "ACU/EVA Phys" script)
---------------------------
B:MAC
**[call a script to load target's DEF]
B:MAC
**[call a script to load inst's ATK]
set var35 'Damage Total' to something resultant of comparing ATK and DEF
modify damage however (for example: Critical Chance)
*[call HP-]
*[call Damage Status Mod]
__________________________________________
***Script "Damage Status Mod" (goes in "Phys Main")
------------------------
Flag [Damage+Status] On
Data: Load Direct Effect Info (D:LDEI)
tempvariable (x) = var164 'Direct Rate' ('Direct Rate' is the % of connecting a status effect)
Script Branch: Sort: var163 'Direct Effect' (SB:Sort: etc.)
****Apply If: (a direct effect that you want to do damage + status)
****edit x to what you want the % of connecting the status effect to be
****To End
No Application
Flag [Damage+Status] Off
To End
S:C:Flag [Damage+Status] On
*[call ACU/EVA Status]
S:C:End
___________________________________________
*** Script "ACU/EVA Status" (goes in "Damage Status Mod" script and every status-effect-only direct effect's "(I think it's called Check, it's on the same tab as the Result is)" slot)
-----------------------------
B:MAC
**[call a script to load target's EVA]
B:MAC
**[call a script to load inst's ACU]
**[call a script to compare EVA and ACU to create a [Success Chance] variable value]
Flag [Status Succeed] Off
D:LDEI
S:C: [Damage+Status Off]
Data: tempvariable (x) = var164 'Direct Rate' (must be the same tempvariable as in "Damage Status Mod" script)
**[alter [Success Chance] by x]
randomize a tempvariable (z)
S:C: z <= [Success Chance]
Flag [Status Succeed] On
S:C:End
SB:Sort: var163 'Direct Effect'
****Apply If: (a direct effect that you want to do damage + status)
****[call a script that will apply the specific status effect to the targ if [Status Succeed] is On] (use these scripts for every status-effect-only direct effect's "Result" slot)
****To End
SB:End
____________________________________________
Script "HP-" (goes in "Phys Main" script, the way mine's set up you'll need another for Poison damage)
-----------------------
Text: Clear Message
B:MAC
[call a default script called "Instigator Name"]
D:LDEI
Data: Substitute Attribute for Variable
var97 'Hit Points' = var97 'Hit Points' - var35 'Damage Total'
display a message for damage taken using var35 'Damage Total'
Data: Substitute Variable for Attribute
Battle: Change Back Active Character
So many people have now talked about making their own formulas (and ACU/EVA and Damage+Status gets a lot trickier) I decided to get this info up for people. Hopefully people will see this before going crazy from trying to do it on their own.
To the see the formulas I am using look here: doansdomain.proboards27.com/index.cgi?board=William&action=display&thread=1104191578
Many of your questions are likely to be answered here: doansdomain.proboards27.com/index.cgi?action=display&board=Help&thread=1103522740&start=0
and also here: doansdomain.proboards27.com/index.cgi?action=display&board=William&thread=1107135068&start=0
Lastly, if you find this tutorial helpful to you in making your game put me in your credits (William Kirk).
Oh yeah, one last thing to mention. If you are using DW's method to allow your party member's to be seen in battle, I don't know what to do exactly.
Order of Operations for you:
1. Get the Phys to work on its own
2. Get the Status to work on its own
3. Get the Damage+Status to work
4. Make a Magi one just like the Phys (the Damage+Status should work with both Phys and Magi since they are set up the same, you can make different formulas for Phys and Magi, just get them to be set up the same way so that they work)
5. Make a Healing one from the Magi one (likely) disregarding targ MDEF and ACU/EVA/Success Chance
* = a script I supply
** = your battle formulas go here
*** = this is difficult to understand (though you don't need to understand it perfectly to use it)
**** = add a new Apply If for every Damage+Status direct effect (note the database number changing when sorting or deleting direct effects)
Script "ACU/EVA Phys" (goes in every damaging Phys direct effect's "Result" Slot)
----------------------------
Battle: Make Active Character (B:MAC)
**[call a script to load target's EVA]
B:MAC
**[call a script to load caster's (inst's) ACU]
**[call a script to compare EVA and ACU to create a [Success Chance] variable value]
Randomize a tempvariable (y)
Script: Condition: y <= [Success Chance] (S:C:etc.)
*[call Phys Form Main]
S:C:End
S:C: y > [Success Chance]
[call a fail message script]
S:C:End
__________________________________________
Script "Phys Main" (goes in "ACU/EVA Phys" script)
---------------------------
B:MAC
**[call a script to load target's DEF]
B:MAC
**[call a script to load inst's ATK]
set var35 'Damage Total' to something resultant of comparing ATK and DEF
modify damage however (for example: Critical Chance)
*[call HP-]
*[call Damage Status Mod]
__________________________________________
***Script "Damage Status Mod" (goes in "Phys Main")
------------------------
Flag [Damage+Status] On
Data: Load Direct Effect Info (D:LDEI)
tempvariable (x) = var164 'Direct Rate' ('Direct Rate' is the % of connecting a status effect)
Script Branch: Sort: var163 'Direct Effect' (SB:Sort: etc.)
****Apply If: (a direct effect that you want to do damage + status)
****edit x to what you want the % of connecting the status effect to be
****To End
No Application
Flag [Damage+Status] Off
To End
S:C:Flag [Damage+Status] On
*[call ACU/EVA Status]
S:C:End
___________________________________________
*** Script "ACU/EVA Status" (goes in "Damage Status Mod" script and every status-effect-only direct effect's "(I think it's called Check, it's on the same tab as the Result is)" slot)
-----------------------------
B:MAC
**[call a script to load target's EVA]
B:MAC
**[call a script to load inst's ACU]
**[call a script to compare EVA and ACU to create a [Success Chance] variable value]
Flag [Status Succeed] Off
D:LDEI
S:C: [Damage+Status Off]
Data: tempvariable (x) = var164 'Direct Rate' (must be the same tempvariable as in "Damage Status Mod" script)
**[alter [Success Chance] by x]
randomize a tempvariable (z)
S:C: z <= [Success Chance]
Flag [Status Succeed] On
S:C:End
SB:Sort: var163 'Direct Effect'
****Apply If: (a direct effect that you want to do damage + status)
****[call a script that will apply the specific status effect to the targ if [Status Succeed] is On] (use these scripts for every status-effect-only direct effect's "Result" slot)
****To End
SB:End
____________________________________________
Script "HP-" (goes in "Phys Main" script, the way mine's set up you'll need another for Poison damage)
-----------------------
Text: Clear Message
B:MAC
[call a default script called "Instigator Name"]
D:LDEI
Data: Substitute Attribute for Variable
var97 'Hit Points' = var97 'Hit Points' - var35 'Damage Total'
display a message for damage taken using var35 'Damage Total'
Data: Substitute Variable for Attribute
Battle: Change Back Active Character
So many people have now talked about making their own formulas (and ACU/EVA and Damage+Status gets a lot trickier) I decided to get this info up for people. Hopefully people will see this before going crazy from trying to do it on their own.
To the see the formulas I am using look here: doansdomain.proboards27.com/index.cgi?board=William&action=display&thread=1104191578
Many of your questions are likely to be answered here: doansdomain.proboards27.com/index.cgi?action=display&board=Help&thread=1103522740&start=0
and also here: doansdomain.proboards27.com/index.cgi?action=display&board=William&thread=1107135068&start=0
Lastly, if you find this tutorial helpful to you in making your game put me in your credits (William Kirk).
Oh yeah, one last thing to mention. If you are using DW's method to allow your party member's to be seen in battle, I don't know what to do exactly.