Eclipse
January 05, 2009, 10:35:54 PM *
Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length
News:
 
   Home   Chat Help Rules Arcade Search Calendar Gallery Login Register  
 
 
 
Recent Topics +-
Dreadlord Online v1.2 Beta - Need Moderators and Trustworthy Mappers! by thingyguy
Today at 10:34:13 PM

Lostica [Project Revamp] by MrMiguu™
Today at 10:28:55 PM

Party system : is it possible? by The Roujo
Today at 10:24:45 PM

Which version of eclipse do you like most for sadscripting? by The Roujo
Today at 10:24:19 PM

THE Cult by The Roujo
Today at 10:21:24 PM

Actual Map for the continents by FS:CG Admin[Shadowwulf]
Today at 10:20:45 PM

Disparity Recruiting by The Roujo
Today at 10:20:14 PM

World of Hyrule - Official Topic by Kreator
Today at 10:14:43 PM

Free movies? by DrNova
Today at 10:10:40 PM

~ Paradise uncharted ~ Supported by Dezire Software Forums by slym
Today at 10:07:06 PM

Members Online +-
13 Guests, 23 Users
Kreator,
Marsh,
HawkStorm95,
MrMiguu™,
Sablefalcon,
thingyguy,
Smile!,
shakadaran,
Japez,
Ambard,
UnknownChick76,
The Roujo,
Devogen,
Simius Cruentus,
‪‫‬‭‮‪‫Kusy,
Gwendalin,
dg1423,
hammer,
FS:CG Admin[Shadowwulf],
Karl,
kira423,
slym,
Xandus
Pages: [1]
  Print  
Author Topic: Stat max for each class Difficulty (1/5)  (Read 1110 times)
0 Members and 1 Guest are viewing this topic.
Azalgath
Mæster Programmer
Active Member
***
Offline Offline

Posts: 139


I am serious warrior This is serious thread


View Profile Email
« on: March 19, 2007, 01:49:15 AM »

:te:
This lets each of your class have different maximum to each of their stats.

Eg:
Warrior can have 200str
while Mage can only have 100str.

===========================
Replace your Sub UsingStatPoints() with this code:
Code: [Select]
Sub UsingStatPoints(index, PointType) '<Increasing your stats>
  Dim Max

  Select Case PointType
   Case 0 '<Strength>
    Max=int(getvar("Classes\Class" & GetPlayerClass(index) & ".ini", "MAX", "Str"))
     'Ensures you don't go over your max points
     If GetPlayerSTR(index) + 1 > Max Then
      Call PlayerMsg(index, "Your strength is at it's maximum!", 14)
      Exit Sub
     End If
    'Increases the stat
    Call SetPlayerSTR(index, GetPlayerSTR(index) +1)
    Call PlayerMsg(index, "You increase your strength!", 14)


   Case 1 '<Defence>
    Max=int(getvar("Classes\Class" & GetPlayerClass(index) & ".ini", "MAX", "Def"))
     If GetPlayerDEF(index) + 1 > Max Then
      Call PlayerMsg(index, "Your defence is at it's maximum!", 14)
      Exit Sub
     End If
    Call SetPlayerDEF(index, GetPlayerDEF(index) + 1)
    Call PlayerMsg(index, "You have gained more defence!", 14)

   Case 2 '<Magic>
    Max=int(getvar("Classes\Class" & GetPlayerClass(index) & ".ini", "MAX", "Mag"))
     If GetPlayerMAGI(index) + 1 > Max Then
      Call PlayerMsg(index, "Your magic is at it's maximum!", 14)
      Exit Sub
     End If
    Call SetPlayerMAGI(index, GetPlayerMAGI(index) + 1)
    Call PlayerMsg(index, "You grow in magical power!", 14)


   Case 3 '<Speed>
    Max=int(getvar("Classes\Class" & GetPlayerClass(index) & ".ini", "MAX", "Spd"))
     If GetPlayerSPEED(index) + 1 > Max Then
      Call PlayerMsg(index, "Your speed is at it's maximum!", 14)
      Exit Sub
     End If
    Call SetPlayerSPEED(index, GetPlayerSPEED(index) + 1)
    Call PlayerMsg(index, "Your speed has increased!", 14)

  End Select

  'Decrease points left
  Call SetPlayerPoints(index, GetPlayerPoints(index) - 1)
End Sub
=============================
Now add to your ClassX.ini this:
Code: [Select]
[MAX]
Str=250
Def=200
Spd=200
Mag=200
Note: Change the numbers to what you would like the stat max to be with each class.

So your ClassX.ini should look something like this: (Of course your will be different because you will have different classes)
Code: [Select]
[CLASS]
Name=Fighter
MaleSprite=1
FemaleSprite=2
STR=10
DEF=8
SPEED=6
MAGI=4
MAP=1
X=15
Y=11
Locked=0
[MAX]
Str=250
Def=200
Spd=200
Mag=200
[CLASSCHANGE]
AddStr=0
AddDef=0
AddSpeed=0
AddMagic=0
[STARTUP]
Weapon=0
Shield=0
Armor=0
Helmet=0
[SKILLS]
Skill1=0
Skill2=0
Skill3=0
Skill4=0
Skill5=0
Skill6=0
Skill7=0
Skill8=0
Skill9=0
Skill10=0
Skill11=0
Skill12=0
Skill13=0
Skill14=0
Skill15=0
Skill16=0
Skill17=0
Skill18=0
Skill19=0
Skill20=0
Skill21=0
Skill22=0
Skill23=0
Skill24=0
Skill25=0
Skill26=0
Skill27=0
Skill28=0
Skill29=0
Skill30=0
hippieshopper
MIDI Man
Member
**
Offline Offline

Posts: 53


View Profile Email
« Reply #1 on: March 31, 2007, 10:30:46 AM »

what is Locked=0 for?
Anna Comnena
Global Moderator
Teh Uberleet
*
Offline Offline

Posts: 3,000



View Profile Email
« Reply #2 on: March 31, 2007, 10:34:24 AM »

You set a class to Locked=1 and it does not appear in the starting list. Good for advanced classes. Locked=0 means it will be selectable when you create a character.
hippieshopper
MIDI Man
Member
**
Offline Offline

Posts: 53


View Profile Email
« Reply #3 on: March 31, 2007, 10:37:53 AM »

Yeah! I was hoping that's what it did.
My game is going to have 'evolution', you have like 4 or 5 basic classes and each of them have evolutionary classes, like

(Mage) Acolyte -> Magician -> Sorcerer -> Archmage

I think you all get the idea....
Pages: [1]
  Print  
 
 

Powered by EzPortal
Powered by MySQL Powered by PHP Powered by SMF 2.0 Beta 4 | SMF © 2006–2008, Simple Machines LLC | Sitemap Valid XHTML 1.0! Valid CSS!
Page created in 1.806 seconds with 32 queries.