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 Post subject: Ability and Clock Help
PostPosted: Sat Mar 26, 2011 9:49 am 
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Joined: Wed Jun 09, 2010 8:00 am
Posts: 49
Hey, I want to use an Ability system like the one in Courage Power And Wisdom and U Division, I was wondering if you can provide me a script on making the Ability Grid thingy used in your first Zelda game. Also, a script on the game time like in your Zelda game. Please help.


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 Post subject: Re: Ability and Clock Help
PostPosted: Sat Mar 26, 2011 10:00 am 
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Joined: Mon Aug 09, 2010 6:21 pm
Posts: 740
Clock System
Common event:
Parallel Process
Wait: 1.0
Variable Operations:
XXXX: Seconds
Add + 1
Conditional Branch:
If Seconds is greater or equal to 60
XXXX: Seconds
Equal to 0
XXXX: Minutes
Add + 1
Then do the same thing for the rest.
then if you want it to show up in a text box, type \V[InsertVariableNumberHere]



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 Post subject: Re: Ability and Clock Help
PostPosted: Sat Mar 26, 2011 10:12 am 
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Posts: 740
Ability System
If you want ability points like in the LOZ game, you will have to make enemies on the map instead of random encounters.
Make a monster event make it collision with hero, then make another tab that says decision key or whatever for a first attack then do you encounter thing. afterwards make the enemy disappear however you want, and make a variable
XXXX: Ability Points
Add + However many experience was gained in battle
Now make a map called Upgrade Screen.
Put down whatever you want for upgrades
Now heres where it gets tricky
Put how much you want for upgrades then in another text box say something like
You have \V[InsertAbilityPointsVariableNumberHere]
have a show choices event and then have a condition branch if you want an upgrade.
Conditional Branch
Upgrade Points is less than [InsertNumberOfAbilityPointsNeeded]
then you simply have an error message.
Execute custom handler
Upgrad Points is greater than or equal to [InsertNumberOfAbilityPointsNeeded]
Add statistics to hero.
remove the amount of ability points needed
have a variable for that specific ability upgrade call it whatever you want and add 1 to the variable
create another tab, that does the same thing as above but have a variable condition tab that says it needs to be 1 for the upgrade to get more points like in LOZ.
Then when your done with that, create an even that disables use of the map on parallel processes, and add a key input processing event and click only the cancel key.
if its hit have it say do you want to leave the upgrade screen?
if it says yes have a recall to memorized location thing be sure to add that before going to your map.



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 Post subject: Re: Ability and Clock Help
PostPosted: Sat Mar 26, 2011 3:24 pm 
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Joined: Sun Nov 01, 2009 7:38 pm
Posts: 4321
If you don't want levels and just want AP, you can have normal random encounters and just set VAR::AP to Hero's EXP whenever needed.


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