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EXP (Levels)


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#1 Mibbitable

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Posted 30 July 2017 - 04:40 PM

Hey, so for my quest, I decided to use an actual EXP system, but I was wondering, is there a simple one where a person like me who has no idea about scripting, can edit how many levels you can gain and how much EXP you need to level up? Also deciding what happens when you level up, plus attack level gains? Even one where I can edit how much EXP a enemy or boss gives you, or is that based off of something else like HP or something? 



#2 Russ

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Posted 30 July 2017 - 04:57 PM

To put it bluntly, no, there's not. Such a system is pretty in depth, and require heavy scripting and would need to be more or less custom tailored to the quest. If you want a system like that, you're going to have to script it yourself, and it's hardly a beginner script..
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#3 Mibbitable

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Posted 30 July 2017 - 04:58 PM

So I would be better off just using one thats already made?



#4 Russ

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Posted 30 July 2017 - 05:10 PM

No, because there isn't one that's already made. At least, none to my knowledge. This isn't a simple "Plop the script in and it works" type of feature, this is a "There are hundreds of lines of code referencing very specific things in this quest" type of feature. Unless you learn to script it yourself, it's not happening.
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#5 Mibbitable

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Posted 30 July 2017 - 06:47 PM

I used one awhile back, so I'll just use that one. Maybe I can try to learn a few things about it and edit myself. And by the way, what kinda coding does this program use? I'll be starting collage classes this year and I want to learn more about game design and stuff. And this could be a good starting point.

#6 Russ

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Posted 30 July 2017 - 06:52 PM

ZScript is based off the programming language C, though it has its own little quirks and whatnot.

#7 grayswandir

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Posted 30 July 2017 - 07:30 PM

You could kinda sorta fake experience by having enemies drop experience "money" and then having skills and stuff you can buy for that money in a shop. I'm pretty sure there's one or two shop scripts that let you specify alternate currencies.

#8 MoscowModder

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Posted 30 July 2017 - 08:06 PM

The reason you can't use a pre made EXP script is because you have to decide exactly what those levels up DO. grayswandir's idea is actually pretty good for a non-scripted to use. Rupees tend to be under-used anyway, in both ZC and the official Zelda games.

#9 Timelord

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Posted 30 July 2017 - 09:19 PM

No, because there isn't one that's already made. At least, none to my knowledge. This isn't a simple "Plop the script in and it works" type of feature, this is a "There are hundreds of lines of code referencing very specific things in this quest" type of feature. Unless you learn to script it yourself, it's not happening.


Eh?

I have RPG.zh packages that are usable. They are alphas, but the adding an EXP system itself is easy, and a core component that requires only basic config.

Dropping an EXP item also does work. See 'Engage to Zeldawok' for how that was done in the past.

What I did in RPG.zh, is to define functions that the user can populate with events that occur on gaining a level. My later goal, was to create a settings file, that did events on per-level basis, and on N-level basis, that the user could easily generate without ever looking at the code itself.

I could probably release a new version in August, that has that. TBH, my work on 2.54+ has stalled RPG.zh because many of the hacks that I had to do to accomplish things in the header, have a general and good mechanical way to access in the future ZC builds, so I was ging to postpone RPG.zh for 2.54+, so that it is much easier to use and to configure.

If the OP clearly defines what he wants to occur on levelling up, what experience bases he wants for each level, and so forth, I will make him code for that, because it happens to be my specialisation, and I enjoy doing it.

Edited by ZoriaRPG, 30 July 2017 - 09:21 PM.


#10 Mibbitable

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Posted 30 July 2017 - 09:41 PM

Well, my quest is going to be a big one, may take me a year or two to make, so I would be happy to wait for that full version, or even play with the alpha a little bit.

#11 Timelord

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Posted 31 July 2017 - 10:33 AM

Well, my quest is going to be a big one, may take me a year or two to make, so I would be happy to wait for that full version, or even play with the alpha a little bit.


The link to RPG.zh (on GitHub) is in my signature. There are no real docs for it, and I have not fully defined the API at present, but you can download the stable (main) build, and look at the experimental branches. If you understand what you are reading, when you look at it, then you will see that it is designed for big RPG style quests; but it can be stripped down.

I want to set time aside in August to work on the next Alpha, which will cut 2.50.x support, and be designed to work with 2.54+, but the stuff that is cut probably won't be what you need.

#12 Mibbitable

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Posted 31 July 2017 - 02:24 PM

Now, is this a full on RPG style script? (Turned based) or is it action RPG?

#13 Timelord

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Posted 01 August 2017 - 04:13 AM

Now, is this a full on RPG style script? (Turned based) or is it action RPG?


I intend for it to do both / either. My plan is to have the ability to do anything from adding minor RPG elements to a quest, to developing a Final Fantasy or Dragon Quest (or ys) style of game in ZC.

I'm also working on a text-based-advanture game-creation script set for 2.54+.
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