CURRENCY=LIFE

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O.K., my problem here is about variables, and trying to get rings(life) to equal rings(currency) in my (test/demo/going to hopefully be released)game, Shadow the Hedgehog 2: Revenge of Mephiles.

Please help.
If you set var1 to var2 then both variables become equal. Following it up with set var2 to var1 will do nothing because they are both already equal. What did you expect this event to do?(serious question)

Does rings equal max HP? What determines current HP? Is this an RPG?

First of all, you should make this kind of thing a call event because you only need to alter HP once when the game demands it. For example, if you are walking around there isn't going to be any changes to HP for no reason, so the game doesn't need to constantly set HP. If you collect a ring or take damage, then the game only needs to recalculate HP at that time, so you would call this event.

There is probably a very simple way to do this. Use the CHANGE BASE STATISTIC command in every ring gaining event. Have it increase Max HP by the same amount of money you collect when an event gives you a ring(s). If there is an event that causes you to lose rings, then decrease MaxHP by the same amount of money you lose.

Also, you could make a call event that reduces MaxHP to one, then puts MONEY into a variable, then use that variable to increase MaxHP with the CHANGE BASE STATISTIC command. Then subtract 1(because you started with 1). So when you get a ring or lose one/all, set your money and call this event to have it calculate MaxHP. This is more complicated but it would be a more universal system.
author=Link_2112
If you set var1 to var2 then both variables become equal. Following it up with set var2 to var1 will do nothing because they are both already equal. What did you expect this event to do?(serious question)

Does rings equal max HP? What determines current HP? Is this an RPG?

First of all, you should make this kind of thing a call event because you only need to alter HP once when the game demands it. For example, if you are walking around there isn't going to be any changes to HP for no reason, so the game doesn't need to constantly set HP. If you collect a ring or take damage, then the game only needs to recalculate HP at that time, so you would call this event.

There is probably a very simple way to do this. Use the CHANGE BASE STATISTIC command in every ring gaining event. Have it increase Max HP by the same amount of money you collect when an event gives you a ring(s). If there is an event that causes you to lose rings, then decrease MaxHP by the same amount of money you lose.

What I'm trying to do, is make a Sonic RPG, where the ring system in most Sonic games applies. The system is that, in this game, every level you gain, your max health increases as it usually does in these RPG maker programs.
The idea bases off this fact, and moves onto money and battle strategy, this should point out my idea: When you buy something, not only does your health drop, but you lose money as well, but when your in battle, getting attacked can make you lose money, so even the simplest mistake, can cost the hero's life...and rings(lol).
I'll test this out and see if these were the only changes I needed.
Also, I barely use variables in my games, and expected that it would set the total amount of rings to life constantly, whenever the change is needed.

edit:The rings still aren't changing along with the life! :(
Ugg... I saw that movie. $1 = 1 minute of your life I calculated.
author=ShortStar
Ugg... I saw that movie. $1 = 1 minute of your life I calculated.

ha Oh yeah, I remember seeing the commercial for that. You saying it was bad?


What I'm trying to do, is make a Sonic RPG, where the ring system in most Sonic games applies. The system is that, in this game, every level you gain, your max health increases as it usually does in these RPG maker programs.
The idea bases off this fact, and moves onto money and battle strategy, this should point out my idea: When you buy something, not only does your health drop, but you lose money as well, but when your in battle, getting attacked can make you lose money, so even the simplest mistake, can cost the hero's life...and rings(lol).
I'll test this out and see if these were the only changes I needed.
Also, I barely use variables in my games, and expected that it would set the total amount of rings to life constantly, whenever the change is needed.


Is it even possible to have attacks in battle reduce your money? I really don't know, but I doubt you could have it reduce money/max HP in real time with any success. Not in 2k3.

If you don't know how to set up an event that converts money into HP, then you have very little chance of pulling this off. Especially if you want to have levels increase max HP, you'd have to do lots of semi-complicated stuff with variables and you admit to not using them much.

To be honest, it doesn't sound like a good idea. Buying stuff reduces health? You should try and think of something a little different.

edit:The rings still aren't changing along with the life! :(

There is no way to know what you did, why it's not working, or how to fix it if you don't fully explain everything. I won't be attempting to help any more, but just for future reference.
author=Link_2112
author=ShortStar
Ugg... I saw that movie. $1 = 1 minute of your life I calculated.
ha Oh yeah, I remember seeing the commercial for that. You saying it was bad?


What I'm trying to do, is make a Sonic RPG, where the ring system in most Sonic games applies. The system is that, in this game, every level you gain, your max health increases as it usually does in these RPG maker programs.
The idea bases off this fact, and moves onto money and battle strategy, this should point out my idea: When you buy something, not only does your health drop, but you lose money as well, but when your in battle, getting attacked can make you lose money, so even the simplest mistake, can cost the hero's life...and rings(lol).
I'll test this out and see if these were the only changes I needed.
Also, I barely use variables in my games, and expected that it would set the total amount of rings to life constantly, whenever the change is needed.


Is it even possible to have attacks in battle reduce your money? I really don't know, but I doubt you could have it reduce money/max HP in real time with any success. Not in 2k3.

If you don't know how to set up an event that converts money into HP, then you have very little chance of pulling this off. Especially if you want to have levels increase max HP, you'd have to do lots of semi-complicated stuff with variables and you admit to not using them much.

To be honest, it doesn't sound like a good idea. Buying stuff reduces health? You should try and think of something a little different.

edit:The rings still aren't changing along with the life! :(

There is no way to know what you did, why it's not working, or how to fix it if you don't fully explain everything. I won't be attempting to help any more, but just for future reference.
...o.k...I thought it would be simple enough... never mind...
edit: I'll keep rings in the game though...as currency and just have HEALTH as HP. They won't have to match.
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