Set Variable or Attribute
Espera
09 May 2014, 00:59So, I've been at this for a few weeks now, and I'm getting better and better. I love using the QUI, because code still makes my head hurt, and I'm wondering just what all I can do with the 'set variable or attribute' script in terms of performing calculations. I already have it doing things like 'enemy.hp - player.attack' but I'm wondering if I can take this a step further and do some order of operations? What about like enemy.hp - (player.attack + player.attackmod)' or the likes of that? Would that be the proper syntax, or is it different?
Oh, and while I'm at it, with the 'if' script, can I do an expression like: player.hp > player.maxhp ? I'd hope so, but I figured I'd ask.
Oh, and while I'm at it, with the 'if' script, can I do an expression like: player.hp > player.maxhp ? I'd hope so, but I figured I'd ask.
HegemonKhan
09 May 2014, 04:29yep, you got it perfectly, quest understands the exact same format that you use for math, such as order of operations and etc.
and for the "if", I believe you are also correct, I think the "if" does have the choice of [EXPRESSION], which you can indeed use the greater than, lesser than, equal and greater than, and equal and lesser than, the proper symbols for them are:
addition: +
subtraction: -
multiplication: *
division: /
greater than: >
lesser than: <
greater than or equal to: >=
lesser than or equal to: <=
equal: =
not equal 1: <> (see the examples below on how it's used correctly)
not equal 1: examples: if (orc.dead <> true), if (game.x <> 5), etc.
not equal 2: not = (but see the examples below on how it's used correctly)
not equal 2: examples: if (not Object.Attribute = Value) { script } -> if (not orc.dead = true), if (not game.x = 5), etc.
if, you write the "<" and ">" symbols out in the code view, then you'll need to use this:
<![CDATA[[ your_scripts ]]>
here's my own attack coding, which you can see can indeed be more complex than just X-Y=Z, ...
and here's my full combat code, ya, it'll probably scare you a bit, laughs, but I think it'll give you some ideas and be helpful to you:
(this is old code, too lazy to try to find my better, more recent combat code for you, but this should work as some help for you)
and here's the key~legend for it, my apologies for this older code of mine using my annoying abrevs, I've learned not to do this anymore, laughs):
and for the "if", I believe you are also correct, I think the "if" does have the choice of [EXPRESSION], which you can indeed use the greater than, lesser than, equal and greater than, and equal and lesser than, the proper symbols for them are:
addition: +
subtraction: -
multiplication: *
division: /
greater than: >
lesser than: <
greater than or equal to: >=
lesser than or equal to: <=
equal: =
not equal 1: <> (see the examples below on how it's used correctly)
not equal 1: examples: if (orc.dead <> true), if (game.x <> 5), etc.
not equal 2: not = (but see the examples below on how it's used correctly)
not equal 2: examples: if (not Object.Attribute = Value) { script } -> if (not orc.dead = true), if (not game.x = 5), etc.
if, you write the "<" and ">" symbols out in the code view, then you'll need to use this:
<![CDATA[[ your_scripts ]]>
here's my own attack coding, which you can see can indeed be more complex than just X-Y=Z, ...
if (self.defending = true and enemy.defending = true) {
enemy.cur_hp = enemy.cur_hp - (crit_hit (self) * 2 * GetInt (self,"pd") / 2 + GetInt (self,"pd") * (GetInt (self,"str") - GetInt (enemy,"end")) / 100)
msg (enemy.alias + " has " + enemy.cur_hp + " HP left.")
self.defending = false
}
else if (self.defending = true and enemy.defending = false) {
enemy.cur_hp = enemy.cur_hp - (crit_hit (self) * 2 * GetInt (self,"pd") + GetInt (self,"pd") * (GetInt (self,"str") - GetInt (enemy,"end")) / 100)
msg (enemy.alias + " has " + enemy.cur_hp + " HP left.")
self.defending = false
}
else if (self.defending = false and enemy.defending = true) {
enemy.cur_hp = enemy.cur_hp - (crit_hit (self) * GetInt (self,"pd") / 2 + GetInt (self,"pd") * (GetInt (self,"str") - GetInt (enemy,"end")) / 100)
msg (enemy.alias + " has " + enemy.cur_hp + " HP left.")
}
else if (self.defending = false and enemy.defending = false) {
enemy.cur_hp = enemy.cur_hp - (crit_hit (self) * GetInt (self,"pd") + GetInt (self,"pd") * (GetInt (self,"str") - GetInt (enemy,"end")) / 100)
msg (enemy.alias + " has " + enemy.cur_hp + " HP left.")
}
}
}
<function name="crit_hit" parameters="object" type="int">
if (RandomChance (GetInt (object,"luck")) = true) {
value = 2
}
else {
value = 1
}
return (value)
</function>
and here's my full combat code, ya, it'll probably scare you a bit, laughs, but I think it'll give you some ideas and be helpful to you:
(this is old code, too lazy to try to find my better, more recent combat code for you, but this should work as some help for you)
<asl version="530">
<include ref="English.aslx" />
<include ref="Core.aslx" />
<game name="Testing Game Stuff">
<gameid>d83ba5bb-2e3c-4f31-80c9-3e88a2dc082c</gameid>
<version>1.0</version>
<pov type="object">player</pov>
<start type="script">
cc
</start>
<turns type="int">0</turns>
<statusattributes type="stringdictionary">turns = </statusattributes>
</game>
<object name="room">
<inherit name="editor_room" />
<object name="player">
<inherit name="defaultplayer" />
<inherit name="pc" />
<cur_hp type="int">999</cur_hp>
<max_hp type="int">999</max_hp>
<str type="int">100</str>
<end type="int">100</end>
<dex type="int">100</dex>
<agi type="int">100</agi>
<spd type="int">100</spd>
<hc type="int">100</hc>
<pd type="int">100</pd>
<pr type="int">100</pr>
</object>
<object name="orc1">
<inherit name="editor_object" />
<inherit name="npc" />
<hostile type="boolean">true</hostile>
<dead type="boolean">false</dead>
<alias>orc</alias>
<cur_hp type="int">999</cur_hp>
<max_hp type="int">999</max_hp>
<str type="int">25</str>
<end type="int">25</end>
<dex type="int">25</dex>
<agi type="int">25</agi>
<spd type="int">25</spd>
<hc type="int">25</hc>
<pd type="int">25</pd>
<pr type="int">25</pr>
</object>
</object>
<turnscript name="game_turns">
<enabled />
<script>
sa
game.turns = game.turns + 1
</script>
</turnscript>
<command name="fight">
<pattern>fight #text#</pattern>
<script>
battle_system (game.pov,text)
</script>
</command>
<type name="char">
<cur_hp type="int">0</cur_hp>
<drop type="boolean">false</drop>
<defending type="boolean">false</defending>
<max_hp type="int">0</max_hp>
<str type="int">0</str>
<end type="int">0</end>
<dex type="int">0</dex>
<agi type="int">0</agi>
<spd type="int">0</spd>
<hp type="int">0</hp>
<hc type="int">0</hc>
<pd type="int">0</pd>
<pr type="int">0</pr>
</type>
<type name="pc">
<inherit name="char" />
<statusattributes type="stringdictionary">hp = ;str = ;end = ;dex = ;agi = ;spd = ;hc = ;pd = ;pr = </statusattributes>
</type>
<type name="npc">
<inherit name="char" />
<dead type="boolean">false</dead>
<hostile type="boolean">false</hostile>
<displayverbs type="list">Look at; Talk; Fight</displayverbs>
</type>
<function name="cc">
msg ("What is your name?")
get input {
game.pov.alias = result
msg (" - " + game.pov.alias)
show menu ("What is your gender?", split ("male;female" , ";"), false) {
game.pov.gender = result
show menu ("What is your race?", split ("human;dwarf;elf" , ";"), false) {
game.pov.race = result
show menu ("What is your class?", split ("warrior;cleric;mage;thief" , ";"), false) {
game.pov.class = result
msg (game.pov.alias + " is a " + game.pov.gender + " " + game.pov.race + " " + game.pov.class + ".")
wait {
ClearScreen
}
}
}
}
}
</function>
<function name="sa">
game.pov.hp = game.pov.cur_hp + " / " + game.pov.max_hp
</function>
<function name="battle_system" parameters="self,text" type="boolean">
first_value = false
enemy = GetObject (text)
if (enemy = null) {
foreach (obj,AllObjects()) {
if (obj.alias=text) {
enemy = obj
}
}
}
if (enemy = null) {
msg ("There is no " + text + " here.")
first_value = false
}
else if (not Doesinherit (enemy,"npc")) {
msg ("You can not battle that!")
first_value = false
}
else if (not npc_reachable (enemy)) {
msg ("There is no " + enemy.alias + " in your vicinity.")
first_value = false
}
else if (GetBoolean (enemy,"dead") = true) {
msg (enemy.alias + " is already dead.")
first_value = false
}
else if (GetBoolean (enemy,"hostile") = false) {
msg (enemy.alias + " is not hostile.")
first_value = false
}
else if (battle_sequence (self,enemy) = true) {
msg ("The battle is over.")
first_value = true
}
return (first_value)
</function>
<function name="battle_sequence" parameters="self,enemy" type="boolean"><![CDATA[
second_value = false
if (enemy.dead = false) {
if (GetInt (self,"spd") > GetInt (enemy,"spd")) {
on ready {
msg ("You get to go first for this round")
if (self_battle_turn (self,enemy) = true) {
battle_sequence (self,enemy)
}
}
on ready {
if (enemy.dead = false) {
if (enemy_battle_turn (self,enemy) = true) {
msg ("The round has ended.")
}
}
}
on ready {
battle_sequence (self,enemy)
}
}
else if (GetInt (self,"spd") < GetInt (enemy,"spd")) {
on ready {
msg (enemy.alias + " gets to go first for this round.")
if (enemy_battle_turn (self,enemy) = true) {
msg ("It is now your turn.")
}
}
on ready {
if (self_battle_turn (self,enemy) = true) {
battle_sequence (self,enemy)
}
else {
msg ("The round has ended.")
}
}
on ready {
battle_sequence (self,enemy)
}
}
else if (GetInt (self,"spd") = GetInt (enemy,"spd")) {
if (RandomChance (50) = true) {
on ready {
msg ("You get to go first for this round")
if (self_battle_turn (self,enemy) = true) {
battle_sequence (self,enemy)
}
}
on ready {
if (enemy_battle_turn (self,enemy) = true) {
msg ("The round has ended.")
}
}
on ready {
battle_sequence (self,enemy)
}
}
else {
on ready {
msg (enemy.alias + " gets to go first for this round.")
if (enemy_battle_turn (self,enemy) = true) {
msg ("It is now your turn.")
}
}
on ready {
if (self_battle_turn (self,enemy) = true) {
battle_sequence (self,enemy)
}
else {
msg ("The round has ended.")
}
}
on ready {
battle_sequence (self,enemy)
}
}
}
}
else {
second_value = true
}
return (second_value)
]]></function>
<function name="self_battle_turn" parameters="self,enemy" type="boolean"><![CDATA[
third_value = false
msg (self.alias + " has " + self.cur_hp + " HP left.")
msg (enemy.alias + " has " + enemy.cur_hp + " HP left.")
wait {
show menu ("What is your battle choice?", split ("Attack;Defend;Cast;Item;Run", ";"), false) {
switch (result) {
case ("Attack") {
fourth_value = false
if (RandomChance (GetInt (enemy,"agi") - GetInt (self,"spd")) = true) {
msg (enemy.alias + "evaded your attack!")
fourth_value = true
}
else if (RandomChance (GetInt (enemy,"Dex") - GetInt (self,"agi")) = true) {
msg (enemy.alias + "parried your attack!")
fourth_value = true
}
else if (RandomChance (GetInt (enemy,"agi") - GetInt (self,"dex")) = true) {
msg (enemy.alias + "blocked your attack!")
fourth_value = true
}
else if (RandomChance (GetInt (self,"dex") - GetInt (enemy,"spd")) = false) {
msg ("Your attack missed " + enemy.alias +"!")
fourth_value = true
}
else if (RandomChance (GetInt (enemy,"pr") - GetInt (self,"hc")) = true) {
msg ("Your attack got resisted by " + enemy.alias +"!")
fourth_value = true
}
else if (fourth_value = false) {
if (self.defending = true and enemy.defending = true) {
enemy.cur_hp = enemy.cur_hp - (crit_hit (self) * 2 * GetInt (self,"pd") / 2 + GetInt (self,"pd") * (GetInt (self,"str") - GetInt (enemy,"end")) / 100)
msg (enemy.alias + " has " + enemy.cur_hp + " HP left.")
self.defending = false
}
else if (self.defending = true and enemy.defending = false) {
enemy.cur_hp = enemy.cur_hp - (crit_hit (self) * 2 * GetInt (self,"pd") + GetInt (self,"pd") * (GetInt (self,"str") - GetInt (enemy,"end")) / 100)
msg (enemy.alias + " has " + enemy.cur_hp + " HP left.")
self.defending = false
}
else if (self.defending = false and enemy.defending = true) {
enemy.cur_hp = enemy.cur_hp - (crit_hit (self) * GetInt (self,"pd") / 2 + GetInt (self,"pd") * (GetInt (self,"str") - GetInt (enemy,"end")) / 100)
msg (enemy.alias + " has " + enemy.cur_hp + " HP left.")
}
else if (self.defending = false and enemy.defending = false) {
enemy.cur_hp = enemy.cur_hp - (crit_hit (self) * GetInt (self,"pd") + GetInt (self,"pd") * (GetInt (self,"str") - GetInt (enemy,"end")) / 100)
msg (enemy.alias + " has " + enemy.cur_hp + " HP left.")
}
}
}
case ("Defend") {
if (self.defending = false) {
self.defending = true
}
}
case ("Cast") {
self.defending = false
}
case ("Item") {
self.defending = false
}
case ("Run") {
self.defending = false
}
}
if (GetInt (enemy,"cur_hp") > 0) {
if (RandomChance (GetInt (self,"spd") - GetInt (enemy,"spd")) = true) {
msg ("You get an extra battle turn!")
self_battle_turn (self,enemy)
}
else {
msg ("Your battle turn is over.")
third_value = false
}
}
else if (GetInt (enemy,"cur_hp") <= 0) {
msg (enemy.alias + " is dead.")
msg ("You have won the battle!")
enemy.defending = false
enemy.dead = true
third_value = true
wait {
ClearScreen
}
}
}
}
return (third_value)
]]></function>
<function name="enemy_battle_turn" parameters="self,enemy" type="boolean"><![CDATA[
fifth_value = false
msg (self.alias + " has " + self.cur_hp + " HP left.")
msg (enemy.alias + " has " + enemy.cur_hp + " HP left.")
result = GetRandomInt (1,3)
switch (result) {
case (1) {
sixth_value = false
if (RandomChance (GetInt (self,"agi") - GetInt (enemy,"spd")) = true) {
msg ("You have evaded the attack!")
sixth_value = true
}
else if (RandomChance (GetInt (self,"dex") - GetInt (enemy,"agi")) = true) {
msg ("You have parried the attack!")
sixth_value = true
}
else if (RandomChance (GetInt (self,"agi") - GetInt (enemy,"dex")) = true) {
msg ("You have blocked the attack!")
sixth_value = true
}
else if (RandomChance (GetInt (enemy,"dex") - GetInt (self,"spd")) = false) {
msg (enemy.alias +"'s attack missed!")
sixth_value = true
}
else if (RandomChance (GetInt (self,"pr") - GetInt (enemy,"hc")) = true) {
msg ("You resisted the attack!")
sixth_value = true
}
else if (sixth_value = false) {
if (enemy.defending = true and self.defending = true) {
self.cur_hp = self.cur_hp - (crit_hit (enemy) * 2 * GetInt (enemy,"pd") / 2 + GetInt (enemy,"pd") * (GetInt (enemy,"str") - GetInt (self,"end")) / 100)
msg (self.alias + " has " + self.cur_hp + " HP left.")
enemy.defending = false
}
else if (enemy.defending = true and self.defending = false) {
self.cur_hp = self.cur_hp - (crit_hit (enemy) * 2 * GetInt (enemy,"pd") + GetInt (enemy,"pd") * (GetInt (enemy,"str") - GetInt (self,"end")) / 100)
msg (self.alias + " has " + self.cur_hp + " HP left.")
enemy.defending = false
}
else if (enemy.defending = false and self.defending = true) {
self.cur_hp = self.cur_hp - (crit_hit (enemy) * GetInt (enemy,"pd") / 2 + GetInt (enemy,"pd") * (GetInt (enemy,"str") - GetInt (self,"end")) / 100)
msg (self.alias + " has " + self.cur_hp + " HP left.")
}
else if (enemy.defending = false and self.defending = false) {
self.cur_hp = self.cur_hp - (crit_hit (enemy) * GetInt (enemy,"pd") + GetInt (enemy,"pd") * (GetInt (enemy,"str") - GetInt (self,"end")) / 100)
msg (self.alias + " has " + self.cur_hp + " HP left.")
}
}
}
case (2) {
if (enemy.defending = false) {
msg (enemy.alias + " has choosen to defend itself.")
enemy.defending = true
}
}
case (3) {
enemy.defending = false
msg ("Cast")
}
}
if (GetInt (self,"cur_hp") > 0) {
if (RandomChance (GetInt (enemy,"spd") - GetInt (self,"spd")) = true) {
msg (enemy.alias + " gets an extra battle turn!")
wait {
enemy_battle_turn (self,enemy)
}
}
else {
msg (enemy.alias + " 's battle turn is over.")
fifth_value = true
}
}
else if (GetInt (self,"cur_hp") <= 0) {
msg (self.alias + " has died.")
msg ("GAME OVER")
finish
}
return (fifth_value)
]]></function>
<function name="npc_reachable" parameters="object" type="boolean">
value = false
foreach (x,ScopeReachableNotHeld ()) {
if (x=object) {
value = true
}
}
return (value)
</function>
<function name="crit_hit" parameters="object" type="int">
if (RandomChance (GetInt (object,"luck")) = true) {
value = 2
}
else {
value = 1
}
return (value)
</function>
</asl>
and here's the key~legend for it, my apologies for this older code of mine using my annoying abrevs, I've learned not to do this anymore, laughs):
01. cc = character creation function
02. sa = status attributes (mainly for implementing/displaying of ' cur / max ' stats) function
03. char = character object type ("pcs", "npcs", "monsters", etc., so, not a room, item, equipment, spell, etc)
04. pc = playable character object type ("player" characters / game.povs)
05. npc = non-playable character ("people", "monsters", and etc, so not a "player" character / not a game.pov, I'm going to have a hostility system, so any npc can be friendly or hostile, instead of having an actual "monster/enemy" type set aside)
06. hp = hit points (life) stat attribute
07. mp = mana points (magic) stat attribute
08. str = strength (physical damage, carry weight / equipment requirement, etc) stat attribute
09. end = endurance (physical defense, and etc) stat attribute
10. dex = dexterity (weapon~attack skill, think of this as "if your attack connects or not, do you 'whiff' or not", so not to gete confused with hc, and etc) stat attribute
11. agi = agility (dodging/evading, and etc) stat attribute
12. spd = speed (who goes first in battle, extra battle turns, escaping from battle, and etc) stat attribute
13. hc = hit chance (think of this more as piercing their armor or not, so not to get confused with dex, and etc) stat attribute
14. pd = physical damage stat attribute
15. fp = fire damage stat attribute
16. wp = water damage stat attribute
17. ap = air damage stat attribute
18. ed = earth damage stat attribute
19. ld = light damage stat attribute
20. dd = dark damage stat attribute
21. pr = physical resistance stat attribute
22. fr = fire resistance stat attribute
23. wr = water resistance stat attribute
24. ar = air resistance stat attribute
25. er = earth resistance stat attribute
26. lr = light resistance stat attribute
27. dr = dark resistance stat attribute
28. defending = boolean (reduces damage done for that character and increases the damage done by that character, if they chosoe to attack on the next turn)
29. escaped = boolean, run from battle (not completed/implemented yet)
30. hostile = boolean, any npc can be friendly or a(n) "monster/enemy", based upon a hostility scale (0-100), but not completed
31. dead = boolean
32. crit_hit = critical hit (bonus damage based upon luck)
33. luck = luck stat attribute
34. lvl = level stat attribute
35. exp = experience stat attribute
36. cash = cash stat attribute (currency)
37. lvlup = level up function