Stats script

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Stats script

Postby sempaix » Wed Feb 05, 2020 8:25 pm

I want to know if there is a stat script for a visual novel I'm making, like a bar showing, Physical, Charisma, etc, in percentage. can anyone help me on this? Im making a Bishoujo Visual Novel. thanks

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Artwork with Eovia's carrara 5.

using Adventure Maker.
Last edited by sempaix on Wed Feb 12, 2020 6:59 am, edited 2 times in total.
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Re: Stats script

Postby reneuend » Wed Feb 12, 2020 2:48 am

Do you mean like a roll playing game?

Can you give more details?

Ex. Writing a novel using Adventure Maker, and on each page the RPG Bar is displayed along the bottom, right-side of the frame. I would set the bar's stats from the frame properties - plugin (or would it be set based on the player's actions?)
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Re: Stats script

Postby sempaix » Wed Feb 12, 2020 7:06 am

Look at the image below

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A stat system like this is what I seek
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Re: Stats script

Postby reneuend » Thu Feb 20, 2020 1:06 am

give me a few weeks and I'll have a plugin that will handle this.

I'll try to make it robust enough to:
1. Enter Title for Stat
2. Multiplier (if wanted) - allows for sensitivity
3. Variable to store the Stat

Initialization call to set the sensitivity and Min/Max values
The way I see it working is You make a call updates the stat and pass in a value (increment)
A routine you can call to get the values

it's been awhile since I built a plugin, we'll see how it turns out. I'll start out easy to get your feedback.

You'll need a full version of Adventure Maker to utilize plugins. Do you have the full version?
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Re: Stats script

Postby sempaix » Thu Feb 20, 2020 1:25 am

Whoa excellent looking forward
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Re: Stats script

Postby sempaix » Thu Feb 20, 2020 2:27 am

I have full and commercial version I bought a while back
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Re: Stats script

Postby sempaix » Wed Apr 01, 2020 5:42 pm

reneuend wrote:give me a few weeks and I'll have a plugin that will handle this.

I'll try to make it robust enough to:
1. Enter Title for Stat
2. Multiplier (if wanted) - allows for sensitivity
3. Variable to store the Stat

Initialization call to set the sensitivity and Min/Max values
The way I see it working is You make a call updates the stat and pass in a value (increment)
A routine you can call to get the values

it's been awhile since I built a plugin, we'll see how it turns out. I'll start out easy to get your feedback.

You'll need a full version of Adventure Maker to utilize plugins. Do you have the full version?



still looking forward to this but I can wait.
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Re: Stats script

Postby Morsy » Mon Jul 06, 2020 8:18 pm

Hey sempaix. This looks more or less achievable utilizing the VBScript variables. A plugin would streamline this process, yes, but I am already envisioning some sort of imaging system that shows fluctuating bars, where these bars (still images that show perhaps 25% of the bar filled, 50%, 75%, etc.) are swapped out depending on how high a variable is.

Learning VBScript would allow you to achieve this endeavor and dream you have in your head that you are trying to achieve.

Let me know if this sounds like something you would want to try and I may be able to help. I just need to to figure out how to turn on email notifications for this forum. Lol
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Re: Stats script

Postby reneuend » Sat Jul 18, 2020 3:14 am

Sorry I've been away. Life issues. It is still a struggle, but I want to try to devote a couple hours a week to AM.
So, the last time I addressed this, I was still designing.
Here is my thought: You was a programmer would add skill names and their maximum limit to a file:
SKILLS:
<Skill Name> : <Maximum Limit>

Example:

Health : 1000

So during the game you could effect the Health based on an action. So as a programmer, you would call a routine to change the Health: ChangeSkillStrengh("Health", -20). if the current Health was 800 then the bar would be at 80% (800/1000). A -20 change would have little impact with a Max Limit of 1000. This is how the different skills would have different weight impacts.

If you had a skill like, Stanima with Max Limit of 100 and it was at 80/100 or 80% and you called the routine: ChangeSkillStrength("Stanima", -20). This would have a much greater impact then on the Health skill. 80 - 20 = 60/100 = 60%.

Does this sound like the right direction?
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