Hidden Stat Percentage?

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Elysia
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Hidden Stat Percentage?

#1 Post by Elysia » Sun Oct 02, 2011 2:30 am

How would I set it if for example there is a range between Apathetic and Emotional so that certain choices would shift the bar percentage wise without actual numbers?

(Please don't shove me in a shark, I'm new to this :( )

Edit: Is it possible to have different choices show up on the same scene depending on certain traits?

KaosMoon
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Re: Hidden Stat Percentage?

#2 Post by KaosMoon » Tue Oct 04, 2011 12:37 am

For the bar I have no clue but for the different choices do you mean you want to have it so that if A is apathetic toward the character or the character was apathetic one choice would appear but if A is emotional toward the character or the character emotional a totally different choice would be unlocked and appear to the user?

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Soraminako
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Re: Hidden Stat Percentage?

#3 Post by Soraminako » Tue Oct 04, 2011 12:50 am

It might be easier for us to help if you are slightly more specific on the problem, although if I understood well, then you should be able to do that for the bar. You put the numbers in the game, and the bar will show as a bar, the players won't see the numbers you have in the code. (They won't see a percentage either, but they'll see the progression of the bar. Did you want them to see a percentage? I assume not since you mentioned "hidden percentage"?)

As for the apathetic vs. emotional thing, I imagine you could have a variable keeping track of choices to make it add up to the number of apathetic-causing choices or emotional-causing, and then have it be that if the amount of one or the other is above the median number then it goes in that direction, and so on. (Oh God I explained this so horribly. X_x)

So if, say, you have a max of 10, and the player made 6 apathetic-leaning choices and 4 emotional leaning choices, when he gets to that part you have it set so that it will display whatever was the resulting scene for the character being apathetic.

Something like:

Code: Select all

    if apathetic_points >= 5:
        "I don't really care..."
Is that what you meant? ^^; Or did you mean, for it to keep track of two variables, thus displaying something mentioning the two different traits?

I'm so sorry for my confusing reply. ^^; *sleepy + English fail make explanations difficult*
(I drew my avatar especially to express the scary feeling I get from the code as I type it... XD)

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DragoonHP
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Re: Hidden Stat Percentage?

#4 Post by DragoonHP » Fri Oct 07, 2011 10:37 am

Elysia wrote:How would I set it if for example there is a range between Apathetic and Emotional so that certain choices would shift the bar percentage wise without actual numbers?
If I'm not wrong, Ren'Py already shows the bar as percentage wise...
For example, if your bar maximum value is 10 points and the player gains 1 point, the bar will shift 10%...
Or I interrupted your question wrongly?
Elysia wrote:Is it possible to have different choices show up on the same scene depending on certain traits?
Yes it is quite possible, using if... else statement as Soraminako showed...

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