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Date Posted: 17:04:28 05/31/01 Thu
Author: Moonside
Subject: Some RPG Toolkit stuff I had to store somewhere, just ignore it.

#method removeall("file$")
{
#RemoveStatus("playerhandle[0]$","file$")
#RemoveStatus("playerhandle[1]$","file$")
#RemoveStatus("playerhandle[2]$","file$")
#RemoveStatus("playerhandle[3]$","file$")
#RemoveStatus("playerhandle[4]$","file$")
}

now if you want to remove poison from all your players...

#include(removeall.prg)*replace removeall with whatever you saved your program as
#removeall("poison.ste")


I believe you can make a special move make a text box appear and then not again by making a rpg code for it to run when you play it. Within that code put an #If(soandsovariable==0){#MWin("whatever you want to be in the message box" #soandsovariable==1) and then #If(sosandsovariable==1){}

soc
little thing i whipped together
Wed May 30 23:58:43 2001


#targetlocation(x!,y!)*gets your player's location
#eraseitem(0)*erases the item for the next refresh
#return()*refreshes the screen
#putplayer(target$,x!,y!,1)*puts the player back where he was


Ok I'm gonna skip down through the first part of my code cause its all just mwin talking and get down to the prompt/if where the problem is.

#ColorRGB(100, 100, 100)
#MWin("Andy:")
#MWin("Come on, just admit your lazy and since your Dad's the high priest")
#Mwin("you can basically slack off and not get in trouble for it.")
#Wait(a$)
#MWinCls()
#ColorRGB(100, 100, 0)
#Prompt("Press either one or two: -1- Admit it -2- Don't admit it", admit$)

***Ok everything works great up until here. Now the prompt comes up fine but whether I put in 1 or 2 it simply ends the conversation rather then doing what I have below teh prompt in the if statements.

#If(admit$==1)
{
#ColorRGB(20, 75, 100)
#MWin("Daniel:")
#MWin("Fine, I admit it, I'm a lazy bum, so sue me?")
#Wait(a$)
#MWinCls()
#ColorRGB(100, 100, 100)
#MWin("Andy:")
#MWin("Wow, lazy and willing to admit it, how low can you go? ^_^")
#MWin("Seriously though even though your a bum I consider you a friend")
#MWin("so here you go")
#ColorRGB(100, 100, 0)
#MWin("Recieved Lvl1 Priest Badge!")
#Wait(a$)
#MWinCls()
#ColorRGB(100, 100, 100)
#MWin("Andy:")
#MWin("Thats the badge they gave me when I mastered lvl1 priest magic.")
#MWin("I've since gotten a Lvl2 badge but since you don't have any now you can")
#MWin("Further slack off under the pretense that you've atleast achieved lvl1 ^_^")
#ColorRGB(20, 75, 100)
#Wait(a$)
#MWinCls()
#MWin("Daniel:")
#MWin("Heh, thanks."
#Wait(a$)
#MWinCls()
}
#If(admit$==2)
{
#ColorRGB(20, 75, 100)
#MWin("Daniel:")
#MWin("Like heck I'll admit I'm Lazy! If anything your the lazy one.")
#MWin("I mean what are you doing right now but running around?")
#Wait(a$)
#MWinCls()
#ColorRGB(100, 100, 100)
#MWin("Andy:")
#Mwin("For your information I just got back from training.")
#MWin("And rather then just sit around reading books like yourself")
#MWin("I like to job in my free time. Now I'd like it if you'd leave me")
#MWin("alone, you can go be lazy some where else.")
}

**Thank you in advance for anyone that even trys to help.



Hmm, to your second part, I might have an idea. There is a slot to put a program to run when this item is used. For that run something like this...

#method magicitem(spell!,uses!)
{
#if(spell!~=uses!)
{
#spell!=spell!+1
#If(spell!=uses!)
{
#mwin("You learned the spell!")
#wait(a$)
#mwincls()
}
#kill(uses!)
}
}

Now youd simply run the next program for your "program to run when item is used"

#magicitem(fireblast!,5)

Where firblast! is the variable and 5 is the ammount of times the item has to be used before you learn the spell.
In the character editor youd simply set it so theyd lear the spell when fireblast!=5. Simple eh?


i made this outcome too but it wont work right because of reasons that are pretty obvious

#if (wild!=5)
{
#mwin(“YOU WON A FREE LEVEL UP!”)
#mwin(“Please choose the character to be leveled up”)
#delay(2)
#mwincls
1-
2-
3-
4-
5-

i got this far then i remembered "what if the player doesnt have all 5 players on the team? or maybe not even 4,3,or2.
how would i make it only display the charchters and the numbers that are supposed to be there? and also how do i make that not affect the

#wait(a$)
#if (a$=::etc::

#if (wild!=4)
{
#GetGP (GP!)
#GP!=GP!/2

will the game automatically send the value of GP! back to the actual gp level or is there a code to return the variable?

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