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| V.4 Variables help |
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| Goth77:
--- Quote from: Obliviongate20 on August 16, 2011, 11:06:28 AM ---I got v.4 variables so i could atleast do something,VCE is exteremly hard to figure out. --- End quote --- I already answered how to do this. You will need to listen to Oblivion and get the current VCE. You cannot string with v4 vars, so using it is basically pointless. |
| GenaralSkar:
https://sites.google.com/site/blguides/text-guides/advanced-guides/vce-v4-and-v5 There are also videos on how to use the newer version of VCE on that site. |
| Goth77:
I also wrote a guide (unfinished but thorough) It doesn't really talk about stringing and stuff, it's more for like VCE beginners, but it may help you http://brickmania.findtalk.net/t474-blockland-vce-in-depth-guide It has good visuals |
| Boomshicleafaunda:
--- Quote from: Obliviongate20 on August 15, 2011, 10:20:30 PM ---I'm making an rpg,And theres some things i want to know.Would be nice if someone would help. 1. I would like to know how to make a system that can increase your health (I'm trying to get it so that armor with increase your HP.)Or if theres a way i can actually make armor reduce damage,Either way i wanna know. 2. I kinda want to know how i can make ores,blocks etc have HP. Not much to explain here,But ive seen alot made like that. 3. I would like to know how i can make a item that requires you to have more then 1 items (Etc,Hook+Rope,Bent stick+String..) --- End quote --- First off, get the lastest version of VCE. What you're asking is impossible without VCE v7 and up. Here's the events you need: 1) --- Code: ---[X] 0 [0] onActivate -> Self -> VCE_stateFunction -> [<var:cl:bl_id>] [ ] [X] 1 [0] onActivate -> Self -> VCE_callFunction -> [<var:cl:bl_id>] [ ] [X] 2 [33] onVariableFunction -> Self -> VCE_callFunction -> [<var:cl:bl_id>] [ ] [X] 4 [0] onActivate -> Player -> VCE_modVariable -> [MaxShield] Set [100] [X] 3 [0] onActivate -> Player -> VCE_modVariable -> [Shield] Set [<var:pl:maxShield>] [X] 5 [0] onActivate -> Client -> CenterPrint -> [<color:FFFF00>You have picked up body armor!] [3] [X] 6 [0] onVariableFunction -> Self -> VCE_ifValue -> [<var:pl:health>] < [<var:pl:maxHealth>] [7 7] [X] 7 [0] onVariableTrue -> Self -> VCE_ifValue -> [<var:pl:shield>] > [0] [8 9] [X] 8 [0] onVariableTrue -> Player -> AddHealth -> [1] [X] 9 [0] onVariableTrue -> Player -> VCE_modVariable -> [Shield] Subtract [1] [X] 10 [0] onVariableFunction -> Self -> VCE_ifValue -> [<var:pl:shield>] < [0] [11 12] [X] 11 [0] onVariableTrue -> Player -> VCE_modVariable -> [Shield] Set [0] [X] 12 [0] onVariableFalse -> Self -> VCE_ifValue -> [<var:pl:shield>] > [<var:pl:maxShield>] [13 13] [X] 13 [0] onVariableTrue -> Player -> VCE_modVariable -> [Shield] Set [<var:pl:maxShield>] [X] 14 [0] onVariableFunction -> Player -> VCE_modVariable [HP] Set [<color:66FF66><var:pl:health>] [X] 15 [0] onVariableFunction -> Player -> VCE_modVariable [HP] Ceil [ ] [X] 16 [0] onVariableFunction -> Player -> VCE_modVariable [SHLD] Set [<color:66FFFF><var:pl:shield>] [X] 17 [0] onVariableFunction -> Player -> VCE_modVariable [ALL] Set [<var:pl:HP> <color:FFFFFF>/ <var:pl:SHLD>] [X] 18 [33] onVariableFunction -> Client -> BottomPrint -> [<color:FFFF00>Health<color:FFFFFF>: <var:pl:ALL>] [3] --- End code --- The last five events are for the display. You can toggle these off if you don't want it. You can also change the MaxShield player variable to any number you want. You may also use other bricks that recover your shield. It will not exceed the MaxShield variable. 2) This can range between tons of different scenarios, so I'll give you a generic one. --- Code: ---[X] 0 [0] onActivate -> Self -> VCE_modVariable -> Brick [MaxHits] Set [25] [X] 1 [0] onActivate -> Self -> VCE_modVariable -> Brick [Resource] Set [Iron] [X] 2 [0] onActivate -> Self -> VCE_modVariable -> Brick [ResourceType] Set [Ore] [X] 3 [0] onActivate -> Self -> VCE_modVariable -> Brick [Amount] Set [1] [X] 4 [0] onActivate -> Self -> VCE_modVariable -> Brick [RequiredItem] Set [ ] [X] 5 [0] onActivate -> Self -> VCE_modVariable -> Brick [RespawnTime] Set [15] [X] 6 [0] onActivate -> Self -> VCE_ifValue -> [<var:br:requiredItem>] == [ ] [8 12] [X] 7 [0] onProjectileHit -> Self -> VCE_ifValue -> [<var:pl:currentItem>] == [<var:br:requiredItem>] [8 14] [X] 8 [0] onVariableTrue -> Player -> VCE_modVariable -> [DisplayName] Set [<color:FF00FF><var:br:resource> <var:br:resourceType> <var:br:datablock><color:FFFFFF>:] [X] 9 [0] onVariableTrue -> Player -> VCE_modVariable -> [DisplayHits] Set [<var:br:hits> / <var:br:maxHits>] [X] 10 [33] onVariableTrue -> Client -> CenterPrint -> [<var:pl:displayName> <var:pl:displayHits>] [X] 11 [0] onVariableTrue -> Player -> VCE_modVariable -> [VariableName] Set [<color:FFFF00><var:br:resource> <var:br:resourceType><color:FFFFFF>:] [X] 12 [0] onVariableTrue -> Player -> VCE_modVariable -> [ResourceAmount] Set [<var:pl:VCE_<var:br:resource<var:br:resourceType>>] [X] 13 [33] onVariableTrue -> Client -> BottomPrint -> [<var:pl:variableName> <var:pl:resourceAmount>] [X] 14 [0] onVariableTrue -> Self -> VCE_ifValue -> [<var:br:hits>] < [<var:br:maxHits>] [15 23] [X] 15 [0] onVariableFalse -> Client -> CenterPrint -> [<color:FFFFFF>Please use the proper tool to harvest this resource] [3] [X] 16 [0] onVariableTrue -> Self -> VCE_modVariable -> Brick [Hits] Subtract [1] [X] 17 [0] onVariableFalse -> Client -> VCE_modVariable -> [VCE_<var:br:resource<var:br:resourceType>>] Add [<var:br:amount>] [X] 18 [0] onVariableFalse -> Self -> VCE_saveVariable -> Client [VCE_<var:br:resource<var:br:resourceType>>] [X] 19 [0] onVariableFalse -> Self -> VCE_modVariable -> Brick [Hits] Set [<var:br:maxHits>] [X] 20 [0] onVariableFalse -> Self -> VCE_stateFunction -> [Respawn] [ ] [X] 21 [1000] onVariableFalse -> Self -> VCE_callFunction -> [Respawn] [ ] [X] 22 [0] onVariableFalse -> Self -> VCE_modVariable -> Brick [R] set [0] [X] 23 [0] onVariableFalse -> Self -> disappear -> [-1] [X] 24 [0] onVariableFunction -> Self -> VCE_ifValue -> [<var:br:R>] >= [<var:br:respawnTime>] [25 27] [X] 25 [0] onVariableFalse -> Self -> VCE_modVariable -> Brick [R] add [1] [X] 26 [1000] onVariableFalse -> Self -> VCE_callFunction -> [Respawn] [X] 27 [0] onVariableTrue -> Self -> disappear -> [0] --- End code --- The first 6 variable are what you should change: MaxHits: The number of hits the brick takes to harvest Resource: What resource the brick is (Iron, Silver, Gold, Diamond, Maple, Oak, etc.) Resource Type: What the resource type is (Ore, Wood, Fish, etc.) Amount: How much the resource produces (1, 2, 3, 4...) RequiredItem: The UI Name of the item required to harvest this resource (Pickaxe, Axe, Shovel, etc. Leave blank for bare hands.) RespawnTime: How long the brick takes until it respawns (In seconds [1, 2, 3, 4...]) 3) I'm not quite sure what you're asking here. This is borderline VCE, meaning some things will only be achievable via script. Depending on what you want, I may be able to provide you the VCE events that you require. Anyways, all of things should theoretically work. I hope this helps. |
| phflack:
--- Quote from: Boomshicleafaunda on August 16, 2011, 06:51:30 PM ---First off, get the lastest version of VCE. What you're asking is impossible without VCE v7 and up. --- End quote --- actualy, it is possible with v4 just easier with v5+ |
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