SkyHeart
Casual Client
- Joined
- Apr 17, 2017
Hi,
The expresion I'm talking about is this one:
So, let me explain..
The variables that you see mean this
Problems that led me to this "solution"
Tried to cut it in half, test for low and high stats differently.. but I couldn't find a way where both would be checked.. either I was checking for low or high and if the outcome was 0 the other would get ignored
Thought about putting it on 2 chained triggers but that doesn't make sense to me.. it's still the same expresion just done on two different lines.. that can't be faster.. can it??
The length of this expresion is what worries me.. granted there are some useless paranthesess in there and DA needs a space in between stuff but still.. this gets up to 1255 characters..
Funny enough.. this boils down to: Does size matter?
Bad jokes aside..
Pim_gd This is the reason I asked about the math thingy a few days ago.. I guess I should have asked this from the start..
Am I checking it the wrong way?
Is it fine to leave it like this? The line does get used pretty often..
WeeWillie Have you encountered a similar problem in your dialogue? If yes, could you please point me in the right direction to solve this?
Anyone.. if you know D.A. and you have an idea please leave a post.
The expresion I'm talking about is this one:
Code:
timeAdvance_skip1_INSTANT:"[SETVAR_newValue_*( da.random x 100 ) \ 1 / 100*][timeAdvance_tryFor_randomExtremeEvent*( da.random < ( ( ( 0.52 / 6 ) x ( ( Progress.stats.love.affection <= 5 ) + ( Progress.stats.love.care <= 5 ) + ( Progress.stats.love.respect <= 5 ) + ( Progress.stats.will.pride <= 5 ) + ( Progress.stats.will.trust <= 5 ) + ( Progress.stats.will.hope <= 5 ) ) ) - ( ( ( ( Player.girl.love >= 4 ) x ( Player.girl.love x 1.2 ) ) - ( ( Player.girl.love <= 2 ) x ( Player.girl.love x 1.2 ) ) + ( ( Player.girl.will <= 2 ) x ( Player.girl.will x 1.2 ) ) - ( ( Player.girl.will >= 4 ) x ( Player.girl.will x 1.2 ) ) ) / 10 ) - Event.randomEvent.happened ) )**( da.random < ( ( ( 0.52 / 6 ) x ( ( Progress.stats.love.affection >= 15 ) + ( Progress.stats.love.care >= 15 ) + ( Progress.stats.love.respect >= 15 ) + ( Progress.stats.will.pride >= 15 ) + ( Progress.stats.will.trust >= 15 ) + ( Progress.stats.will.hope >= 15 ) ) ) - ( ( ( ( Player.girl.love <= 2 ) x ( Player.girl.love x 1.2 ) ) - ( ( Player.girl.love >= 4 ) x ( Player.girl.love x 1.2 ) ) - ( ( Player.girl.will <= 2 ) x ( Player.girl.will x 1.2 ) ) + ( ( Player.girl.will >= 4 ) x ( Player.girl.will x 1.2 ) ) ) / 10 ) - Event.randomEvent.happened ) )*_INSTANT]" {"style":"him"}
The variables that you see mean this
- "Progress.stats.love.<affection / care / respect>"
- They range from 1 to 20
- Below 5 is bad | Above 15 is good
- Their sum devided by 0.17 defines the value of the value of another variable ( not present in the expresion ): "Progress.stats.love"
- This variable ranges from 1 to 10
- It's value defines the likeliness of the variable "Player.girl.love" to change values.
- If it's too low, "Player.girl.love" will lose a point
- If it's too high, it will gain a point
- It ranges from 1 to 5 (1 - hatefull, 5 - loving)
- "Progress.stats.will.<pride / trust / hope>"
- They range from 1 to 20
- Below 5 is bad | Above 15 is good
- Their sum devided by 0.17 defines the value of the value of another variable ( not present in the expresion ): "Progress.stats.will"
- This variable ranges from 1 to 10
- It's value defines the likeliness of the variable "Player.girl.will" to change values.
- If it's too low, "Player.girl.will" will lose a point
- If it's too high, it will gain a point
- It ranges from 1 to 5 (1 - broken, 5 - stubborn)
- "Player.girl.will" and "Player.girl.love" basically deffine her personality
- "Event.randomEvent.happened"
- Ranges from 0 to 0.8
- Reduces the chance for random events to happen very often
- It basically dictates if a random event is going to happen or not, as well as it's type of event
- Low stats event
- High stats event
- There are actually 2 expresions in there and they both check if an outcome of da.random is smaller than the expresion after it
- So, for the first one, if the stats are bad, that adds up to the sum, making the outcome of da.random more likely to be smaller than the expresion
- Same for the second one, if the stats are good, that adds up..
- timeAdvance_tryFor_randomExtremeEvent00_INSTANT (Stats are most probably neutral (berween 5 and 15)) (Goes to test how "neutral" are the stats, but that expresion is considerablly smaller)
- timeAdvance_tryFor_randomExtremeEvent10_INSTANT (Stats are most probably bad (below 5))
- timeAdvance_tryFor_randomExtremeEvent01_INSTANT (Stats are most probably good (above 15))
- timeAdvance_tryFor_randomExtremeEvent11_INSTANT (Don't know how the hell you would get this outcome.. but for the sake of having no gaps I've made this line to choose at random either a low stats event or a high stats event)
( that's what the [SETVAR_newValue_da.random x 100 \ 1 / 100] trigger at the beggining of the line is for )
Problems that led me to this "solution"
Tried to cut it in half, test for low and high stats differently.. but I couldn't find a way where both would be checked.. either I was checking for low or high and if the outcome was 0 the other would get ignored
Thought about putting it on 2 chained triggers but that doesn't make sense to me.. it's still the same expresion just done on two different lines.. that can't be faster.. can it??
The length of this expresion is what worries me.. granted there are some useless paranthesess in there and DA needs a space in between stuff but still.. this gets up to 1255 characters..
Funny enough.. this boils down to: Does size matter?
Bad jokes aside..
Pim_gd This is the reason I asked about the math thingy a few days ago.. I guess I should have asked this from the start..
Am I checking it the wrong way?
Is it fine to leave it like this? The line does get used pretty often..
WeeWillie Have you encountered a similar problem in your dialogue? If yes, could you please point me in the right direction to solve this?
Anyone.. if you know D.A. and you have an idea please leave a post.
Last edited: