xiamumomo

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Does that make sense?
There is also a lack of tags to add variables, because the variables should be increased through the purchase node. This way of playing is to let players add points no matter how, and the PL spent each time can also be < HP: v * 2 + v * $gamevariables. Value (1) >. However, you will feel meaningless only because there is another tag missing
 

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There is also a lack of tags to add variables, because the variables should be increased through the purchase node. This way of playing is to let players add points no matter how, and the PL spent each time can also be < HP: v * 2 + v * $gamevariables. Value (1) >. However, you will feel meaningless only because there is another tag missing
I could add another tag like <HPup:variableId,amount> and make that go into the license and increment that variable by that amount on claim?

But if multiple characters use the same board, the same variable will go up whenever that node is claimed. You'd be forced to use a single board per character if you wanted to use the tag.

Thoughts?
 

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Thoughts?
I temporarily thought that variable id = CharacterId, character1 = variable 1. If variable ID is occupied, I think it can be modified from the code or plug-in parameters (this is troublesome). I also thought about what to do if character is allowed to change his occupation, or have a main occupation and a sub occupation (two occupations at the same time). Suddenly, there are many problems, As for the latter, there is no need to solve it for the time being = = I think if all the plug-ins are solved, the plug-in can be sold (because it is worth it ha ha~)
 

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What if I added a function you could put in the cost tag like numLicenses() which would increment the number of licenses that actor has of that type?

So in in the HP cost equation: <HP: v*numLicenses()> where V is 10, would cost 0, 10, 20 as you increase in HP licenses?
That would work across multiple boards, be pretty flexible, and not require an additional tag
 

xiamumomo

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What if I added a function you could put in the cost tag like numLicenses() which would increment the number of licenses that actor has of that type?

So in in the HP cost equation: <HP: v*numLicenses()> where V is 10, would cost 0, 10, 20 as you increase in HP licenses?
That would work across multiple boards, be pretty flexible, and not require an additional tag
If numlicenses () is the number of owned nodes, the method of not using variables is completely solved. Changing the class will deduct the purchased attributes (which is very troublesome). In addition, if you have a primary occupation and a secondary occupation, you just need to judge the license of the primary occupation, which depends on you later
 

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If numlicenses () is the number of owned nodes, the method of not using variables is completely solved. Changing the class will deduct the purchased attributes (which is very troublesome). In addition, if you have a primary occupation and a secondary occupation, you just need to judge the license of the primary occupation, which depends on you later
I figured numLicenses() would be "number of licenses of the same type as this one, owned across ALL boards". So if you had 2 HP licenses, numLicenses() (in a cost equation) would return 2.

Currently you can only have one board, but I was looking at how hard it would be to support multiple. Not really that hard, beyond adding some kind of visual indicator that you can swap between boards using some button.
 

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I've updated both the LicenseBoard and the mapConverter to support cost in licenses.json being an equation. v still works for the value of the node, and numLicenses() works for "number of licenses of the same type as this that the current actor has"

I'm thinking about how to do multiple boards, but that's a pretty big refactor
 

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also possible for "require" options in the next update on the
x, y | x, y which need to activated for the middle one to activate
or by an event notetag if it's easier <require: x,y && x,y> ?
 

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"number of licenses of the same type as this that the current actor has"
Whether it is the number of different types of licenses. The initial purpose is to increase the cost every time you buy a node. If there is only one HP board, the cost of buying an HP node remains the same no matter what. If numlicenses() is the total number of all types, the price will rise all the time. Players will consider it every time they buy a node, See which node is helpful for you to buy first (let the player choose the play method that is useful for you after judging the distress)
 

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Whether it is the number of different types of licenses. The initial purpose is to increase the cost every time you buy a node. If there is only one HP board, the cost of buying an HP node remains the same no matter what. If numlicenses() is the total number of all types, the price will rise all the time. Players will consider it every time they buy a node, See which node is helpful for you to buy first (let the player choose the play method that is useful for you after judging the distress)
Maybe I could have numLicenses() and numLicenseTypes()?
The former could be all licenses, and the latter of the specific type?
also possible for "require" options in the next update on the
x, y | x, y which need to activated for the middle one to activate
or by an event notetag if it's easier <require: x,y && x,y> ?

It's easy enough to put in a note tag on the vent for a list of required nodes, and add in some extra logic to the "can I have this" code. I'm not sure how to best represent this to the player, though. What would the help window say? Requires X, Y and Z? Or would it just not show if you don't have the requirements? Or show with a lock on it and a different tool tip?

Right now the logic is just "if you can't claim it, it doesn't show (unless you toggle it to always show) and if you can't can see it, the you can claim it for the provided cost"
 

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if it requires the one above or next, I think a lock on it, or
a description, "this is locked, required x, y".

one that is easiest, but if next node is visible, the one require has a lock,
that need the one above or next (if it's visible) or always that has lock
on them.

left and right, the middle has a lock, or up and down, center is locked, if that has
a require tag on it.

this is what I have, require x, y always are visible with a lock icon,
otherwise visible when one of the 2 is visible and a lock by then.

lock = require 2 nodes or more, depending on the &&, so max is 4 on all sides,
which can be used for the most special ones or best ones.

if you make the lock visible as always (regardess if it false), you can see
that it require 2 or more nodes, the rest of the nodes can be invisible,
because you cannot see the path towards to it.

see what is easier for you to impliment it.
description personally "this node is locked".

the reason for that is for them to figure out how to unlock it as a player :)
 

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What is the function of numlicensetypes()?
Say you had 1 HP, 2 AGI, 3 EVA

numLicenses() would resolve to 6
numLicenseType() would resolve to 1 for HP, 2 for AGI, and 3 for EVA.

Gives the development more flexibility
 

xiamumomo

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I did this. Updated plugin
Where do these two tags apply? I store them in the event and map comments and drag them into the box in the browser to generate licenses. If there are errors in the class or role comments, I don't know how to use them. Can I fill them in the plug-in help
 

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Where do these two tags apply? I store them in the event and map comments and drag them into the box in the browser to generate licenses. If there are errors in the class or role comments, I don't know how to use them. Can I fill them in the plug-in help
They go in either the <statcode:> note tag in the map or in the <cost:> note tag in an even on the specific tile.
The map one if you want it for all nodes of that stat type, and the event if you want it for that specific node
 

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They go in either the <statcode:> note tag
I'm a little confused now. You can take some time to modify the GitHub description, plug-in help and the display of your plug-in version (you forget to change the plug-in version number). If you need me to update the tutorial video, you can tell me
 
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xiamumomo

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They go in either the <statcode:> note tag in the map or in the <cost:> note tag in an even on the specific tile.
The map one if you want it for all nodes of that stat type, and the event if you want it for that specific node
When my map remark is < statcode: 1 * numlicenses() > the following error message will appear. If it is < HP: 1 * numlicenses() > the map data cannot be dragged into the viewer to generate licenses
1636872313433.png
 

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What does the map program do when you drag it in? Does it make a json file?
 

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What does the map program do when you drag it in? Does it make a json file?
After I added the tag and saved it, I generated licenses.json, but I said map002.json was dragged into the browser box, but I didn't prompt to download licenses.json. I don't know if you will have this situation. Is it my wrong setting?
 

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