Monster Hunter Low Budget

id: 745803

category: Collaboration

posts: 49

sabincruz sabincruz loading
Hey guys I need help with some things! Sooo, the gist is that some code is not working right.
There is a variable called _questnumber, this changes by ONE when it receives a Quest Complete message, but it changes BY ONE EVERY SECOND IN THE LOADING SCREEN.
when I receive [ QuestComplete]
change [ _questnumber] by (1)

sabincruz sabincruz loading
Oh also there are 5 seconds in the loading screen if that can give some context

sabincruz wrote:

Hey guys I need help with some things! Sooo, the gist is that some code is not working right.
There is a variable called _questnumber, this changes by ONE when it receives a Quest Complete message, but it changes BY ONE EVERY SECOND IN THE LOADING SCREEN.
when I receive [ QuestComplete]
change [ _questnumber] by (1)

Evolet11 Evolet11 loading
try when i recieve quest complete change questnumber by 1, wait 3 seconds
Rook28081 Rook28081 loading

sabincruz wrote:

Oh also there are 5 seconds in the loading screen if that can give some context

sabincruz wrote:

Hey guys I need help with some things! Sooo, the gist is that some code is not working right.
There is a variable called _questnumber, this changes by ONE when it receives a Quest Complete message, but it changes BY ONE EVERY SECOND IN THE LOADING SCREEN.
when I receive [ QuestComplete]
change [ _questnumber] by (1)

Maybe try using a selection system instead. Or make the monster it's self receive the signal. I know my boss fight game has similar code to what your doing.
This may help: https://scratch.mit.edu/projects/910093685/
The code I mean.
sabincruz sabincruz loading
Thank you guys for your help!
sabincruz sabincruz loading
@Rook28081 and @Evolet11 I will try your suggestions!
Rook28081 Rook28081 loading

sabincruz wrote:

@Rook28081 and @Evolet11 I will try your suggestions!
Ok I look forward to your future work
sabincruz sabincruz loading

Rook28081 wrote:

sabincruz wrote:

@Rook28081 and @Evolet11 I will try your suggestions!
Ok I look forward to your future work
Thanks!
sabincruz sabincruz loading
INFORMATION ABOUT MH Low Budget:
Bug fixes! Courtesy of @Evolet11 and @Rook28081
Added locale changes
Currently working on the Basic Longsword Sprite (It was a crappy sword sprite in the demo)
Also working on an OST!! Expect a few songs soon!
Next time you need help please link your project. Thanks!
sabincruz sabincruz loading

sabincruz wrote:

INFORMATION ABOUT MH Low Budget:
Bug fixes! Courtesy of @Evolet11 and @Rook28081
Added locale changes
Currently working on the Basic Longsword Sprite (It was a crappy sword sprite in the demo)
Also working on an OST!! Expect a few songs soon!
Im also trying the music blocks on Scratch to see if those are good
sabincruz sabincruz loading

Create-Scratch101 wrote:

Next time you need help please link your project. Thanks!
Sry @Create-Scratch101 the project is not yet out,
sabincruz sabincruz loading
ANNOUNCEMENT GUYS, RELEASING A POLL ON https://scratch.mit.edu/studios/34683358, THIS POLL IS ABOUT POSSIBLE MONSTERS FOR THE FIRST 5 QUESTS IN THE INITIAL RELEASE OF MONSTER HUNTER LOW BUDGET
Rook28081 Rook28081 loading

sabincruz wrote:

ANNOUNCEMENT GUYS, RELEASING A POLL ON https://scratch.mit.edu/studios/34683358, THIS POLL IS ABOUT POSSIBLE MONSTERS FOR THE FIRST 5 QUESTS IN THE INITIAL RELEASE OF MONSTER HUNTER LOW BUDGET
link no work
sabincruz sabincruz loading
Hey everybody!!! I need some help with an Inventory system, btw the inventory is to keep track of monster parts, so that the Smithy can check if you have the required items to forge something, I don't have the smithy or inventory coded yet btw.

sabincruz wrote:

Hey everybody!!! I need some help with an Inventory system, btw the inventory is to keep track of monster parts, so that the Smithy can check if you have the required items to forge something, I don't have the smithy or inventory coded yet btw.

Make a variable for each monster part and have the smithy check the variable's value.

I can't make the code show properly
Rook28081 Rook28081 loading

sabincruz wrote:

Hey everybody!!! I need some help with an Inventory system, btw the inventory is to keep track of monster parts, so that the Smithy can check if you have the required items to forge something, I don't have the smithy or inventory coded yet btw.
Try using lists! That is what I use. You just need to remember what the parts are… Also lists don't reset when you press flag as a bonus!
sabincruz sabincruz loading

Rook28081 wrote:

sabincruz wrote:

Hey everybody!!! I need some help with an Inventory system, btw the inventory is to keep track of monster parts, so that the Smithy can check if you have the required items to forge something, I don't have the smithy or inventory coded yet btw.
Try using lists! That is what I use. You just need to remember what the parts are… Also lists don't reset when you press flag as a bonus!
Thats the problem, idk how to make lists….
Rook28081 Rook28081 loading

sabincruz wrote:

Rook28081 wrote:

sabincruz wrote:

Hey everybody!!! I need some help with an Inventory system, btw the inventory is to keep track of monster parts, so that the Smithy can check if you have the required items to forge something, I don't have the smithy or inventory coded yet btw.
Try using lists! That is what I use. You just need to remember what the parts are… Also lists don't reset when you press flag as a bonus!
Thats the problem, idk how to make lists….
Uh, it is like a variable that stores more variables, just test it out it is cool.

sabincruz wrote:

Rook28081 wrote:

sabincruz wrote:

Hey everybody!!! I need some help with an Inventory system, btw the inventory is to keep track of monster parts, so that the Smithy can check if you have the required items to forge something, I don't have the smithy or inventory coded yet btw.
Try using lists! That is what I use. You just need to remember what the parts are… Also lists don't reset when you press flag as a bonus!
Thats the problem, idk how to make lists….

Okay, under variables are the list blocks. Click make a list and name it monster parts.

To delete all the items write this script.
when green flag clicked
delete (all v) of [monster parts v]

To add is a bit more complicated…
Rook28081 Rook28081 loading

MonstieHuntie wrote:

sabincruz wrote:

Rook28081 wrote:

sabincruz wrote:

Hey everybody!!! I need some help with an Inventory system, btw the inventory is to keep track of monster parts, so that the Smithy can check if you have the required items to forge something, I don't have the smithy or inventory coded yet btw.
Try using lists! That is what I use. You just need to remember what the parts are… Also lists don't reset when you press flag as a bonus!
Thats the problem, idk how to make lists….

Okay, under variables are the list blocks. Click make a list and name it monster parts.

To delete all the items write this script.
when green flag clicked
delete (all v) of [monster parts v]

To add is a bit more complicated…
who doesn't know that? Not an insult, real question.

Rook28081 wrote:

MonstieHuntie wrote:

sabincruz wrote:

Rook28081 wrote:

sabincruz wrote:

Hey everybody!!! I need some help with an Inventory system, btw the inventory is to keep track of monster parts, so that the Smithy can check if you have the required items to forge something, I don't have the smithy or inventory coded yet btw.
Try using lists! That is what I use. You just need to remember what the parts are… Also lists don't reset when you press flag as a bonus!
Thats the problem, idk how to make lists….

Okay, under variables are the list blocks. Click make a list and name it monster parts.

To delete all the items write this script.
when green flag clicked
delete (all v) of [monster parts v]

To add is a bit more complicated…
who doesn't know that? Not an insult, real question.
I know how to do it it's just that I did not have the time to write it.
sabincruz sabincruz loading

MonstieHuntie wrote:

Rook28081 wrote:

MonstieHuntie wrote:

sabincruz wrote:

Rook28081 wrote:

sabincruz wrote:

Hey everybody!!! I need some help with an Inventory system, btw the inventory is to keep track of monster parts, so that the Smithy can check if you have the required items to forge something, I don't have the smithy or inventory coded yet btw.
Try using lists! That is what I use. You just need to remember what the parts are… Also lists don't reset when you press flag as a bonus!
Thats the problem, idk how to make lists….

Okay, under variables are the list blocks. Click make a list and name it monster parts.

To delete all the items write this script.
when green flag clicked
delete (all v) of [monster parts v]

To add is a bit more complicated…
who doesn't know that? Not an insult, real question.
I know how to do it it's just that I did not have the time to write it.
Thank you all for your help I will try this!
sabincruz sabincruz loading
For my Smithy system I'm planning on adding to do this:
when I receive [ WeaponOrdering]
ask [What weapon type would you like to forge?] and wait
if <(answer) = [Longsword]> then
switch costume to [LongswordTree]
ask [What Longsword would you like to forge?] and wait
end
sabincruz sabincruz loading

sabincruz wrote:

For my Smithy system I'm planning on adding to do this:
when I receive [ WeaponOrdering]
ask [What weapon type would you like to forge?] and wait
if <(answer) = [Longsword]> then
switch costume to [LongswordTree]
ask [What Longsword would you like to forge?] and wait
end
Any other suggestions?
sabincruz sabincruz loading
Oh shoot, this is a problem tho, how would I make like the Individual parts?
Like say, I have a sword that costs 1 Kulu Ya Ku Beak, and 2 Kulu Plumes?
sabincruz sabincruz loading

sabincruz wrote:

Oh shoot, this is a problem tho, how would I make like the Individual parts?
Like say, I have a sword that costs 1 Kulu Ya Ku Beak, and 2 Kulu Plumes?
would i make a variable for EVERY SINGLE PART?!?!?! AAAAAAAA

sabincruz wrote:

sabincruz wrote:

Oh shoot, this is a problem tho, how would I make like the Individual parts?
Like say, I have a sword that costs 1 Kulu Ya Ku Beak, and 2 Kulu Plumes?
would i make a variable for EVERY SINGLE PART?!?!?! AAAAAAAA
I could work on the code. Though, it may take me a while.
sabincruz sabincruz loading
And how would I make the Monster drop a random set of parts?
sabincruz sabincruz loading

MonstieHuntie wrote:

sabincruz wrote:

sabincruz wrote:

Oh shoot, this is a problem tho, how would I make like the Individual parts?
Like say, I have a sword that costs 1 Kulu Ya Ku Beak, and 2 Kulu Plumes?
would i make a variable for EVERY SINGLE PART?!?!?! AAAAAAAA
I could work on the code. Though, it may take me a while.
I don't want to pile up your schedule.. I got this!

sabincruz wrote:

And how would I make the Monster drop a random set of parts?
This:
when I receive [monster defeat v]
if <(pick random (1) to (10)) = [6]> then
add [kulu beak] to [monster parts v]
end
sabincruz sabincruz loading

MonstieHuntie wrote:

sabincruz wrote:

And how would I make the Monster drop a random set of parts?
This:
when I receive [monster defeat v]
if <(pick random (1) to (10)) = [6]> then
add [kulu beak] to [monster parts v]
end
Thanks for your help!
sabincruz sabincruz loading

sabincruz wrote:

MonstieHuntie wrote:

sabincruz wrote:

And how would I make the Monster drop a random set of parts?
This:
when I receive [monster defeat v]
if <(pick random (1) to (10)) = [6]> then
add [kulu beak] to [monster parts v]
end
Thanks for your help!
And when you forge the weapon, would I have to make it remove 1 Kulu Beak?
sabincruz sabincruz loading
What does this block do?
insert [thing] at (1 v) of [list v]
Rook28081 Rook28081 loading

sabincruz wrote:

sabincruz wrote:

Oh shoot, this is a problem tho, how would I make like the Individual parts?
Like say, I have a sword that costs 1 Kulu Ya Ku Beak, and 2 Kulu Plumes?
would i make a variable for EVERY SINGLE PART?!?!?! AAAAAAAA
that is where you would use lists. Lists just make a monster part list, add stuff to it. and use detection blocks.
Rook28081 Rook28081 loading

sabincruz wrote:

What does this block do?
insert [thing] at (1 v) of [list v]
Adds something to the list.

sabincruz wrote:

sabincruz wrote:

MonstieHuntie wrote:

sabincruz wrote:

And how would I make the Monster drop a random set of parts?
This:
when I receive [monster defeat v]
if <(pick random (1) to (10)) = [6]> then
add [kulu beak] to [monster parts v]
end
Thanks for your help!
And when you forge the weapon, would I have to make it remove 1 Kulu Beak?
also yes

Rook28081 wrote:

sabincruz wrote:

What does this block do?
insert [thing] at (1 v) of [list v]
Adds something to the list.
It adds something at a specific point to the list.

sabincruz wrote:

sabincruz wrote:

MonstieHuntie wrote:

sabincruz wrote:

And how would I make the Monster drop a random set of parts?
This:
when I receive [monster defeat v]
if <(pick random (1) to (10)) = [6]> then
add [kulu beak] to [monster parts v]
end
Thanks for your help!
And when you forge the weapon, would I have to make it remove 1 Kulu Beak?
also yes
sabincruz sabincruz loading
thank you all for your help!
Rook28081 Rook28081 loading

sabincruz wrote:

thank you all for your help!
Your welcome.
sabincruz sabincruz loading
Ok guys, I'm not sure whether this is a MAJOR or MINOR bug, the music for the locale still plays even though the quest is complete, how do I fix this?
-HunnyBun- -HunnyBun- loading

sabincruz wrote:

Ok guys, I'm not sure whether this is a MAJOR or MINOR bug, the music for the locale still plays even though the quest is complete, how do I fix this?
I'm not that experienced with coding myself, but do you think that making a broadcast for when the quest is complete would help? Then you could make your music-sprite (or a similiar equivalent) stop upon recieving that broadcast.
sabincruz sabincruz loading

-HunnyBun- wrote:

sabincruz wrote:

Ok guys, I'm not sure whether this is a MAJOR or MINOR bug, the music for the locale still plays even though the quest is complete, how do I fix this?
I'm not that experienced with coding myself, but do you think that making a broadcast for when the quest is complete would help? Then you could make your music-sprite (or a similiar equivalent) stop upon recieving that broadcast.
Ok, thanks for ur help!
-HunnyBun- -HunnyBun- loading
No problem! ;P

sabincruz wrote:

Ok guys, I'm not sure whether this is a MAJOR or MINOR bug, the music for the locale still plays even though the quest is complete, how do I fix this?
One way you could fix this is by using the
stop all sounds
when you complete the quest.
sabincruz sabincruz loading

MonstieHuntie wrote:

sabincruz wrote:

Ok guys, I'm not sure whether this is a MAJOR or MINOR bug, the music for the locale still plays even though the quest is complete, how do I fix this?
One way you could fix this is by using the
stop all sounds
when you complete the quest.
thanks!
sabincruz sabincruz loading
Question, you guys still remember how I was stuck with a smithie system? I may not put each individual monster part, maybe it just gives you materials?
Like for example, instead of a Kulu Ya Ku Beak, 1 Kulu Material.

Something like that
sabincruz sabincruz loading

sabincruz wrote:

Question, you guys still remember how I was stuck with a smithie system? I may not put each individual monster part, maybe it just gives you materials?
Like for example, instead of a Kulu Ya Ku Beak, 1 Kulu Material.

Something like that
NVM I FIGURED IT OUT YAAAAAAAAAAYYYY