Warning: Before reading do know that this is an overly complex and (probably) needlessly consulted way of making a choicescript game harder than usual. Really only recommended for people that want to add a “hard” mode to their game, like to see people suffer in agony over balancing skills, and meta-gamers that want as much as a challenge as possible.
I’ve been thinking about this for awhile. Playing through games, as a meta gamer I could find many ways to raise several stats, skills, etc and max them out. In choicescript games I wondered to myself how to counter this. Especially if you want to make a long series with the same character, and don’t want to use fairmath (or perhaps use it and make the game even harder still to keep your skills up!) I thought to myself for awhile and thought “Why not stat degradation?”
Like in real life, skills you learn over time get “dull” the less and less you use them. gotta stop rambling…
Anyways essentially in a game where you don’t want people to instantly be able to max out all their stats and have an easy run you have to either limit gains, or create events that you are supposed to fail or have to sacrifice something. Another thing is doing something like stats degrading for using them! Or perhaps you just want to code a “hard” mode version for your WIP? Who knows! Anyways onto the coding as I’m bad at wording these things out
*create skilla "10"
*create skillb "10"
*create skillc "10"
*create skilladegrading "0"
*create skillbdegrading "0"
*create skillcdegrading "0"
What skill do you want to practice?
*choice
#Skilla
*set skilla +10
*set skillcdegrading +1
*set skillbdegrading +1
*goto statcont'd
#Skillb
*set skillb +10
*goto statcont'd
#Skillc
*set skillc +10
*goto statcont'd
So here is your average set up for boosting stats. Great you select one and one of your stats rises (Yay, you’re now more skilled than you were before!)
But what if you only focus on that stat, and you neglect the rest? Should every stat just remain 10 despite it being neglected for possibly years depending on the length of the WIP? If your answer is no then that is what the *create skilldegradtiona “0” is for!
Let’s assume for the sake of this (already long) explanation that you chose to train skilla! Great Skilla got +10, but you neglected the other skills. We’ll also assume you neglect them continually as well cause no one likes skillb and skillc.
As you (hopefully) noticed when choosing to train skilla we have a *set skillcdegrading +1 and *set skillbdegrading +1 alongside the *set skilla +10
What is skillbedegrading for? Let’s fast forward a bit. Let’s assume we went through 3 instances of this so now skillcdegrading and skillbdegrading should both be at “3” while skilla should be at “40”
Great you’re mastering skilla, by neglecting the rest. Time to punish you for that!
So let’s assume in the next instance of the choice we have…
What skill do you want to practice?
*choice
#Skilla
*set skilla +10
*set skillcdegrading +1
*set skillbdegrading +1
*goto statcont'd4
#Skillb
*set skillb +10
*goto statcont'd4
#Skillc
*set skillc +10
*goto statcont'd4
*label statcont'd4
*if skillcdegrading = 3
*set skillc -10
*set skillcdegrading "0"
*if skillbedegrading = 3
*set skillb -10
*set skillbedegrading "0"
See what I did there? Assuming that skillbdegrading was at 3 then the *if command kicks in and causes skill b to go down by 10. Same for skillc.
So to cut this long explanation short, I was experimenting on how to make games harder, and this would be great in making games harder (should you wish it.). Especially with fairmath considering fairmath balances your gains and losses, and has a limit while this overly complicated stat degrading commands also causes you to lose stats over time for not using them.
I hope this makes sense. If I lost you somewhere I wouldn’t be surprised. I tend to do that when I ramble in my explanations. It makes sense to me, but others have always looked at me like I’m crazy
If you have questions, concerns, or improvements to add to this I’d be happy to know. Also I’m trying to find a simpler way of making this happen. Cheers and thank you for reading (Also congratulations on surviving thus far.)