i am new to Byond code
i don't know all that much
but i'm trying to get a lvl up system
how do i set a mob's individual stats
like
mob
(my char)
(lvl 1 goblin)
10 hp
10 xp
(lvl 50 goblin)
1000 hp
100 def
200,000 xp
how i set INDIVIDUAL stats
instead of making all enemies same xp
please respond ill be refreshing page all night
(just so you know me and a friend are working on this were both stumped
thanks
~Zomo
ID:162190
![]() Feb 14 2008, 4:21 pm
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![]() Feb 14 2008, 4:22 pm
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This should still mostly apply: http://developer.byond.com/forum/ index.cgi?action=message_read&id=480301&forum=8&view=0
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hehe...nope thanks though
i'm needing a lvl up system... and how to individuallly set stats... those guides are pretty much how i learnt what i know |
Zomo wrote:
hehe...nope thanks though How did you manage to go through the guides and not know how to individually set stats? |
In the code you are defining single mobs only. You can place multiple ones around the map but they'll all be the same. You have to make multiple enemies to give them different stats.
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Well he linked you to a post that could improve your skills so that you can code a system as this.
It shouldn't take you long since this is very easy to do. |
Foomer wrote:
Zomo wrote: sorry but i did? and still don't understand could anyone PLEASE post just a sniplit of code...just enough for me to understand how to post it with individual stats...yes im new but i do want to do it seriously thanks again ~zomo |
Garthor wrote:
x=y hm...ok by what i said...could u post about 2-3 mobs so i can see what to do? the way i've been trying is like mob1 var hp str xp mob2 var hp str xp easy to say they conflict...and i have no clue how to get death or lvlup with different vars so if you could code like 2 mobs i'd be VERY!!! appreciative |
mob
var hp = 20 str = 5 def = 2 xp = 0 wealth = 0 icon = 'person.dmi' hp = 30 str = 5 def = 2 xp = 0 wealth = 0 mob bug icon = 'bug.dmi' icon_state = "bug" hp = 30 str = 5 def = 2 xp = 10 wealth = 2 rabbit icon = 'big.dmi' icon_state = "rabbit" hp = 40 str = 10 def = 2 xp = 20 wealth = 5 |
The best way would be to do something like this
mob/npc/var The idea here is, you define an npc and give it variables that represent attributes PER level, you then add in some static level 0 attribute levels (strength=15 at level0) and the npc will be given stats that are representative of its level without having to define each monster in the code. Now why is this helpful besides saving lines? when mapping your monsters right click and edit the level variables of them (or dynamically generating them, then use New(locate(x,y,z),level) ) you then have a quick an easy way to have monsters of the same type but many level varieties! |
my example was for monsters. When youd kill a monster expgain would be how much experience youd get :o
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Zomo wrote:
thanks how i add that on kill? It completly depends how your leveling up and death system works im afraid. Not a simple question youll need to work on your "code reading comprehension" a bit by reading the DM guide before you can expect to do anything to exciting with your game. |
Masterdan wrote:
The best way would be to do something like this > The idea here is, you define an npc and give it variables that represent attributes PER level, you then add in some static level 0 attribute levels (strength=15 at level0) and the npc will be given stats that are representative of its level without having to define each monster in the code. Now why is this helpful besides saving lines? when mapping your monsters right click and edit the level variables of them (or dynamically generating them, then use New(locate(x,y,z),level) ) you then have a quick an easy way to have monsters of the same type but many level varieties! hmm, i was reading this and thought, well what if the usr died while fighting, can you put a line saying something along the rough lines of, if(usr.HP=>0) so, if it were a way to make monsters evolve with the game ..... i am pretty new to coding, but its interesting |
Masterdan wrote:
The best way would be to do something like this > The idea here is, you define an npc and give it variables that represent attributes PER level, you then add in some static level 0 attribute levels (strength=15 at level0) and the npc will be given stats that are representative of its level without having to define each monster in the code. Now why is this helpful besides saving lines? when mapping your monsters right click and edit the level variables of them (or dynamically generating them, then use New(locate(x,y,z),level) ) you then have a quick an easy way to have monsters of the same type but many level varieties! thats a prety handy tip ty ^^ |