ID:168040
 
ok when i fixed my problem with the stats...now its just how do i get a certain monster to give certain exp and gold without it giving it to all kills
Have an exp and gold variable for the monsters, and set the variable specifically for each monster. For example..
mob/monsters
var
gold
exp
Orc
exp=10
gold=5
Goblin
exp=5
gold=10
Ghost
exp=20
gold=0


Then when you, say, kill the monster.. Just do this.
mob/proc/Death(mob/killer)//the monster would run this, since it died, \
so the monster is src, killer is the player

killer.exp+=src.exp
killer.gold+=src.gold


Mind you that's one shoddy death proc. Nothing but an example.
In response to Detnom
try this one. he doesnt what it to drop everything everytime so do this.

mob
monster
icon = 'monster.dmi'
Slime
icon_state = "slime"
Del()//upon being deleted
if(prob(50))///if the probability is 50%
var/obj/Gold/G = new(loc)//create gold when it died
G.amount = rand(1,100)//yours might be dif, but i have my gold set to G when choosing the amount
..()//call the parent
if(prob(20))//if the probability is 20%
new/obj/Sword(loc)//create a new swrod where it died
..()
if(prob(30))//in this case, it won't drop anything
..()
..()

there that works just fine just dont copy and paste this. also my spacing is oviously off because you can't use tab.