ID:162190
 
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
In response to Mecha Destroyer JD
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
In response to Zomo
Zomo wrote:
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


How did you manage to go through the guides and not know how to individually set stats?
In response to Zomo
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.
In response to Zomo
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.
In response to Foomer
Foomer wrote:
Zomo wrote:
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


How did you manage to go through the guides and not know how to individually set stats?

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
In response to Zomo
x=y
In response to Garthor
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
In response to Zomo
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
In response to Zomo
The best way would be to do something like this
mob/npc/var
str
dex
int
expgain
str_a=0
dex_a=0
int_a=0
exp_a=0
level=1
mob/npc/troll
str_a=3
dex_a=1
int_a=1
exp_a=10
New(loc,imputed_level)
..()
if(imputed_level)src.level=imputed_level
src.str= 15+src.level*str_a
src.dex=8+src.level*src.dex_a
src.int= 2+src.level*int_a
src.expgain=src.exp_a


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!
In response to Masterdan
THANK YOU!
In response to Zomo
how exactly do i use xp? and expgain?

on the characters side of things
In response to Zomo
my example was for monsters. When youd kill a monster expgain would be how much experience youd get :o
In response to Masterdan
thanks how i add that on kill?

yes im new to game coding...so...ya i need help
In response to Zomo
Zomo wrote:
thanks how i add that on kill?

yes im new to game coding...so...ya i need help

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.
In response to Masterdan
Masterdan wrote:
The best way would be to do something like this
> 
> mob/npc/var
> str
> dex
> int
> expgain
> str_a=0
> dex_a=0
> int_a=0
> exp_a=0
> level=1
> mob/npc/troll
> str_a=3
> dex_a=1
> int_a=1
> exp_a=10
> New(loc,imputed_level)
> ..()
> if(imputed_level)src.level=imputed_level
> src.str= 15+src.level*str_a
> src.dex=8+src.level*src.dex_a
> src.int= 2+src.level*int_a
> src.expgain=src.exp_a
>

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)
M.EXP += (rand 10,100)
if(M.EXPN = M.EXP)
M.LVL += 1)


so, if it were a way to make monsters evolve with the game ..... i am pretty new to coding, but its interesting
In response to Masterdan
Masterdan wrote:
The best way would be to do something like this
> 
> mob/npc/var
> str
> dex
> int
> expgain
> str_a=0
> dex_a=0
> int_a=0
> exp_a=0
> level=1
> mob/npc/troll
> str_a=3
> dex_a=1
> int_a=1
> exp_a=10
> New(loc,imputed_level)
> ..()
> if(imputed_level)src.level=imputed_level
> src.str= 15+src.level*str_a
> src.dex=8+src.level*src.dex_a
> src.int= 2+src.level*int_a
> src.expgain=src.exp_a
>

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 ^^
In response to Zomo
im actually in the middle of trying to add a system like this to a game im making atm