ID:165333
 
All right i have all Class/Jobs/Races programmed in And i have the base stats in but i want to make it every time they level there hp and what ever stats i pick to go up how would i do this?


Code Maybe?

If(Level)+1
HP += 10
mob/proc/RaiseLevel()
while(experiance>=LIMIT) {experiance-=LIMIT;level++;hp++;mp++;skill++;}
/*Any other skills you want to raise*/
/*Note: LIMIT is a constant of an integer (thats what it has been tested with)*/
Levelling is outdated, Its a left over idea from archaic games that didnt have the power to do something better... But I know that doesnt help your problem lol
In response to Dragonn
Dragonn wrote:
Levelling is outdated, Its a left over idea from archaic games that didnt have the power to do something better... But I know that doesnt help your problem lol

Troll.

Leveling is part of many RPGs (even now) because it presents you with rewards for playing.
Bare minimum would be:
mob
proc
Levelup()
if(src.exp >= src.maxexp)
src.hp += 1// whatever stat plus, multiply, etc. how much you want
src.exp = 0
In response to Mecha Destroyer JD
Mecha Destroyer JD wrote:
Bare minimum would be:
> mob
> proc
> Levelup()
> src.hp += 1// whatever stat plus, multiply, etc. how much you want
>


Yeah but that doesn't have a check for any preconditions...mixing the app code with the non-app code. If you want a proc that auto levels them on no conditions then you would want this though.
In response to Shlaklava
Shlaklava wrote:
Mecha Destroyer JD wrote:
Bare minimum would be:
> > mob
> > proc
> > Levelup()
> > src.hp += 1// whatever stat plus, multiply, etc. how much you want
> >

Yeah but that doesn't have a check for any preconditions...mixing the app code with the non-app code. If you want a proc that auto levels them on no conditions then you would want this though.

Heh, forgot about exp. Besides that, they way you have it looks a bit more complicated than it should be..0_0
In response to Shlaklava
U guys rock tho on the last think posted i dont understand some of it.
In response to Dragonn
Dragonn wrote:
Levelling is outdated, Its a left over idea from archaic games that didnt have the power to do something better... But I know that doesnt help your problem lol

The only RPG I know of that was recently created that doesnt use leveling anymore is FFX, and that system was annoying in my opinion.
In response to Polantaris
Says you.

The tradional leveling is getting old quickly.

Sphere Grid >>> Picking a Stat to raise on your own >>> Old Leveling System.

Also, thanks for inventing Slime Journey!
In response to King of Slimes
King of Slimes wrote:
Says you.

The tradional leveling is getting old quickly.

Sphere Grid >>> Picking a Stat to raise on your own >>> Old Leveling System.

I like the ability to predict if I can beat a boss by my level rather than just "testing" it out and I hoping that I can beat them..0_0
In response to Mecha Destroyer JD
Well if ya ask me, I think the Sphere Grid or anything that ISNT the old leveling system requires strategy, which is good.
In response to King of Slimes
The Sphere Grid would have been a good idea if it had been done better (in my opinion). For example, when you start with Tidus, and he moves his part on the grid, below where you go theres that lock, and you can only go one way, but to go back after you unlock that lock, you need to go like 20 spots backwards and lose all those movement points. I think that was badly done. Yes, it may require more strategy, but so did stuff like the skill point distribution when you level in DQ8. I believe that a good leveling system is one that levels like now, but also have extra points of customization. Complete customization isn't good, because when you make an accident (example would be going back on the Sphere Grid before you should have, like missing stat upgrades or +Hp or something) you basically destroy your character. I mean, in FFX, Tidus doesnt get any HP upgrade for a while on the Grid, and if you accidentally skip it, that could devistate him from play for a while.

Mecha Destroyer JD wrote:
I like the ability to predict if I can beat a boss by my level rather than just "testing" it out and I hoping that I can beat them..0_0

I tend to disagree. I like a challenge. In any game, whenever I see a boss, I rush into it, and if I lose, I get some levels and try again. I don't like all that "Yes, He's level 15 and I'm level 16 so I can beat him!" I think its an annoying idea, relying completely on that is foolish.
In response to Polantaris
DQ8 was terrible.

FF10 involved IDEA and STRATGEY while leveling...
In response to Polantaris
Polantaris wrote:

I tend to disagree. I like a challenge. In any game, whenever I see a boss, I rush into it, and if I lose, I get some levels and try again. I don't like all that "Yes, He's level 15 and I'm level 16 so I can beat him!" I think its an annoying idea, relying completely on that is foolish.

Sure its a challenge but annoying when lets say you survive a 20 level dungeon without save points to be defeated by a boss; losing plenty of eperience and levels you already gained along the way. Like I siad, I like being able to at least guestimate my strength before doing something like that. That along with luck can help insure it wasn't in vain..

P.S. I don't recall any RPG(like FF) that shows the actual enemy's level..0_0