mob
proc
Age(mob/M as mob)
for() //loop this action
M.age += 1 // add 1 to the age of M
switch(M.age)
if(15 to 30) // if they are 6 to 12
usr.icon_state = "Hawkmon"// child picture if 6-12
if(30 to 50)//if they are 13 to 187
usr.icon_state = "Wizardmon" // teenager picture if 13-17
if(50 to 80)//if they are 18 to 49
usr.icon_state = "Mamemon"// adult picture if 18-49
if(80 to 120 )//if they are 50 to 70
usr.icon_state = "Wargreymon"// old picture if 50-70
sleep(16)//number of seconds for a year
ID:165793
Oct 31 2006, 2:44 pm
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i was trying to put a aging system in my game where there are different chances to be a different icon when you go to a certain age but i cant figure out how heres what i got now
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In response to FriesOfDoom
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i learned the aging thing from that demo when you age with time not level
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In response to Flamemon
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if you are trying to make it so that the play may or may not digivolve, then:
if(prob(#))
....should help, just make sure you change "#" to the percent of probabilty the character will digivolve to that. |
You could have it just check the age instead of the level. If i'm guessing right, your using the age system like on digimon wild. I know that age system increases the age depending on the player's level. So you could just have it call the above proc during the leveling up proc.