Jump to content

Photo

EXP and level-up system


  • Please log in to reply
8 replies to this topic

#1 MoscowModder

MoscowModder

    Sometimes lurking. Rarely posting.

  • Members
  • Location:Wisconsin

Posted 26 August 2010 - 02:04 PM

I need to have an experience system in the quest I'm working on. I discussed this earlier before and I think I have it all planned out.

Every time a sword Lweapon collides with an enemy, custom counter #1 gets increased by 1. This number is shown on the subscreen. At any time, you may press extra button 1 (shown as X) to open a menu that allows you to choose a stat to level up along with its current level and price (Z2-style). Also, somewhere in the game there will be screens where you can spend EXP on certain skills (items). I'm thinking those can use a modified version of the one-time shop FFCs in the script database.
IPB Image

The skills:

HP - Gives a heart container, easy.
Defense - I heard that you can increase defense by scripting, without giving a ring. This should stack with the bonuses of a ring-class item
Magic capacity - Gives a magic container, easy again.
Magic efficiency - Sets GEN_MAGICDRAINRATE

Max levels:

HP: 21 (max from 3 rows minus starting hp of 3)
Defense: 5
Magic capacity: ? (some items will contribute to this)
Magic efficiency: 4

Huge thanks to whomever can do this for me!

Edited by MoscowModder, 14 September 2010 - 06:47 PM.


#2 Jared

Jared

    Deified

  • Members
  • Real Name:Jared
  • Pronouns:He / Him
  • Location:New Hampshire

Posted 03 October 2010 - 10:14 AM

Seems very cool!
I loved Zelda 2.
Good luck!
And I think youshould change your level up icon (On X) but that's just me.

Edited by Lynker, 03 October 2010 - 10:15 AM.


#3 MoscowModder

MoscowModder

    Sometimes lurking. Rarely posting.

  • Members
  • Location:Wisconsin

Posted 03 October 2010 - 01:27 PM

I already improved it slightly, but I could probably make it more obvious what it does.

My current subscreen is posted on the Custom Subscreens thread.

#4 Jared

Jared

    Deified

  • Members
  • Real Name:Jared
  • Pronouns:He / Him
  • Location:New Hampshire

Posted 11 November 2010 - 01:30 PM

Sadly, i don't know how to script, but just so people can see it, I'll move it up.

#5 MoscowModder

MoscowModder

    Sometimes lurking. Rarely posting.

  • Members
  • Location:Wisconsin

Posted 11 November 2010 - 04:00 PM

Looks like I'll have to start doing this myself....

Does anyone know how to detect when an enemy is damaged?

#6 Jared

Jared

    Deified

  • Members
  • Real Name:Jared
  • Pronouns:He / Him
  • Location:New Hampshire

Posted 11 November 2010 - 05:43 PM

When it blinks?

#7 Daemon

Daemon

    Apprentice

  • Members
  • Real Name:Sabbastian
  • Location:United States

Posted 11 November 2010 - 05:53 PM

QUOTE(MoscowModder @ Nov 11 2010, 03:00 PM) View Post

Looks like I'll have to start doing this myself....

Does anyone know how to detect when an enemy is damaged?

Actually, I've begun working on a similar script, though it counts XP every time an enemy dies (changeable amounts easily accessed from enemy editor), not each hit. Though if each hit is what you really want, I could modify it.

Also, while I can't figure out the exact mechanics, the easiest way of checking if an enemy's been damaged is to check their HP one frame, then see if it's been decreased the next. I think using one of it's misc. variables would work well for this.

#8 Jared

Jared

    Deified

  • Members
  • Real Name:Jared
  • Pronouns:He / Him
  • Location:New Hampshire

Posted 11 November 2010 - 10:00 PM

Couldn't you give each enemy a certain number of experience points, like a red slow octorok 5 xp, and a blue fast 15 xp, excetera?

#9 MoscowModder

MoscowModder

    Sometimes lurking. Rarely posting.

  • Members
  • Location:Wisconsin

Posted 15 November 2010 - 09:22 AM

Actually, I realized it would probably be easier to give the EXP on death equal to the enemy's max HP.


1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users