bigjoe
04-06-2007, 06:27 PM
This is more of an idea than a request but if anyone is willing to do it, that would be great. It is this.
There is a new counter for experience which is modified whenever your protagonist kills an enemy. When the counter reaches certain (varying) numbers, your stats (Life/Magic) are increased by an amount which can be customized. The number, of course, gets bigger at higher levels.
Some questions:
Can different enemies be made to give you different amounts of experience?
Could little numbers (perhaps FFCs) appear and show the amount of exp received when you kill an enemy?
EDIT: I'm going to start putting together a script, which will appear in a code bracket at the bottom of this post. anyone is free to edit/suggest things and reply.
The comment near the bottom shows what I currently need help with.
// Leveling System
// This is a system that will modify
// Link's Life and Magic based on his level.
import "std.zh"
// The amount of heart containers awarded at each level.
const int HCL1_EARNED = 1;
const int HCL2_EARNED = 1;
const int HCL3_EARNED = 1;
const int HCL4_EARNED = 1;
const int HCL5_EARNED = 1;
const int HCL6_EARNED = 1;
const int HCL7_EARNED = 1;
const int HCL8_EARNED = 1;
const int HCL9_EARNED = 1;
const int HCL10_EARNED = 1;
// The amount of magic containers awarded at each level.
const int MCL1_EARNED = 0;
const int MCL2_EARNED = 1;
const int MCL3_EARNED = 0;
const int MCL4_EARNED = 1;
const int MCL5_EARNED = 0;
const int MCL6_EARNED = 1;
const int MCL7_EARNED = 0;
const int MCL8_EARNED = 1;
const int MCL9_EARNED = 0;
const int MCL10_EARNED = 1;
// The amount of experience needed to advance each level.
const int EXPL1 = 10;
const int EXPL2 = 50;
const int EXPL3 = 250;
const int EXPL4 = 1250;
const int EXPL5 = 2500;
const int EXPL6 = 3000;
const int EXPL7 = 4000;
const int EXPL8 = 8000;
const int EXPL9 = 16000;
const int EXPL10 = 32000;
// What I'm trying to do below is make the FFC jump to
// Where the enemy is when it dies. If anyone can correct
// It would help.
FFC script ffc_experience_1
{
void run ()
{
npc enemy_1 = Screen->CreateNPC(1);
ffc ffcexp_1 = Screen->LoadFFC(1);
if(enemy_1->HP == 0){
ffcexp_1->X = enemy1->X;
ffcexp_1->Y = enemy1->Y;
}
}
}
Also, some experience graphics ripped from a subscreen I put together.
http://i113.photobucket.com/albums/n212/BigJoe_013/experience.png
There is a new counter for experience which is modified whenever your protagonist kills an enemy. When the counter reaches certain (varying) numbers, your stats (Life/Magic) are increased by an amount which can be customized. The number, of course, gets bigger at higher levels.
Some questions:
Can different enemies be made to give you different amounts of experience?
Could little numbers (perhaps FFCs) appear and show the amount of exp received when you kill an enemy?
EDIT: I'm going to start putting together a script, which will appear in a code bracket at the bottom of this post. anyone is free to edit/suggest things and reply.
The comment near the bottom shows what I currently need help with.
// Leveling System
// This is a system that will modify
// Link's Life and Magic based on his level.
import "std.zh"
// The amount of heart containers awarded at each level.
const int HCL1_EARNED = 1;
const int HCL2_EARNED = 1;
const int HCL3_EARNED = 1;
const int HCL4_EARNED = 1;
const int HCL5_EARNED = 1;
const int HCL6_EARNED = 1;
const int HCL7_EARNED = 1;
const int HCL8_EARNED = 1;
const int HCL9_EARNED = 1;
const int HCL10_EARNED = 1;
// The amount of magic containers awarded at each level.
const int MCL1_EARNED = 0;
const int MCL2_EARNED = 1;
const int MCL3_EARNED = 0;
const int MCL4_EARNED = 1;
const int MCL5_EARNED = 0;
const int MCL6_EARNED = 1;
const int MCL7_EARNED = 0;
const int MCL8_EARNED = 1;
const int MCL9_EARNED = 0;
const int MCL10_EARNED = 1;
// The amount of experience needed to advance each level.
const int EXPL1 = 10;
const int EXPL2 = 50;
const int EXPL3 = 250;
const int EXPL4 = 1250;
const int EXPL5 = 2500;
const int EXPL6 = 3000;
const int EXPL7 = 4000;
const int EXPL8 = 8000;
const int EXPL9 = 16000;
const int EXPL10 = 32000;
// What I'm trying to do below is make the FFC jump to
// Where the enemy is when it dies. If anyone can correct
// It would help.
FFC script ffc_experience_1
{
void run ()
{
npc enemy_1 = Screen->CreateNPC(1);
ffc ffcexp_1 = Screen->LoadFFC(1);
if(enemy_1->HP == 0){
ffcexp_1->X = enemy1->X;
ffcexp_1->Y = enemy1->Y;
}
}
}
Also, some experience graphics ripped from a subscreen I put together.
http://i113.photobucket.com/albums/n212/BigJoe_013/experience.png