ID:154149   May 12 2002, 4:30 pm Has anybody ever tried making a percentage/stat system? Say you have a stamina stat, and as you do something, that stamina stat goes down...by percent. So if your stamina stat is 2, and you did a little bit of exercise, your stamina percent would be 85%. I can't really think of how to do this. Any suggestions/comments welcome. -ST
 <-> May 13 2002, 1:14 am Sariat wrote: Has anybody ever tried making a percentage/stat system? Say you have a stamina stat, and as you do something, that stamina stat goes down...by percent. So if your stamina stat is 2, and you did a little bit of exercise, your stamina percent would be 85%. I can't really think of how to do this. Any suggestions/comments welcome. A percentage can always be found by the following: var/percentage = (currentval/maxval)*100 The percentage will be returned as a number from 0-100. (Actually, it can easily go out of that range... but those are the normal values.) It can be converted back into a real number in similar fashion. var/currentval = (percentage/100)*maxval Thus, for example, say you want to subtract 15% from the user's stamina (which has a value of 2). src.stamina -= (15/100)*max_stamina if(src.stamina < 0) src.stamina = 0 The user's stamina will now have a value of 1.7. Converting that back to a percent... src << "[(src.stamina/src.max_stamina)*100]% stamina" ...you'll indeed find that it works out to 85%. (Note: I used the parentheses liberally. var/currentval = percentage/100*maxval will also work fine, but the "percentage/100" is a ratio and it's better to keep it in parentheses so it's more visible.)
 <-> May 13 2002, 3:12 am In response to Spuzzum Thanks! Just what I needed!