ID:158133
 
1. How do I make it to where if the certain level experience is above a certain number it makes the level go up?

EX: If mob/var/attackexp is > than 100 mob/var/attacklvl = 1

2. How would I make a variable or somthing to add on to a certain verb that adds a certain amount of experience?

EX: when mob/monster/rat/verb/attack is called add 10 to attackexp but if they die do not add anything.

3. How would I do ,"if mob/var/healthlvl = 1 mob/var/health = 10",?

Please express the answers to these questions in code because I am very stupid. Sorry if these questions don't make sense to you, I am trying.
Kokomo0020 wrote:
1. How do I make it to where if the certain level experience is above a certain number it makes the level go up?

EX: If mob/var/attackexp is > than 100 mob/var/attacklvl = 1

Whenever you modify variable X, check the conditions and - if applicable - change variable Y. This would be something you'd put in a proc, IE: mob/proc/addAttackExp(var/N)

2. How would I make a variable or somthing to add on to a certain verb that adds a certain amount of experience?

EX: when mob/monster/rat/verb/attack is called add 10 to attackexp but if they die do not add anything.

By adding to the variable in the verb.

3. How would I do ,"if mob/var/healthlvl = 1 mob/var/health = 10",?

Please express the answers to these questions in code because I am very stupid. Sorry if these questions don't make sense to you, I am trying.

See 1.
1.)
if(src.exp>=src.expneeded)
src.level++


2.)
mob/verb/Add_Exp(n as number)
src.exp+=n


And I'm not quite sure what you mean by the last one.
1.
if(attackexp >= 100)
attacklvl++
attackexp = 0


2.
mob/verb/attack()
Monsters[]
for(var/mob/M in view(1, src))
Monsters += M
var/target = input("Who do you want to attack?") as null|anything in Monsters
if(target)
..() // add in the "attacking" stuff here
if(target.HP <= 0)
exp += 10
target.Death()


3.
if(HPlvl == 1)
HP = 10 // or MaxHP

OR
if(HPlvl > 0)
MaxHP = HPlvl*10


DM Guide