You would need to add another if() statement, except using the experience variables instead of health.
i dont understand what you mean example please,

why would i need another if statement for?
To update your experience bar?
mm well you know more can i please have an example?
this is what i have

var
hp=10
maxhp=10
mp=10
maxmp=10
str=5
def=2
attackspeed=100
dead=0
level=1
exp=0
max_exp=10

mob/proc
LevelCheck()
if(usr.exp>=usr.max_exp)
usr.exp=0
usr.max_exp=usr.max_exp*2
usr.level+=1
src<<"Level Up!"


mob/Stat()
if(previousxp != usr.exp) // disables constant winset() updates
previousxp = usr.exp
winset(src, "ExpBar", "value = [round((usr.exp / usr.max_exp) * 100)]")
..()
I know more because you are not trying to learn more, add the if() to the mob/Stat() proc just as I did for health, except use experience.
but it just stays at 100% and doesnt move at all :(
its tehre already cant you see it
if(previousxp != usr.exp)

its there
unless you mean something else
k i got it working just had to update couple things
omg now my bug doesnt die lol everytime something good happens to me there's always something bad
any ideas why this wouldnt work?



mob
var
bug_def=0
bugdead=FALSE
BBhp=35








mob
verb
Attack(mob/M as mob in oview(1))
flick("regA",usr)
var/damage = usr.str - bug_def
if(damage <=0)
usr << "[M] easily dodges your attack!"
M << "You easily dodge [usr]'s attack."
else if(damage>=1)
M.hp -= damage
M.deathcheck()
view() << "[usr] attacks [M] for [damage] HP!"

mob
proc
deathcheck()
if(usr.hp <= 0)
dead=1
view() << "[usr] dies!"
sleep(2)
usr.icon_state="spr_dead"
sleep(10)
usr.loc=locate(1,1,1)
usr.hp=usr.maxhp
usr.mp=usr.maxmp
usr.exp=0
usr.icon_state="normal"
sleep(1)
usr.hp=usr.maxhp


var/mob/BB
BB = new/mob/bug()
if(istype(BB) && src.hp<=0) //this will be true usr << "[M] is ugly!"
exp+=50
winset(src, "ExpBar", "value = [round((usr.exp / usr.max_exp) * 100)]")
LevelCheck()
src.icon_state="dead"
src.density=0
bugdead=TRUE
del(src)
my problem is that the bug doesnt die?
runtime error: bad client
proc name: deathcheck
thats the error that shows up inside the output when im playing my game
is there a way i can make a private var so that there is no duplicate definitions?
k i figured it out it works but now my experience bar doesnt move at all because i get the error i posted up there when i use


winset(src, "ExpBar", "value = [round((usr.exp / usr.max_exp) * 100)]")


help?
anyone know how to make a expbar without interface use?
POST A NEW THREAD PLEASE! (your original issue has been solved)

Caps intended!
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