ID:155076
 
Alright, so ive been screwing around with this for about 2-3 weeks now, and im unable to figure out how to do this, maybe its the lack of time ive had to work, im unsure. Anyway, how would you allow a mob with a Higher Speed stat, to move faster than one with a lower speed stat? And make it rather different, as if a mob with 1 speed attacking/moving, and a mob with 10 speed attacking/moving had significantly different timing.
I try to use speed as a modifier when I apply it. A speed of 10 results in a multiplier of 1 (10/X). Soooooo, you could try something like this.

mob
Move()
sleep(10/src.Speed)
..()


The main issue that I've come across is that it seems hella hard to balance (and possibly not fun for people at low levels having a long delay). But hey, if you figure it out, send me a page man.

You can play with the numbers a bit to figure out what you want, but that's the general idea.
In response to Lugia319 (#1)
Lugia319 wrote:
I try to use speed as a modifier when I apply it. A speed of 10 results in a multiplier of 1 (10/X). Soooooo, you could try something like this.

> mob
> Move()
> sleep(10/src.Speed)
> ..()
>


The main issue that I've come across is that it seems hella hard to balance (and possibly not fun for people at low levels having a long delay). But hey, if you figure it out, send me a page man.

You can play with the numbers a bit to figure out what you want, but that's the general idea.

Hmm, i was trying * + - and all, never thought of using /... and players wont have these delays, only mobs will.
In response to XxLucifersJesterxX (#2)
XxLucifersJesterxX wrote:
Lugia319 wrote:
I try to use speed as a modifier when I apply it. A speed of 10 results in a multiplier of 1 (10/X). Soooooo, you could try something like this.

> > mob
> > Move()
> > sleep(10/src.Speed)
> > ..()
> >


The main issue that I've come across is that it seems hella hard to balance (and possibly not fun for people at low levels having a long delay). But hey, if you figure it out, send me a page man.

You can play with the numbers a bit to figure out what you want, but that's the general idea.

Hmm, i was trying * + - and all, never thought of using /... and players wont have these delays, only mobs will.

Players are mobs?
In response to XxLucifersJesterxX (#2)
You can add more clauses but yeah, hope it works for you.
In response to Ocean King (#3)
Ocean King wrote:
XxLucifersJesterxX wrote:
Lugia319 wrote:
I try to use speed as a modifier when I apply it. A speed of 10 results in a multiplier of 1 (10/X). Soooooo, you could try something like this.

> > > mob
> > > Move()
> > > sleep(10/src.Speed)
> > > ..()
> > >


The main issue that I've come across is that it seems hella hard to balance (and possibly not fun for people at low levels having a long delay). But hey, if you figure it out, send me a page man.

You can play with the numbers a bit to figure out what you want, but that's the general idea.

Hmm, i was trying * + - and all, never thought of using /... and players wont have these delays, only mobs will.

Players are mobs?

Mobs as in enemies/AIs, honestly that should have been obvious.
In response to XxLucifersJesterxX (#5)
"Mobs as in enemies/AIs, honestly that should have been obvious."

Erm, a Mobile Object. AKA, any object designed to move freely. Includes players, AI, trains, cars, or bouncy balls. Don't try being condesending when they made a valid point.
In response to Kaamos (#6)
The message LJ was sending was understood. There was no real need to point out that mobs means any "mobile"
mob/Move()
if(usr.speed<=20)
usr.step_size=8
if(usr.speed>=20 && usr.speed<=50)
usr.step_size=16
..()

I done mine like that and I had my fps=30 for a Naruto game, it seems to be effective.
In response to SerenityGames (#8)
Why are you doing this every time they move? Why not do it on login and when their speed changes?