does anyone have an xp or skill libary
gamemaker
28 Jul 2005, 15:50does anyone have an xp or skill libary i need one. 

francisstokes
30 Jul 2005, 08:44A basic exp system isn't that hard to make if you use vars and properties.
Elexxorine
01 Aug 2005, 08:30as i have said before, i'm in the middle of making a leveling system for my game. i have looked at lib. coding and i amy be able (once it works as a game) to translate it into a lib. pack for you and anyone else who might want it. my gae, TBC, atm is heavily skill based and i'm trying to work out what governs hp, mp, etc. as the skill are this like: long blade, mining, dodge, etc (20-something in total). also i'm struggling to implement (sp?) stats, eg. str, agl, int, etc.
i was thinking of doing a morrowind style leveling system: you gain skill levels by using them, when ten of your main skills are leveled you can propery level. this requires sleeping. when you wake up, you chose which stats to gain. what and how much the skills can advance is based on which skilled leveled.
if you have any views / help please tell me. thanks.
i was thinking of doing a morrowind style leveling system: you gain skill levels by using them, when ten of your main skills are leveled you can propery level. this requires sleeping. when you wake up, you chose which stats to gain. what and how much the skills can advance is based on which skilled leveled.
if you have any views / help please tell me. thanks.
Starzie
01 Aug 2005, 16:49elexxorine wrote:also i'm struggling to implement (sp?) stats, eg. str, agl, int, etc.
It really depends on how you want to implement the stats you're using. You can do them as variables, or as properties on the objects/characters themselves. Each way has pros and cons.
In my opinion, the best way to do it is as properties on the objects, because if you use variables, you'll likely have to have quite a bit of them depending on how many stats you have, and how many objects are going to use them. I used to do stats in variables only, and it got tiring real quick. Or you can even do a little of both worlds.
Elexxorine
01 Aug 2005, 17:54i never use variables unless they're indexs for arrays, everything is in the arrays. much easier.
MatCauthon137
03 Sept 2005, 04:47probably a little off topic here, but when i made my game, i used what i like to call a final fantasy approach. That is the monsters (depending on their level) give you a certain amount of exp. as your exp increases so do your levels. The higher level you are the harder creatures you fight and the more exp you gain. same with gp. as your level increases so does the amount of max mp your character has. mp decreases with spell usage, and increases from a healer shop or from various potions you can buy. just curious as to what everyone else thinks about this approach
Elexxorine
04 Sept 2005, 15:04but i also want players to be able to level without having to fight monsters.
MatCauthon137
04 Sept 2005, 15:15it really depends on what your criteria are, then, as to how the system will be written. I mean, there's the obvious, exp through fighting. You could also have them gain exp through other tasks i.e. solving puzzles or quests, or you could eliminate exp altogether and have the level go up as you complete certain tasks. in order to write the lvlup system, you need to first figure out (i'm sure you have already) what is to occur in the game in order for a player to advance. What must they do?
Elexxorine
07 Sept 2005, 08:00ok. i've got it. you have the skills and everytime you level in one you gain some exp, amount will varry for skill and level of skill. the exp is collected so you can 'buy' stats. also when fighting monsters you can gain exp directly as well as skill points (like short blade). the exp needed to advance a stat will be based on the level of that stat.
example: you kill a monster and gain 100exp, as well as leveling in short blade which gives you an extra 50. you want to level you hp up as you don't have that much, this also makes it cheap. say hp will cost 20exp to level. done. now 25, done. 30, 35, 40. now you've spent all your exp but gained 5 hp.
comments? ideas? praise? (latter would be nice)
example: you kill a monster and gain 100exp, as well as leveling in short blade which gives you an extra 50. you want to level you hp up as you don't have that much, this also makes it cheap. say hp will cost 20exp to level. done. now 25, done. 30, 35, 40. now you've spent all your exp but gained 5 hp.
comments? ideas? praise? (latter would be nice)
paul_one
10 Sept 2005, 00:15Well, sounds interesting Elex.
I've been way too busy&sleepy to read that - still am. Only partly understood it.
Personally I like the base-stats increased every level and whatever, but I was also thinking about skill levels and magic levels and stuff like that.
All of which would have been easy to do (from my POV) in my library.
... Right, I'm off to quick-reply to the other post then start a download and sleep.
I've been way too busy&sleepy to read that - still am. Only partly understood it.
Personally I like the base-stats increased every level and whatever, but I was also thinking about skill levels and magic levels and stuff like that.
All of which would have been easy to do (from my POV) in my library.
... Right, I'm off to quick-reply to the other post then start a download and sleep.
Elexxorine
11 Sept 2005, 08:18YAY sleep. any way, there's no real 'levels' as you say. you increase your stats and skill as you progress. i may use combat skills to work out an equilavent (sp!) level of fighting capabilities to judge against monster and other players. i have your libary, but no idea how to use it. a nice good manual would be good. see you guys laters. lol.