When X increases by 1?
3absh
Member Posts: 601
I want my rule to happen every time the value of X increases by 1
without creating another attribute
because I have like 10 'X' variables in my case.
Comments
Basically what I need is for when a LVL UP happens the "LVL UP" sign appears
I have about 10 stats that LVL UP during gameplay
When a change happens to any one of these stats (lvl up) I want the "LVL UP" sign to show
I don't need the logic for LVL UP appearing as I've already done that
what I need is the trigger that makes it appears(the change in the stat lvl value)
What triggers the level (?) going up ?
Yes, there will not ever be going down
levelling up only increases in this case
For example
ATK 1
AGL 1
INT 1
every time one of these increases by 1 point the rule is triggered
In reality i have about 10 values.
I can't seem to create a rule without either adding new attributes or creating a new table that compares the values before and after levelling up.
I'm trying to avoid creating a new table
or
trigger the rule after it increases by 1 point
its the same result i think , so when you do the x to x+1 , trigger the rule you want as well
for example
{ if game.exp > 1000
change attribute AGL to AGL +1
change attribute ATK to ATK +1
change attribute INT to INT + 1
(lvl up sign)
}
@Icebox @Socks
@abuabed84 wants the rule condition to be when AGL increases by 1 or when ATK increases by 1 or when INT increases by 1 or when...[similar attributes increase by 1]
My question would be: how are you increasing those attributes? Why can't you add the level up sign rules to the rules that increase those attributes by one?
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Excellent observation.
I'll see what I can come up with using this method.
That was exactly my first thought too (hence my question: 'What triggers the level (?) going up ?')
@Socks I think the confusion -- at least for me -- was that the thing that triggers the level going up IS the change in attribute value for ATK, etc. Whereas the attribute value(s) changing must have a trigger...
Typically in an RPG, when the player's experience points reach a certain value, the player's level increases by 1 and then the player's stats increase by some value. This is a bit reversed in that the level increases when/if the stats have increased.
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I have 2 kinds of levelling up in my game.
Player LVL up @ EXP > Next.Exp --> Exp resets to Zero and Next.Exp increases by x1.5
Stats LVL up occur when certain items are acquired in the game.
I could attach the appearance of the LVL UP sign to show when EXP>Next.Exp and when the items are acquired.
I'll see how it goes.