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# When X increases by 1?

Posts: 553Member, PRO

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.

• Posts: 553Member, PRO

Basically what I need is for when a LVL UP happens the "LVL UP" sign appears

• Posts: 553Member, PRO

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)

• London, UK.Posts: 12,822Member

@abuabed84 said:
Basically what I need is for when a LVL UP happens the "LVL UP" sign appears

What triggers the level (?) going up ?

• Posts: 553Member, PRO

What triggers the level (?) going up ?

Yes, there will not ever be going down
levelling up only increases in this case

• Posts: 553Member, PRO

For example
ATK 1
AGL 1
INT 1

every time one of these increases by 1 point the rule is triggered

• Posts: 553Member, PRO

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

• Posts: 1,483Member
edited August 2016

@abuabed84 said:
everytime one of these increases by 1 point the rule is triggered

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)
}

• Posts: 11,890Member, Sous Chef, PRO, Senior Sous-Chef
edited August 2016

@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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• Posts: 553Member, PRO

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?

Excellent observation.
I'll see what I can come up with using this method.

• London, UK.Posts: 12,822Member

@tatiang said:
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?

That was exactly my first thought too (hence my question: 'What triggers the level (?) going up ?')

• Posts: 11,890Member, Sous Chef, PRO, Senior Sous-Chef

@Socks said:

@tatiang said:
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?

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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• Posts: 553Member, PRO

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.

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.

• Posts: 553Member, PRO

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.