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-   -   I'm working on an exp system (https://forums.graalonline.com/forums/showthread.php?t=48062)

draiden0 09-18-2003 05:40 AM

I'm working on an exp system
 
I'm working on an exp system, if you want to add to this thread with your own knowledge go ahead.

In my current system I have sword damage that goes up with level. I also have a seperate hp system. I'm trying to avoid the heart system. The armor class will act as an upgrade section. As you fight harder monsters you will need to upgrade your armor to take less damage in battle. The system runs off the basic graal combat system. But... You get stronger per level, and the monsters do as well. It would be possible for a lvl 1 to kill a lvl 10 npc, but if they got hit once they'd be a goner. I'll try to add in hit all spells, randomizers, and other effects that make each monster's attack unique and hard for the player not to get hit a few times.

A gain exp if you deal 33% or higher damage regardless system. That way players can split the kill. It would be hard for a lvl 1 to deal 33% on a lvl 10 without hitting that sucker for a long time. So it's also time vs lvl. The 33% thing won't be added to later, so I can imagine a lot of people will mass kill everything on the screen. Also level limits. You can't climb any higher until I release the next version. This will force players to play some of the storyline, do quests, play mini games, compete in events, or just hang out. I'll try to keep a pace the average player is content with.

Lol. All that to explain like 5 lines of code.

DustyPorViva 09-18-2003 05:48 AM

I always thought it would be a good idea to log each player that hits a monster, then number of times they hit it, and divide the EXP like that... I never tried it though.

draiden0 09-18-2003 05:56 AM

I was going to base it on damage. And for bosses 10% so 10 people can all get the exp. The hit system is ok, but what if they have a weak weapon?

Knuckles 09-18-2003 06:58 AM

I think the amount of experience recieved should be based on the level, and size of the party. This way, higher level players don't power-level the lower ones. (Kill high level monsters to make the lower level players level really quick). Also so that the player cant just kill one really high level monster and get alot of experience from it.

draiden0 09-18-2003 01:12 PM

Yeah I need that 33% part in there. But if you are in charge of your character, and no one can add equipment to you, then power leveling isn't really possible. Can a lvl 10 hit a monster once and then let the lvl 1 get the rest? Yes. Can a lvl 99 do this? No. The gap is so great they would get 100% of the kill, aka deal the most damage. Why? Because they would kill the creature in one blow. I'm making it able for players about 10 levels higher than you to help, but beyond that the newbie won't get anything. Now there is the subject of boss fights. Bosses can only be killed once be each player. So that will deal a high level right out of a boss zone. I'm also sealing off dungeons to players once they killed the boss. So they can't go back. That means flags and triggers.

The bigger deal are event days. On these days high lvl and low will team up to gain rare items and use any technique possible to win. I'll design it let's say so a hidden item has appeared in a newbie dungeon, and another in a high level dungeon. A newbie and high level will need to team up. Because the game will be half way linear separation between newbie and vetran will be common. But I only want to seperate them on the power leveling. A newbie could be escorted to new lands with a high level. Certain places will have level limits. So don't expect a newbie to stroll into a high level zone. But expect to meet each other in towns that are connected by docks and teleporters. Each player chooses their own home town...

Man! That's a lot! I cringe at the site of making it. But watch me make it. Anyone wanna help me?! I don't bite!


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