
09-18-2003, 05:40 AM
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Registered User
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Join Date: Sep 2003
Location: This Dimension
Posts: 109
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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. |
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Any rule that has no exception is doomed to fail.
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