Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Experience System?
Experience System?
Mar 10 2009, 10:58 pm
By: Arvendragon  

Mar 10 2009, 10:58 pm Arvendragon Post #1



I was reading the Wiki on how to make an experience system, but got more confused. I am trying to do a RPG, but I'm trying to learn how to do a proper exp. system unlike with only kills.

I think that this doesn't work, right?
Players - xxx
Condition - xxx kills one xxx at xxx
Action - add one custom

And this is how to do it, right?
Players - xxx
Condition - xxx accumulates exactly xxx killscore
Action - add one custom
- subtract xxx killscore
- preserve trigger

Is there an easier way? Do Hyper Triggers have to be used?



None.

Mar 10 2009, 11:00 pm Biophysicist Post #2



You might want to look at this: http://www.staredit.net/wiki/Kills_To_Cash#%22Perfect%22_kills_to_cash



None.

Mar 10 2009, 11:17 pm NudeRaider Post #3

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Hyper triggers are not needed, but definitely recommended as they speed up the process and depending on the method reduce errors caused by splash/multikills considerably.

Your 1st method:
This can work, but you'd need 1 trigger for each number of kills possible. If you're not afraid of using a trigger duplicator go for it. It would look like this:
exactly 1 kill: add 1 xp
exactly 2 kills: add 1 xp
exactly 3 kills: add 1 xp
... etc. (not preserved!)
This makes especially sense if there aren't unlimited enemies on the map, e.g. only preplaced, not spawing.

Your 2nd method:
Well there is no easier way, this is already very easy. But there's methods that are less prone to glitching. Basically you can use any method in the "kills-to-cash" wiki just that you don't add cash, but experience.

The perfect kills-to-cash method works flawlessly, but could have trouble keeping up if you have a lot of killings going on all the time and you need a computer player that is not allowed to kill any units that the player(s) can kill.




Mar 10 2009, 11:36 pm samsizzle Post #4



i just use death counts, my rpg uses an experience system like the game fable, where you dont level up but you get experience points to spend on skills. after a certain number of death counts you get one experience point for the skill you've been doing.

for example after killing a monster it would add one death, once you have 100 deaths it resets and gives you an experience point. Thats my idea.



None.

Mar 11 2009, 12:04 am NudeRaider Post #5

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

That doesn't work in multiplayer, as you have no way of detecting who caused the death (aka killed the unit).




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