This is my first 'made from scratch' project, and I need someone to check up on my script every now and then to catch any errors i might have made along the way, I've tried to put a hefty amount of comments everywere I feel nesecery, and I will update this post as I make more chuncks
first question thoguh is....what class shoudl this extend?
first question thoguh is....what class shoudl this extend?
Code:
//========================================================== // Leveling system // used to determine affects // of stats on chracter performance // By: ôMMTôKojin todo - //:: //========================================================== class RPGstats extends ????? //:: var str //affects atkp1, defence, and hp - slightly affects atkp2 var dex //affects atkp2, atkp3, dodge, aspd, and mspd - slightly affects atkp1 var intl //affects magikp, and MP var foc //affects magikd, hit, and craftingr var inst //affects crit2, skilld, and craftings var luk //affects droprate, crit1 var float atkp1 //damage for all types of swords, spears, crossbows, maces and fists(%50) var float atkp2 //damage for katars, knives, and fists(%50) var float atkp3 //damage for all bows and cross bows var float dodge //affects the chance that an enemy will do no damage, even if hit var float defence //lowers amount of damage done by atkp1, atkp2, and atkp2 var float magikp //damage for magik attacks, and wands/staves var float magikd //lowers damage done by magikp var float hit //raises chance to hit an enemy, provided hit is succesful var float aspd //affects the speed the attack animations will play at, and affects time between animation replay/hit var float mspd //raises players moving speed - max = 1800 (flying = 4500) var float craftings //affects the outcome of a crafted item, provided crafting was sucessful var float craftingr //affects chance of succesfully crafting, if fails, items used are destroyed var float crit1 //affects critical hit rate for atkp1 and atkp3 (crit1 = *2 damage) var float crit2 //affects critical hit rate for atkp2 (crit 2 = *4 damage) var float droprate //affects the pre-determined item drop rates of enemys, 1 luk = +0.05% drop rate var hp //raises max health var mp //raises max MP (an ammo type) var exp //when reaches 100%, level up, give pre-determined # of stat points at certain levels //exp % is determined x/y, every level, y is increased by 3% - at level 1, y is 1500 function
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