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Thread: Stat system!

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    Stat system!

    Hey its me again and i wanted to ask whats the best way of creating stat system(like Strenght, Defence etc. etc.)?

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    Re: Stat system!

    There's a million ways to store this kind of data...

    Get yourself familiar with Global and Alterable Values.
    Get familiar with the INI++ object and the save game object (if you want the save features in your game that is).

    Global and Alt Values all the way!
    Want to learn Clickteam Fusion 2.5?




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    Clicker Multimedia Fusion 2
    Fusion 2.5 (Steam)iOS Export Module (Steam)

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    Re: Stat system!

    I'm getting closer to this in my Zelda fangame. I was planning to give each weapon (including enemy projectiles) a set strength variable as an alterable value and give each enemy a set defense variable as an alterable value. If the values weren't set, I would store them in an ini file.

    They would work like this:

    +Sword collides with Enemy1
    -Enemy1 set Life to (Life - (Sword Strength/EnemyDefense))

    So if the sword's strength is 3 and the enemy's defense is 1, the enemy would lose three hearts of life. (This would mean storing Life in an alterable value, too. You can use this method to calculate how many hits an enemy will have to take from each weapon before it's destroyed)

    Here's an event where the sword's strength is considerably weaker than the enemy's defense.

    +Sword collides with Enemy2
    -Enemy2 set Life to (Life-(Sword strength/Enemy2 defense))

    Where sword strength is equal to 2 and the enemy defense is 5. Thus, the amount of life taken from the enemy is 0.4. Since MMF2 doesn't use decimals if the original value is a whole number, you'll have to set the alterable values to floats. Or, if you want the enemy to be indestructible with a certain weapon, you can use whole numbers. (i.e. So only the Silver Arrows, strength of 11, can kill Ganon, strength of 10 while all other weapons have a strength of 9)

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