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  1. #11
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    haha. You guys just saved me a lot of trouble. This is great information. I didn't even know that condition existed, lol. You can imagine how man extra events I was having to go through, and how many extra variables I had to use simply to make this work, lmao.

  2. #12
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    Quote Originally Posted by Shawn View Post
    If you use only one action when event loops it should still apply for multiple objects of the same type. It just runs the condition once for each object each time the conditions are met for that action. If you selected Run this event once, then it would ignore any further repeats.

    For instance, If you had enemy hit with arrow then add 100 to exp, and you added only one action when event loops to the condition, it would still do it every time an enemy on screen got hit by an arrow.
    Out of curiosity (using your same basic example), if an arrow killed 2 enemies at the same time using the 'only one action when event loops' condition, would the event run twice and work for both enemies (and add 200 exp) or would it only work for one (and add 100 exp)?

  3. #13
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    "only one action when event loops " after playing with both of these I think that one will do the trick. If you've made one enemy, and cloned it with copy, and paste it will. Each instance will be treated seperatly each time the event loops.

    so if you've created an enemy, and made an arrow object...evented the arrow object to do damage to that enemy. Cloned the enemy three times, lined them up. Your arrow will do damage to each one it hits. Pluss if they all die, the exp will be tacked on for each one serperatly, I do believe, lol.

    You'll need a couple events though to do this...

    one for doing damage with the arrow on collision, and one for rewarding the exp..

    event 1 - arrow object collides with enemy - (- damage > condition "only one action when event loops ")
    event 2 - enemy health lower or equal to 0 ( add expirience to player_Exp > condition "only one action when event loops ")

    although you can adapt it to your own eventing, and how your game is being made.

  4. #14
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    gkinfinity's Avatar
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    I took the liberty of making an example MFA. There are 5 frames, each with a different approach to the 'how to add experience' problem. The first one works, the others do not. This addresses the question I asked above and shows some problems different solutions will have. Check out the events for each of the frames to see what's going on.

    View MFA

  5. #15
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    Hmm, I didn't know that wouldn't work like that. I found away that works for me. It's not that effecient in the sence that it leaves a counter or two counting on a frame, but it works, and allows multiple collisions as you were talking about..

    Mfa

    it adds expirience after emeny health is 0

  6. #16
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    gkinfinity's Avatar
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    That method seemed a little overly complex but it does work (and might make more sense with the other aspects of your game added in). Just to let you know though, the glitch involving 2 simultaneous collisions still exists with the way you did it. You won't notice it because of how the Active 2 objects are positioned, but if you were to move them so that you could hit 2 of them at a same time you'd see it. I did a quick edit to show you what I mean.

    View MFA

    If you hold right, you'll commonly only get 200 exp when you should get 400.

    It's not a big deal, and I probably wouldn't worry about it if I were you since it's only gonna happen rarely, but i just wanted to let you know that it does exist.

  7. #17
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    Yeah you're right. There's a bit of a glitch in it. Not much to worry about though, I guess. Not at the moment anyway, lol..

    "That method seemed a little overly complex" lol, I wish I knew how to do things underly complex, haha.

    if anything the method is studpidly complex, lol.


    something you can do with one button, I'm trying to figure out how to event in under 10 events, lol.

  8. #18
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    I wouldn't worry a whole lot about making things too complex, the important thing is that it works lol. Of course, learning how to do things easier is always a good thing, but in regard to finishing a project if what you have set up works, I wouldn't sweat it.

    I've done stuff like that all the time, and in some instances even when I did know a way that would be simpler, I encounter errors that I can't figure out how to solve, so I do it a different way that might be more difficult than need be, but fixes everything.

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