I want to have a slightly alternative levelling system in my game. Basically, you level up as normal but the only stats affected in this way are level-mp and your magic/willpower stats. Levelling of physical attributes (HP, Attack, Defence etc) is done by items and scripting.
One of the features I want to implement is different awards based on how you dealt with an enemy. For example, if you kill an enemy with a physical attack you have a chance to get an item that allows you to increase those attributes, whereas if you kill an enemy using a magical attack you get some standard XP.
Would it work if I used "on death" spawn functions? "On death (non-elemental)" for physical attacks and "On death" for all others (ie those with elemental bits)? Any flaws or problems I'm not thinking of here?
Regards.
Would this work ? (death spawning)
Moderators: marionline, SDHawk
Would this work ? (death spawning)
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- Bob the Hamster
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One thing I've implemented in my own game is different sprites for when enemies die, done with a self inflicting transforming attack that activates on death, and because that involves turning them into a new enemy, it means each possible death animation can have its own rewards, as well as giving them unique captions like "(enemy) was destroyed!".