Moderator: GZDoom Developers
That doesn't fit with any kind of even semi-RPG environment.
Agility = speed.
More agility = more speed.
#include "zcommon.acs"
int experience, level=0;
int agi,vit,stg,ntl,wis=50;
int oldstat;
//RPG-LIKE SHIT
function void LevelUpStats(void) //criminally inefficient level-up function
{
oldstat == agi;
oldstat / level;
agi += oldstat;
oldstat == vit;
oldstat / level;
vit += oldstat;
oldstat == stg;
oldstat / level;
stg += oldstat;
oldstat == ntl;
oldstat / level;
ntl += oldstat;
oldstat == wis;
oldstat / level;
wis += oldstat;
oldstat == 0;
}
Script 800 (int addexp)
{
if(experience >= 500)
{
level++;
LevelUpStats();
experience==0;
experience += addexp;
}
else
{
experience += addexp;
if(experience >= 500)
experience==0;
level++;
LevelUpStats();
}
//WEAPONS SHIT
Script 900 ENTER
{
ClearInventory();
GiveInventory("Fists", 1);
}
Script 901 RESPAWN
{
ClearInventory();
GiveInventory("Fists", 1);
}
Script 902 OPEN
{
ACS_Execute(900, MAPNUM, 0, 0, 0);
}
#define MAPNUM 1
#import "ACSLIB.acs"
#define MAPNUM 14
#import "ACSLIB.acs"
HobbsTiger1 wrote:I agree with Belial. I'm well adjusted to playing Doom with the set player speeds (running and walking) and adjusting them either way would just throw me.
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