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manabar doesnt work
my mana doesnt regenerate and i dont know if my health regenerates because i haven't made anything to make you lose health yet.
here is my script:
 var lefthand : Transform;
 var righthand : Transform;
 var spell : GameObject;
 var spell1 : GameObject;
 var spell2 : GameObject;
 var spell3 : GameObject;
 var spell4 : GameObject;
 var spell5 : GameObject;
 var spell6 : GameObject;
 var spell7 : GameObject;
 var spell8 : GameObject;
 var spell9 : GameObject;
 var spell10 : GameObject;
 var spell4u = 0;
 var spell5u = 0;
 var spell6u = 0;
 var spell7u = 0;
 var spell8u = 0;
 var spell9u = 0;
 var spell10u = 0;
 var health = 100;
 var mana = 100;
 var dummy = 0;
 var minusmana = 0;
 var exp = 0;
 var level = 0;
 var maxHealth =100;
 var maxmana =100;
 
 
 function Start () {
 spell = spell1;
 Invoke("recharge", 0.1);
 minusmana = 10;
 }
 
 function recharge () {
 mana += 0.5;
 health += 0.1;
 Invoke("recharge", 0.1);
 }
 
 function manadown () {
 mana -= minusmana;
 }
 
 function Update () {
 
 maxHealth = level * 10 +100;
 maxmana = level * 10 + 100;
 
 if(Input.GetKeyDown("l")){
 level += 1;
 }
 Debug.Log(level);
 
 
 if(exp >= 100){
 exp = 0;
 level += 1;
 }
 
 if (mana >= maxHealth){
 mana =  maxHealth;
 }
 
 if (health >= maxHealth){
 health =  maxHealth;
 }
 
 if(Input.GetButtonDown("Fire1")){
 if(mana >= minusmana){
 Instantiate(spell, lefthand.position, lefthand.rotation);
 Invoke("manadown",0);
 }
 }
 
 if(Input.GetButtonDown("Fire2")){
 if(mana >= minusmana){
 Instantiate(spell, righthand.position, righthand.rotation);
 Invoke("manadown",0);
 }
 }
 
 if(Input.GetKeyDown("1")){
 spell = spell1;
 minusmana = 8;
 }
 
 if(Input.GetKeyDown("2")){
 spell = spell2;
 minusmana = 8;
 }
 
 if(Input.GetKeyDown("3")){
 spell = spell3;
 minusmana = 40;
 }
 
 if(Input.GetKeyDown("4")){
 if(spell4u == 1);
 spell = spell4;
 minusmana = 10;
 }
 
 if(Input.GetKeyDown("5")){
 if(spell5u == 1);
 spell = spell5;
 minusmana = 10;
 }
 
 if(Input.GetKeyDown("6")){
 if(spell6u == 1);
 spell = spell6;
 minusmana = 10;
 }
 
 if(Input.GetKeyDown("7")){
 if(spell7u == 1);
 spell = spell7;
 minusmana = 10;
 }
 
 if(Input.GetKeyDown("8")){
 if(spell8u == 1);
 spell = spell8;
 minusmana = 10;
 }
 
 if(Input.GetKeyDown("9")){
 if(spell9u == 1);
 spell = spell9;
 minusmana = 10;
 }
 
 if(Input.GetKeyDown("0")){
 if(spell10u == 1);
 spell = spell10;
 minusmana = 10;
 }
 }
 
 function OnGUI () {
 GUI.color = Color.red;
   GUI.HorizontalScrollbar (Rect (Screen.width * 0.1, Screen.height * 0.85, maxHealth, 10), dummy, health, 0, maxHealth);
   GUI.color = Color.blue;
   GUI.HorizontalScrollbar (Rect (Screen.width * 0.1, Screen.height * 0.9, maxmana, 10), dummy, mana, 0, maxmana);
 GUI.color = Color.yellow;
   GUI.HorizontalScrollbar (Rect (Screen.width * 0.1, Screen.height * 0.95, 180, 10), dummy, exp, 0, maxHealth);
 }
why'd you dump this in a new question? you just asked the same thing in a different post a little while ago.
What a weirdly complicated way of implementing something really simple. Why are you doing it like that? You haven't even implemented all your core game mechanics and it's already impossible to read!
@Lo0Nuhti$$anonymous$$, I think the other question was another problem with the same code base. If you look at sams old code and compare it, they aren't the same.
Answer by Statement · Dec 22, 2011 at 12:10 PM
From the looks of it, mana and health are implicitly set as integers. You can't do stuff like + 0.1 with integers since they will round down to nearest integer.
Try changing your variables from
 var health = 100;
 var mana = 100;
to
 var health : float = 100;
 var mana : float = 100;
Also, you seem to have a typo. Can you spot it?
 if (mana >= maxHealth) {
     mana = maxHealth;
 }
I don't understand why you have if-tests that doesn't do anything. Are they placeholders for future code?
 if (spell4u == 1);
if (spell4u == 1); yes im going to make it so you need to unlock the spell by getting to a certain level or buying it in the shop
Your answer
 
 
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