I'm trying to put experience on monsters in order for my player to level up.
Would it be possible that someone add a script type?
I'm looking for something that would know when a player kills something, monster or player.
Taking a target ID by a script argument would NOT work because of summons, thingSpawnFacing().
The best way, in my opinion, is to create a script type 'kill' that executes each time a player kills something.
This would also disable experience gained from a monster killing another one!
Edit: I discovered that skulltag uses "%o" for knowing the victim in obituaries (classes properties). Is there a way to do the same with the script editor?
It's a suggestion. That would be insane.
- Normally, when an actor kills another actor, the killer becomes the target of the killed actor. So with that knowledge, you can have the monsters call A_GiveToTarget in their death states, giving an inventory item which represents experience points. The item (experience points) will be given to the target (the killer). — Blue Shadow (talk) 10:26, 19 February 2015 (CST)
-Tank you really much for the answer my friend.