Help Needed: Creating a Flexible Tool Value System with Pet Multipliers for Giant Simulator Recreation

Hi everyone,
bob here,

I’m currently recreating Giant Simulator and need some help setting up a robust system for managing tool values. Each tool in the game should have specific attributes, and I want to ensure this system is both easy to edit and expand. Additionally, I need to incorporate pet multipliers that modify these attributes.

Here are the values each tool should have:

  • swingSpeed
  • swingExpGain
  • damage
  • durability
  • levelRequirement
  • cost

Furthermore, I want to implement pet multipliers that adjust the swingExpGain dynamically based on the pet the player has equipped. Plus if an item is legendary it also updates the items values to match the players current level which means it improves the higher level you go.

Could anyone provide guidance or examples on how to structure this system efficiently? I’m looking for a way to make this setup as fluent and easy to manage as possible. I’m in no way asking anyone to give me every script, just some guidance. Any tips from those with experience in similar setups would be greatly appreciated!

Thanks in advance for your assistance!

1 Like

You could have some attributes inside the pets, and when you swing it would update the values before swinging.

For example, you could have a swingSpeed attribute inside the tool and right before swinging, you could call a function which updates each value. LIke going through your equipped pets and increasing the swingspeed. Just make sure to set the value back to default every time so it doesn’t stack.

Not bad, but running a function every time I want to swing could cause performance issues later on down the road.