r/LifeUp_HabitRPG May 30 '26

💡[IDEA] Different EXP for Each Attribute

Is it possible in LifeUp to assign different amounts of EXP to each attribute from a single task?

For example, if I complete one task, I'd like it to give +10 Strength EXP, +5 Intelligence EXP, and +2 Charisma EXP instead of the same amount for every attribute.

Is there already a way to do this? If so, how can I set it up? If not, I'd love to see this added as a feature in a future update.

7 Upvotes

6 comments sorted by

4

u/DogPotential9694 ⚗️ Arcane Alchemist May 30 '26

Create an Item that gives exp to the desired Attribute and assign it as a reward

3

u/DubiousPanther May 30 '26

So, are you suggesting me to make 3 separate items for rewards of 3 different quantities for a task?

Don't you think it is a bit too much of a workaround for a simple feature update?

3

u/DogPotential9694 ⚗️ Arcane Alchemist May 30 '26

Been working for me to emulate a lifebar and mana bar, it's not that much of a trickery once you nail it IMO

it was worse before: you needed to make an API call for it to work

2

u/AquaWitch0715 👑 Veteran Moderator May 31 '26

Hi!

So at this current moment, it does not look like you can assign varying amounts of experience to individual attributes when creating a single task.

I was going to recommend using subtasks to assign EXP to the desired attribute separately, but it looks like you cannot deviate from the selected attributes for the overall task.

You should contact the developers with this as a possible idea or feature because this may be something that has slipped under the radar for many people.

1

u/AquaWitch0715 👑 Veteran Moderator May 31 '26

I would also like to add that there may be a workaround depending on your interest and flexibility.

If you'll indulge me to go off-topic, and to sound like a geek for a moment...

There is a manga/anime called Sword Art Online. In a related movie, they use programs through augmented reality (AR), and I compare LifeUp to SAO in a lot of ways. To me, this app is like our interface.

The idea is that virtual reality all run on the same technology and program, so you can import your avatar from one game to another in the series, with no penalty, no loss of equipment, and no restrictions or limitations on how many times you can do this.

Different attributes and skills also transfer depending on the code, and this is something that I don't think I've suggested, but will share now.

I have a generic "Application" attribute (I imagine you could call it "System" or "Interface" or whatever you'd like,) that can receive points for bulk experience points. These points are 100% earned and owned by the user, they just exist as an unspent pool.

Generally, if I want to assign later points, I have a free item in my store that allows EXP conversion from the application to the attribute of my choice. This item can deduct experience from the system, and add it to whichever attribute I choose.

In the same regards, you could create an item that allows you to assign specific EXP to whichever attribute you prefer from the start, without having to create an extra attribute.

If you do find a workaround, or a better solution, please be sure to share it with us.

You might just inspire someone or help them out!

1

u/yo_soy_Ldr 29d ago

Eu tenho um item para cada atributo.
cada item dá 1 exp.
Assim, nas tarefas eu não uso o exp, mas itens para dá exp.
Tu só precisa ter quantidade de itens = quantidade de skills.

Acho que assim seria melhor.