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| Kobewarrior:
I use the brick checking way. Let's say, for example, I cut down a tree. It would add experience and later check if my experience matched the set/max EXP. 5 will be the beginning of the event. Let's use 100 as the max for example. After going through chopping down the tree and successfully adding variables, you should do: 5 OnVariableTrue > Player/Client > IfVariable > [expvariable] >= 100 [6 7] 6 OnVariableTrue > Player/Client > Modvariable > [expvariable] SUBTRACT [100] 7 OnVariableTrue > Player/Client > Modvariable > [lvlvariable] ADD [1] Event 5 will be targeting the range of events 6 to 7 to prevent interference with the other variables. |
| PurpleMetro:
--- Quote from: Kobewarrior on November 14, 2011, 07:17:56 PM ---I use the brick checking way. Let's say, for example, I cut down a tree. It would add experience and later check if my experience matched the set/max EXP. 5 will be the beginning of the event. Let's use 100 as the max for example. After going through chopping down the tree and successfully adding variables, you should do: 5 OnVariableTrue > Player/Client > IfVariable > [expvariable] >= 100 [6 7] 6 OnVariableTrue > Player/Client > Modvariable > [expvariable] SUBTRACT [100] 7 OnVariableTrue > Player/Client > Modvariable > [lvlvariable] ADD [1] Event 5 will be targeting the range of events 6 to 7 to prevent interference with the other variables. --- End quote --- Thats a good leveling system but not for an all-global level. Its more like runescape's leveling system: Woodcutting level Crafting level and that stuff. |
| Aware:
--- Quote from: Doomonkey on November 14, 2011, 07:12:43 PM ---You could also just have a relay that checks how much experience they have and levels them if they have enough. --- End quote --- Or you could use the less laggy way and check there expierience after the chop down the tree. (Putting the events last will do it) |
| Kobewarrior:
--- Quote from: PurpleMetro on November 14, 2011, 07:26:51 PM ---Thats a good leveling system but not for an all-global level. Its more like runescape's leveling system: Woodcutting level Crafting level and that stuff. --- End quote --- That's just a little example. OP never stated if he wanted an EXP system like that or not. |
| colonial killer:
--- Quote from: Kobewarrior on November 14, 2011, 07:17:56 PM ---I use the brick checking way. Let's say, for example, I cut down a tree. It would add experience and later check if my experience matched the set/max EXP. 5 will be the beginning of the event. Let's use 100 as the max for example. After going through chopping down the tree and successfully adding variables, you should do: 5 OnVariableTrue > Player/Client > IfVariable > [expvariable] >= 100 [6 7] 6 OnVariableTrue > Player/Client > Modvariable > [expvariable] SUBTRACT [100] 7 OnVariableTrue > Player/Client > Modvariable > [lvlvariable] ADD [1] Event 5 will be targeting the range of events 6 to 7 to prevent interference with the other variables. --- End quote --- This would work perfectly thank you so much! i dont know why i never thought of this! |
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