Author Topic: VCE Leveling System  (Read 887 times)

Alright, so as most of us know im currently working on a VCE BlockQuest, however I do not know how to make  a leveling system with VCE except for using relays and only allowing one person to level at a time while on the server. Is it possible to make a leveling system and how?

Yes it is but it requires that a person go click a brick to level up.

Yes it is but it requires that a person go click a brick to level up.
Then we have to consult the 'EXP' system. :/

I was wondering if i should do the brick thing, i guess thats the only way. eh okay.

You could also just have a relay that checks how much experience they have and levels them if they have enough.

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.

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.
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.

You could also just have a relay that checks how much experience they have and levels them if they have enough.

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)

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.
That's just a little example.
OP never stated if he wanted an EXP system like that or not.

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.


This would work perfectly thank you so much! i dont know why i never thought of this!

There's also zone bricks where when someone walks through one set with the needed events, it checks the exp and levels you up.

But I use the one that was used in the previous postfo my city RP because it's not in stages, where the zones would be put to use in a certain form of stage game.