| Osirirs  Journeyman
 
  
   Posts: 73
 Likes Given: 6
 Likes Received: 4 in 2 posts
 Joined: Feb 2014
 Reputation: 2
 
 
 
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			| Lvl System Help 
 
				Hey guys, so im wondering whats wrong with this, the original is not mine, 
I've tried editing it with what I know so far:
 Quote:[FUNCTION f_levelup]TAG.LEVEL=<EVAL <TAG.LEVEL>> +1
 EFFECT=3,i_fx_heal_effect,15,15,1
 SOUND=SND_SPELL_LIGHTNING
 SRC.SYSMESSAGE=@75 You have gained a level!
 SRC.SYSMESSAGE=@75 You are now level <EVAL <TAG.LEVEL>>!
 SRC.NEWITEM i_stat_point
 SRC.ACT.AMOUNT {2 3}
 SRC.ACT.BOUNCE
 IF (<EVAL <TAG.EXP>> > <EVAL <TAG.EXPNEEDED>>)
 f_check
 Return 1
 ENDIF
 
I'm trying to get stat points when leveling up, If I use the function manually I get them, but if I gain a level by killing mobs, all I get is console errors such as follow:
 Quote:10:08:ERROR:(System - Level.scp,288)Undefined keyword 'SYSMESSAGE'10:08:ERROR:(System - Level.scp,288)Undefined keyword 'SYSMESSAGE'
 10:08:ERROR:(System - Level.scp,289)Undefined keyword 'SYSMESSAGE'
 10:08:ERROR:(System - Level.scp,289)Undefined keyword 'SYSMESSAGE'
 10:08:ERROR:(System - Level.scp,291)Undefined keyword 'ACT.AMOUNT'
 10:08:ERROR:(System - Level.scp,291)Undefined keyword 'ACT.AMOUNT'
 10:08:ERROR:(System - Level.scp,292)Undefined keyword 'ACT.BOUNCE'
 10:08:ERROR:(System - Level.scp,292)Undefined keyword 'ACT.BOUNCE'
 
I think it has something to do wih the experience function but I'll say I'm a little lost at the moment. 
 
Here's the whole thing:
 Quote:[EVENTS e_exp]ON=@CLICK
 VAR.X=<EVAL <oSTR> /6>
 IF !(0<VAR.X>)
 VAR.X=1
 ENDIF
 message @025,3 (Level: <EVAL <VAR.X>>)
 
 ON=@DEATH
 SRC.TAG.KS=
 VAR.OLD_ACT=<ACT>
 VAR.X1=<EVAL <oSTR> /1> +<EVAL <oSTR> /1>
 VAR.X=<EVAL {<VAR.X1> <oSTR>}>
 SRC.f_experience
 ACT=<VAR.OLD_ACT>
 VAR.X1=
 
 
 [EVENTS e_exp_1]
 ON=@CLICK
 VAR.X=<EVAL <oSTR> /1>
 IF !(0<VAR.X>)
 VAR.X=1
 ENDIF
 
 ON=@DEATH
 src.consume 1000 i_memory
 SRC.TAG.KS=
 VAR.OLD_ACT=<ACT>
 VAR.X1=<EVAL <oSTR> /1> +<EVAL <oSTR> /1>
 VAR.X=<EVAL {<VAR.X1> <oSTR>}>
 SRC.f_experience
 ACT=<VAR.OLD_ACT>
 VAR.X1=
 
 [events e_man]
 
 ON=@DEATH
 
 SRC.TAG.KS=0
 VAR.OLD_ACT=<ACT>
 VAR.X1=<EVAL <oSTR> /1> +<EVAL <oSTR> /1>
 VAR.X=<EVAL {<VAR.X1> <oSTR>}>
 SRC.f_experience
 ACT=<VAR.OLD_ACT>
 VAR.X1=
 
 
 [FUNCTION resetlevel]
 SRC.TAG.KS=0
 SRC.TAG.LEVEL=1
 SRC.TAG.EXP=1
 SRC.TAG.EXPNEEDED=100
 SRC.sysmessage=@055 Your level have been reseted.
 return 1
 
 [EVENTS e_SHOW]
 ON=@CLICK
 IF (<EVAL <TAG.KS>> >= 50)
 message @25 [TOTAL RECALL]
 ELSEIF (<EVAL <TAG.KS>> >= 45)
 message @25 [Recall]
 ELSEIF (<EVAL <TAG.KS>> >= 40)
 message @25 [Wicked Sick]
 ELSEIF (<EVAL <TAG.KS>> >= 35)
 message @25 [Realy Mad]
 ELSEIF (<EVAL <TAG.KS>> >= 25)
 message @25 [Mad]
 ELSEIF (<EVAL <TAG.KS>> >= 20)
 message @25 [Godlike]
 ELSEIF (<EVAL <TAG.KS>> >= 15)
 message @25 [unstoppeble]
 ELSEIF (<EVAL <TAG.KS>> >= 10)
 message @25 [Dominating]
 ELSEIF (<EVAL <TAG.KS>> >= 8)
 message @25 [Rampage]
 ELSEIF (<EVAL <TAG.KS>> >= 5)
 message @25 [Killing Spree]
 Else
 message @065 (Level: <EVAL <TAG.LEVEL>>)
 ENDIF
 
 [FUNCTION f_check]
 IF (<EVAL <TAG.EXP>> > <EVAL <TAG.EXPNEEDED>>)
 IF (<EVAL <TAG.LEVEL>> > 1500)
 TAG.EXPNEEDED=<EVAL <TAG.EXPNEEDED>> +500000
 f_levelup
 ELSEIF (<EVAL <TAG.LEVEL>> > 1400)
 TAG.EXPNEEDED=<EVAL <TAG.EXPNEEDED>> +400000
 f_levelup
 ELSEIF (<EVAL <TAG.LEVEL>> > 1300)
 TAG.EXPNEEDED=<EVAL <TAG.EXPNEEDED>> +300000
 f_levelup
 ELSEIF (<EVAL <TAG.LEVEL>> > 1200)
 TAG.EXPNEEDED=<EVAL <TAG.EXPNEEDED>> +250000
 f_levelup
 ELSEIF (<EVAL <TAG.LEVEL>> > 1100)
 TAG.EXPNEEDED=<EVAL <TAG.EXPNEEDED>> +200000
 f_levelup
 ELSEIF (<EVAL <TAG.LEVEL>> > 1000)
 TAG.EXPNEEDED=<EVAL <TAG.EXPNEEDED>> +160000
 f_levelup
 ELSEIF (<EVAL <TAG.LEVEL>> > 900)
 TAG.EXPNEEDED=<EVAL <TAG.EXPNEEDED>> +130000
 f_levelup
 ELSEIF (<EVAL <TAG.LEVEL>> > 800)
 TAG.EXPNEEDED=<EVAL <TAG.EXPNEEDED>> +110000
 f_levelup
 ELSEIF (<EVAL <TAG.LEVEL>> > 700)
 TAG.EXPNEEDED=<EVAL <TAG.EXPNEEDED>> +100000
 f_levelup
 ELSEIF (<EVAL <TAG.LEVEL>> > 600)
 TAG.EXPNEEDED=<EVAL <TAG.EXPNEEDED>> +90000
 f_levelup
 ELSEIF (<EVAL <TAG.LEVEL>> > 550)
 TAG.EXPNEEDED=<EVAL <TAG.EXPNEEDED>> +80000
 f_levelup
 ELSEIF (<EVAL <TAG.LEVEL>> > 500)
 TAG.EXPNEEDED=<EVAL <TAG.EXPNEEDED>> +60000
 f_levelup
 ELSEIF (<EVAL <TAG.LEVEL>> > 400)
 TAG.EXPNEEDED=<EVAL <TAG.EXPNEEDED>> +25000
 f_levelup
 ELSEIF (<EVAL <TAG.LEVEL>> > 200)
 TAG.EXPNEEDED=<EVAL <TAG.EXPNEEDED>> +23000
 f_levelup
 ELSEIF (<EVAL <TAG.LEVEL>> > 100)
 TAG.EXPNEEDED=<EVAL <TAG.EXPNEEDED>> +20000
 f_levelup
 ELSEIF (<EVAL <TAG.LEVEL>> > 75)
 TAG.EXPNEEDED=<EVAL <TAG.EXPNEEDED>> +18000
 f_levelup
 ELSEIF (<EVAL <TAG.LEVEL>> > 50)
 TAG.EXPNEEDED=<EVAL <TAG.EXPNEEDED>> +15000
 f_levelup
 ELSEIF (<EVAL <TAG.LEVEL>> > 40)
 TAG.EXPNEEDED=<EVAL <TAG.EXPNEEDED>> +9000
 f_levelup
 ELSEIF (<EVAL <TAG.LEVEL>> > 30)
 TAG.EXPNEEDED=<EVAL <TAG.EXPNEEDED>> +8500
 f_levelup
 ELSEIF (<EVAL <TAG.LEVEL>> > 25)
 TAG.EXPNEEDED=<EVAL <TAG.EXPNEEDED>> +7500
 f_levelup
 ELSEIF (<EVAL <TAG.LEVEL>> > 20)
 TAG.EXPNEEDED=<EVAL <TAG.EXPNEEDED>> +6500
 f_levelup
 ELSEIF (<EVAL <TAG.LEVEL>> > 18)
 TAG.EXPNEEDED=<EVAL <TAG.EXPNEEDED>> +6000
 f_levelup
 ELSEIF (<EVAL <TAG.LEVEL>> > 16)
 TAG.EXPNEEDED=<EVAL <TAG.EXPNEEDED>> +5000
 f_levelup
 ELSEIF (<EVAL <TAG.LEVEL>> > 14)
 TAG.EXPNEEDED=<EVAL <TAG.EXPNEEDED>> +4000
 f_levelup
 ELSEIF (<EVAL <TAG.LEVEL>> > 12)
 TAG.EXPNEEDED=<EVAL <TAG.EXPNEEDED>> +3500
 f_levelup
 ELSEIF (<EVAL <TAG.LEVEL>> >= 10)
 TAG.EXPNEEDED=<EVAL <TAG.EXPNEEDED>> +3000
 f_levelup
 ELSEIF (<EVAL <TAG.LEVEL>>==9)
 TAG.EXPNEEDED=<EVAL <TAG.EXPNEEDED>> +2600
 f_levelup
 ELSEIF (<EVAL <TAG.LEVEL>>==8)
 TAG.EXPNEEDED=<EVAL <TAG.EXPNEEDED>> +2400
 f_levelup
 ELSEIF (<EVAL <TAG.LEVEL>>==7)
 TAG.EXPNEEDED=<EVAL <TAG.EXPNEEDED>> +2000
 f_levelup
 ELSEIF (<EVAL <TAG.LEVEL>>==6)
 TAG.EXPNEEDED=<EVAL <TAG.EXPNEEDED>> +1800
 f_levelup
 ELSEIF (<EVAL <TAG.LEVEL>>==5)
 TAG.EXPNEEDED=<EVAL <TAG.EXPNEEDED>> +1500
 f_levelup
 ELSEIF (<EVAL <TAG.LEVEL>>==4)
 TAG.EXPNEEDED=<EVAL <TAG.EXPNEEDED>> +1000
 f_levelup
 ELSEIF (<EVAL <TAG.LEVEL>>==3)
 TAG.EXPNEEDED=<EVAL <TAG.EXPNEEDED>> +800
 f_levelup
 ELSEIF (<EVAL <TAG.LEVEL>>==2)
 TAG.EXPNEEDED=<EVAL <TAG.EXPNEEDED>> +400
 f_levelup
 ELSEIF (<EVAL <TAG.LEVEL>>==1)
 TAG.EXPNEEDED=<EVAL <TAG.EXPNEEDED>> +250
 f_levelup
 ENDIF
 ENDIF
 
 [FUNCTION f_levelup]
 TAG.LEVEL=<EVAL <TAG.LEVEL>> +1
 EFFECT=3,i_fx_heal_effect,15,15,1
 SOUND=SND_SPELL_LIGHTNING
 SRC.SYSMESSAGE=@75 You have gained a level!
 SRC.SYSMESSAGE=@75 You are now level <EVAL <TAG.LEVEL>>!
 SRC.NEWITEM i_stat_point
 SRC.ACT.AMOUNT {2 3}
 SRC.ACT.BOUNCE
 IF (<EVAL <TAG.EXP>> > <EVAL <TAG.EXPNEEDED>>)
 f_check
 Return 1
 ENDIF
 
 [FUNCTION f_experience]
 FORCHARLAYER 30
 IF (<BASEID>==i_memory)
 IF (<LINK.ISCHAR>)
 IF !(<LINK.NPC>)
 IF (<COLOR> & 08) || (<COLOR> & 010) || (<COLOR> & 020) || (<COLOR> & 080) || (<COLOR> & 02000)
 IF (<TOPOBJ.ISCHAR>)
 IF !(<TOPOBJ.NPC>)
 LINK.TAG.KS=0<LINK.TAG.KS> +1
 LINK.SYSMESSAGE @23 You have killed a total of <EVAL 0<LINK.TAG.KS>> players without dying!
 LINK.TAG.KILLS=0<LINK.TAG.KILLS> +1
 LINK.SYSMESSAGE @23 You have killed a total of <EVAL 0<LINK.TAG.KILLS>> players!
 LINK.f_ks_announce
 ENDIF
 ENDIF
 VAR.OLD_ACT=<LINK.ACT.UID>
 LINK.NEWITEM=i_experience_level
 LINK.ACT.TAG.EXP=<EVAL <VAR.X>>
 LINK.ACT.CONT=<LINK.UID>
 LINK.ACT.TIMER=0
 LINK.ACT=<VAR.OLD_ACT>
 VAR.OLD_ACT=
 ENDIF
 ENDIF
 ENDIF
 ENDIF
 ENDFOR
 
 [ITEMDEF i_experience_level]
 DEFNAME=i_experience_level
 NAME=Experience
 ID=i_memory
 WEIGHT=0
 LAYER=30
 TYPE=T_EQ_SCRIPT
 
 ON=@CREATE
 ATTR=attr_invis|attr_move_never
 
 ON=@TIMER
 IF ( <CONT.FLAGS> & statf_dead )
 REMOVE
 RETURN 1
 ENDIF
 CONT.SYSMESSAGE @55,3 You have gained <EVAL <TAG0.EXP>> experience!
 CONT.TAG.EXP += <TAG0.EXP>
 CONT.f_check
 REMOVE
 RETURN 1
 
 [FUNCTION level]
 Dialog d_levelm
 IF (<EVAL <TAG.EXP>> > <EVAL <TAG.EXPNEEDED>>)
 IF (<EVAL <TAG.LEVEL>> > 50)
 TAG.EXPNEEDED=<EVAL <TAG.EXPNEEDED>> +50000
 f_levelup
 ELSEIF (<EVAL <TAG.LEVEL>> > 40)
 TAG.EXPNEEDED=<EVAL <TAG.EXPNEEDED>> +40000
 f_levelup
 ELSEIF (<EVAL <TAG.LEVEL>> > 30)
 TAG.EXPNEEDED=<EVAL <TAG.EXPNEEDED>> +30000
 f_levelup
 ELSEIF (<EVAL <TAG.LEVEL>> > 25)
 TAG.EXPNEEDED=<EVAL <TAG.EXPNEEDED>> +25000
 f_levelup
 ELSEIF (<EVAL <TAG.LEVEL>> > 20)
 TAG.EXPNEEDED=<EVAL <TAG.EXPNEEDED>> +20000
 f_levelup
 ELSEIF (<EVAL <TAG.LEVEL>> > 18)
 TAG.EXPNEEDED=<EVAL <TAG.EXPNEEDED>> +17500
 f_levelup
 ELSEIF (<EVAL <TAG.LEVEL>> > 16)
 TAG.EXPNEEDED=<EVAL <TAG.EXPNEEDED>> +15000
 f_levelup
 ELSEIF (<EVAL <TAG.LEVEL>> > 14)
 TAG.EXPNEEDED=<EVAL <TAG.EXPNEEDED>> +14000
 f_levelup
 ELSEIF (<EVAL <TAG.LEVEL>> > 12)
 TAG.EXPNEEDED=<EVAL <TAG.EXPNEEDED>> +13000
 f_levelup
 ELSEIF (<EVAL <TAG.LEVEL>> >= 10)
 TAG.EXPNEEDED=<EVAL <TAG.EXPNEEDED>> +12000
 f_levelup
 ELSEIF (<EVAL <TAG.LEVEL>>==9)
 TAG.EXPNEEDED=<EVAL <TAG.EXPNEEDED>> +11000
 f_levelup
 ELSEIF (<EVAL <TAG.LEVEL>>==8)
 TAG.EXPNEEDED=<EVAL <TAG.EXPNEEDED>> +10000
 f_levelup
 ELSEIF (<EVAL <TAG.LEVEL>>==7)
 TAG.EXPNEEDED=<EVAL <TAG.EXPNEEDED>> +9000
 f_levelup
 ELSEIF (<EVAL <TAG.LEVEL>>==6)
 TAG.EXPNEEDED=<EVAL <TAG.EXPNEEDED>> +8000
 f_levelup
 ELSEIF (<EVAL <TAG.LEVEL>>==5)
 TAG.EXPNEEDED=<EVAL <TAG.EXPNEEDED>> +4000
 f_levelup
 ELSEIF (<EVAL <TAG.LEVEL>>==4)
 TAG.EXPNEEDED=<EVAL <TAG.EXPNEEDED>> +2000
 f_levelup
 ELSEIF (<EVAL <TAG.LEVEL>>==3)
 TAG.EXPNEEDED=<EVAL <TAG.EXPNEEDED>> +1000
 f_levelup
 ELSEIF (<EVAL <TAG.LEVEL>>==2)
 TAG.EXPNEEDED=<EVAL <TAG.EXPNEEDED>> +500
 f_levelup
 ELSEIF (<EVAL <TAG.LEVEL>>==1)
 TAG.EXPNEEDED=<EVAL <TAG.EXPNEEDED>> +250
 f_levelup
 ELSEIF (<EVAL <TAG.LEVEL>>==0)
 TAG.EXPNEEDED=<EVAL <TAG.EXPNEEDED>> +5
 f_levelup
 ENDIF
 ENDIF
 
 
 [DIALOG d_level]
 0,0
 gumppic 0 0 102
 text 70 60 99 0
 text 50 245 25 1
 text 70 100 33 2
 text 70 120 33 3
 text 70 150 33 4
 text 70 170 33 5
 button 50 110 1209 1210 1 0 1
 button 50 160 1209 1210 1 0 2
 
 
 [DIALOG d_level TEXT]
 Level System
 Exp Needed=<EVAL 0<TAG.EXPNEEDED> +-0<TAG.EXP>>
 View Kills
 And Deaths
 Dont View
 Kills And Deaths
 
 
 [DIALOG d_level BUTTON]
 
 ON=1 View Kills And Deaths
 Events +e_kills
 events -e_level
 
 ON=2 Dont View Kills And Deaths
 Events -e_kills
 events +e_level
 
 
 //*********************
 // Killing Spree System
 
 [FUNCTION f_ks_announce]
 IF (<EVAL <TAG.KS>> >= 50)
 SERV.B @3 TOTAL RECALL! <NAME> is killing everyone! Someone stop the carnage!
 ELSEIF (<EVAL <TAG.KS>> >= 45)
 SERV.B @3 RECALL ! <NAME> are murdering everyone! Can someone kill him!
 ELSEIF (<EVAL <TAG.KS>> >= 40)
 SERV.B @3 <NAME> are wicked sick! Someone have to pawn him!
 ELSEIF (<EVAL <TAG.KS>> >= 35)
 SERV.B @3 <NAME> is realy mad! OMG! noone can kill him.
 ELSEIF (<EVAL <TAG.KS>> >= 25)
 SERV.B @3 <NAME> is mad! Now you have to gank him to kill him.
 ELSEIF (<EVAL <TAG.KS>> >= 20)
 SERV.B @3 <NAME> is godlike! Someone have to kill him if its avable.
 ELSEIF (<EVAL <TAG.KS>> >= 15)
 SERV.B @3 <NAME> is unstoppeble! Someone kill him please.
 ELSEIF (<EVAL <TAG.KS>> >= 10)
 SERV.B @3 <NAME> is dominating!  kill him!!!
 ELSEIF (<EVAL <TAG.KS>> >= 8)
 SERV.B @3 <NAME> is on a rampage! he/she is going to be a dominator if no one kill him.
 ELSEIF (<EVAL <TAG.KS>> >= 5)
 SERV.B @3 <NAME> is on a killing spree! someone kill him.
 ENDIF
 
 [FUNCTION f_ks_announce_death]
 IF (<EVAL <TAG.KS>> >= 50)
 SERV.B @025 <name>
  TOTAL RECALL! have been stoped by: <src.act.name>, He pawned the head of <name>! ELSEIF (<EVAL <TAG.KS>> >= 45)
 SERV.B @025 <name>
  RECALL ! are now pawned by: <src.act.name>! ELSEIF (<EVAL <TAG.KS>> >= 40)
 SERV.B @025 <name>
  wicked sick are now removed by: <src.act.name>! ELSEIF (<EVAL <TAG.KS>> >= 35)
 SERV.B @025 <NAME>
  realy mad! are stoped by a cheap... JK by: <src.act.name>. ELSEIF (<EVAL <TAG.KS>> >= 25)
 SERV.B @025 <NAME>
  mad! have been pawned by: <src.act.name>. ELSEIF (<EVAL <TAG.KS>> >= 20)
 SERV.B @025 <NAME>
  goooood like! have been stoped! By: <src.act.name>. ELSEIF (<EVAL <TAG.KS>> >= 15)
 SERV.B @025 <NAME>
  unstoppeble! is no more, thx <src.act.name>. ELSEIF (<EVAL <TAG.KS>> >= 10)
 SERV.B @025 <NAME>
  dominating! are broken, thx <src.act.name>. ELSEIF (<EVAL <TAG.KS>> >= 8)
 SERV.B @025 <NAME>
  rampage! is gone. Thx <src.act.name>. ELSEIF (<EVAL <TAG.KS>> >= 5)
 SERV.B @025 <NAME>
  killing spree! have been lost by: <src.act.name>. ENDIF
 
 //Level Menu
 [DIALOG d_levelm]
 0,0
 page 0
 resizepic 44 60 9390 316 479
 text 83 105 1171 0
 gumppic 82 264 7015
 gumppic 82 344 7008
 gumppic 82 425 7030
 text 84 127 1257 1
 gumppic 67 216 1143
 text 163 219 1257 2
 text 158 266 0 3
 text 158 346 0 4
 text 158 426 0 5
 text 269 105 1171 6
 text 160 283 1257 7
 text 160 441 1257 8
 text 160 362 1257 9
 text 270 127 1257 10
 button 161 307 5541 5542 1 0 1
 button 161 466 5541 5542 1 0 2
 button 161 386 5541 5542 1 0 3
 text 84 193 1171 11
 text 85 146 0 12
 text 85 161 0 13
 text 85 176 0 14
 text 146 146 1257 15
 text 146 161 1257 16
 text 146 176 1257 17
 text 245 146 0 18
 text 246 177 0 19
 text 294 177 1257 20
 text 294 147 1257 21
 
 [DIALOG d_levelm text]
 Character Statisctics
 <src.name>
 <EVAL <TAG.EXP>> / <EVAL <TAG.EXPNEEDED>>
 Strength
 Dexterity
 Intelligence
 Level
 <src.str>
 <src.int>
 <src.dex>
 <EVAL <TAG.LEVEL>>
 Experience
 Health
 Stamina
 Mana
 <src.maxhits>
 <src.maxstam>
 <src.maxmana>
 Damage
 Armor
 <src.ar>
 <src.dam>
 
 [DIALOG d_levelm button]
 ON=1
 // Str increase
 //
 IF <src.restest i_stat_point>
 src.consume=1 i_stat_point
 src.str +=1
 if (<src.restest 1 i_stat_point>)
 src.dialog d_levelm
 else
 src.sysmessage @1257 You don't have any more Stat Point(s)
 endif
 
 ON=2
 // Int Increase
 //
 IF <src.restest i_stat_point>
 src.consume= 1 i_stat_point
 src.int +=1
 if (<src.restest 1 i_stat_point>)
 src.dialog d_levelm
 else
 src.sysmessage @1257 You don't have any more Stat Point(s)
 endif
 
 ON=3
 // Dex Increase
 //
 IF <src.restest i_stat_point>
 src.consume= 1 i_stat_point
 src.dex +=1
 if (<src.restest 1 i_stat_point>)
 src.dialog d_levelm
 else
 src.sysmessage @1257 You don't have any more Stat Point(s)
 endif
 
 [PLEVEL 1]
 level
 exp
 f_levelup
 
 [ITEMDEF i_stat_point]
 ID=i_gem_ruby
 Name=Stat Point(s)
 TYPE=t_eq_script
 WEIGHT=0
 
 ON=@CREATE
 ATTR=attr_invis
 CoLOR=0635
 
Any idea?
			 |  | 
	| 08-16-2015 03:24 AM |  | 
	
	| ![[+]](images/collapse_collapsed.gif)  
 | 
	
		| Osirirs  Journeyman
 
  
   Posts: 73
 Likes Given: 6
 Likes Received: 4 in 2 posts
 Joined: Feb 2014
 Reputation: 2
 
 
 
 ![]() 
 | 
			| RE: Lvl System Help 
 
				hahahaha indeed that's not a bad idea xD I'll try it. 
for now I tried without the source (src) and that's what I got in my console:
 Quote: ERROR:UID=04000d0c1, id=04505 'Stat Point(s)', Invalid code=3202 (Object not placed in the world)
 ERROR:UID=04000d144, id=04505 'Stat Point(s)', Invalid code=3202 (Object not placed in the world)
 ERROR:UID=04000d299, id=04505 'Stat Point(s)', Invalid code=3202 (Object not placed in the world)
 ERROR:UID=04000d3c5, id=04505 'Stat Point(s)', Invalid code=3202 (Object not placed in the world)
 ERROR:UID=04000d51e, id=04505 'Stat Point(s)', Invalid code=3202 (Object not placed in the world)
 
I still get my "points" fine if I only use I manually level up. Its just when I levelup with the system.. which is the most important part    |  | 
	| 08-17-2015 11:10 AM |  | 
	
	| ![[+]](images/collapse_collapsed.gif)  
 |