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Lvl System Help
Author Message
Osirirs
Journeyman
*

Posts: 73
Likes Given: 6
Likes Received: 4 in 2 posts
Joined: Feb 2014
Reputation: 2



Post: #1
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>Confused TOTAL RECALL! have been stoped by: <src.act.name>, He pawned the head of <name>!
ELSEIF (<EVAL <TAG.KS>> >= 45)
SERV.B @025 <name>Confused RECALL ! are now pawned by: <src.act.name>!
ELSEIF (<EVAL <TAG.KS>> >= 40)
SERV.B @025 <name>Confused wicked sick are now removed by: <src.act.name>!
ELSEIF (<EVAL <TAG.KS>> >= 35)
SERV.B @025 <NAME>Confused realy mad! are stoped by a cheap... JK by: <src.act.name>.
ELSEIF (<EVAL <TAG.KS>> >= 25)
SERV.B @025 <NAME>Confused mad! have been pawned by: <src.act.name>.
ELSEIF (<EVAL <TAG.KS>> >= 20)
SERV.B @025 <NAME>Confused goooood like! have been stoped! By: <src.act.name>.
ELSEIF (<EVAL <TAG.KS>> >= 15)
SERV.B @025 <NAME>Confused unstoppeble! is no more, thx <src.act.name>.
ELSEIF (<EVAL <TAG.KS>> >= 10)
SERV.B @025 <NAME>Confused dominating! are broken, thx <src.act.name>.
ELSEIF (<EVAL <TAG.KS>> >= 8)
SERV.B @025 <NAME>Confused rampage! is gone. Thx <src.act.name>.
ELSEIF (<EVAL <TAG.KS>> >= 5)
SERV.B @025 <NAME>Confused 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
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XuN
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*****

Posts: 852
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Post: #2
RE: Lvl System Help
Hint: type .xf_levelup and target one NPC (reverse operation) and see who gets the levelup and who gets the sysmessages.

Hint2: think in SRC as SOURCE, which means ... who forces this (function,trigger, whatever...) to be called on whoever is being called.
08-16-2015 05:47 AM
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Osirirs
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Joined: Feb 2014
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Post: #3
RE: Lvl System Help
oh, it's exactly what I've been asking myself..... so with the last kill that trigger the levelup, the source is in fact the last npc being slain right? so it is the source now... therefor it would get the sysmessage and the item, but now that its dead it doesnt quite exist anymore, why I get the error in the console I guess, am I right?? Shock
08-16-2015 05:58 AM
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XuN
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Post: #4
RE: Lvl System Help
Yes, you can safely remove every SRC of the whole script.
08-16-2015 06:39 AM
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Osirirs
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Post: #5
RE: Lvl System Help
I removed all of them, no more errors but still ain't working :/
08-16-2015 08:29 AM
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dagger4k
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Post: #6
RE: Lvl System Help
I found a great way to test this sort of stuff is add in a test line for emote. It makes it easier to determine what is triggering where Smile
08-16-2015 03:38 PM
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Osirirs
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Post: #7
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 Shock
08-17-2015 11:10 AM
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XuN
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Post: #8
RE: Lvl System Help
SRC.NEWITEM i_stat_point
SRC.ACT.AMOUNT {2 3}
SRC.ACT.BOUNCE

I asume you removed SRC from there too, use this new lines instead:

SERV.NEWITEM i_stat_point
NEW.AMOUNT={2 3}
BOUNCE=<NEW>
08-17-2015 05:27 PM
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Osirirs
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Post: #9
RE: Lvl System Help
Cheeers ! It works great, I much prefer the new lines over the old ones !
Lets say Id want to use tags instead of items in the bagpack like you suggested
before.
Id do something like:
NEW.Tag=<tag.stats> + {2 3}
??? And then in my Level menu on the stats
Button,
I gotta add something to look for tags so the
it can add stats on click considering the remaining stat points ? ?
08-18-2015 11:56 PM
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admin_teclis
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Age of Apocalypse

Post: #10
RE: Lvl System Help
osiris you share this script?
09-28-2015 12:52 AM
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