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?
			  
			
			
			
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	| 08-16-2015 03:24 AM | 
	
		
	 | 
	
	
		   
		 
		
	 | 
	
		
		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   
			 
			
			
			
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	| 08-17-2015 11:10 AM | 
	
		
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