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How make class upgrade/evolve?


Benn
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How do you get a class upgrade/evolve?
I'm wondering if there is a way if you are a certain class sprite and level(or higher lvl) to make like an evolve of upgrade and become class 2 of that class and get a cooler spite and maybe even learn a cool move. 
Would this call for a script?
and if some already made a tutorial or asked this can I have a link to that, thanks. :star:
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I found this. is this where that goes?

>! ' Executes when a players experience exceeds the next level requirement.
Sub PlayerLevelUp(Index)
Dim TotalExp
>! Do While GetPlayerExp(Index) >= GetPlayerNextLevel(Index)
TotalExp = GetPlayerExp(Index) - GetPlayerNextLevel(Index)
Call SetPlayerLevel(Index, GetPlayerLevel(Index) + 1)
>! Call SetPlayerPOINTS(Index, GetPlayerPOINTS(Index) + 1)
Call SetPlayerExp(Index, TotalExp)
Loop
>! Call BattleMsg(Index, "You have " & GetPlayerPOINTS(Index) & " stat points.", BRIGHTBLUE, 0)
End Sub
>! ' Executes when a player uses one of the points given on an attribute to level up.
Sub UsingStatPoints(Index, PointType)
Select Case PointType
Case 0
If GetPlayerSTR(Index) + 1 > 1000 Then
Call BattleMsg(Index, "You have maxed your strength!", BRIGHTRED, 0)
Exit Sub
End If
Call SetPlayerSTR(Index, GetPlayerSTR(Index) + 1)
Call BattleMsg(Index, "You have gained more strength!", WHITE, 0)
>! Case 1
If GetPlayerDEF(Index) + 1 > 1000 Then
Call BattleMsg(Index, "You have maxed your defence!", BRIGHTRED, 0)
Exit Sub
End If
Call SetPlayerDEF(Index, GetPlayerDEF(Index) + 1)
Call BattleMsg(Index, "You have gained more defense!", WHITE, 0)
>! Case 2
If GetPlayerMAGI(Index) + 1 > 1000 Then
Call BattleMsg(Index, "You have maxed your magic!", BRIGHTRED, 0)
Exit Sub
End If
Call SetPlayerMAGI(Index, GetPlayerMAGI(Index) + 1)
Call BattleMsg(Index, "You have gained more magic!", WHITE, 0)
>! Case 3
If GetPlayerSPEED(Index) + 1 > 1000 Then
Call BattleMsg(Index, "You have maxed your speed!", BRIGHTRED, 0)
Exit Sub
End If
Call SetPlayerSPEED(Index, GetPlayerSPEED(Index) + 1)
Call BattleMsg(Index, "You have gained more speed!", WHITE, 0)
End Select
>! ' Remove one point after the sub in question is done
Call SetPlayerPOINTS(Index, GetPlayerPOINTS(Index) - 1)
End Sub
>! ' Executes when a player steps onto a scripted tile.
Sub ScriptedTile(Index, Script)
Select Case Script
Case 0
Call PlayerMsg(Index, "This scripted tile has no apparent use.", WHITE)
Exit Sub
>! Case Else
Call PlayerMsg(Index, "No tile script found. Please contact an admin to solve this problem.", WHITE)
Exit Sub
End Select
End Sub
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No that doesn't answer…
Um, what I want is how to script it so when you step on a panel as a curtain Sprite at the right level or higher that you become a different sprite and for some sprites you need to have an item.
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Well I'm pretty sure (depending on which eclipse version your using) there is an attribute that you can set on a specific point on the map. I personally have never looked much into it but it does change the character class. How you keep the class from being chosen from the start of the game or limit the level, I am not sure. you could always put a level block AROUND the class change panel. when in doubt, improvise.
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