Benn Posted June 16, 2011 Author Share Posted June 16, 2011 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: Link to comment Share on other sites More sharing options...
eltony Posted June 16, 2011 Share Posted June 16, 2011 http://www.touchofdeathforums.com/smf/index.php/topic,72707.0.htmlthis link will help you change your sprite and about the spell im not sure Link to comment Share on other sites More sharing options...
Benn Posted June 17, 2011 Author Share Posted June 17, 2011 That looks cool. Link to comment Share on other sites More sharing options...
Benn Posted June 17, 2011 Author Share Posted June 17, 2011 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 PointTypeCase 0If GetPlayerSTR(Index) + 1 > 1000 ThenCall BattleMsg(Index, "You have maxed your strength!", BRIGHTRED, 0)Exit SubEnd IfCall SetPlayerSTR(Index, GetPlayerSTR(Index) + 1)Call BattleMsg(Index, "You have gained more strength!", WHITE, 0)>! Case 1If GetPlayerDEF(Index) + 1 > 1000 ThenCall BattleMsg(Index, "You have maxed your defence!", BRIGHTRED, 0)Exit SubEnd IfCall SetPlayerDEF(Index, GetPlayerDEF(Index) + 1)Call BattleMsg(Index, "You have gained more defense!", WHITE, 0)>! Case 2If GetPlayerMAGI(Index) + 1 > 1000 ThenCall BattleMsg(Index, "You have maxed your magic!", BRIGHTRED, 0)Exit SubEnd IfCall SetPlayerMAGI(Index, GetPlayerMAGI(Index) + 1)Call BattleMsg(Index, "You have gained more magic!", WHITE, 0)>! Case 3If GetPlayerSPEED(Index) + 1 > 1000 ThenCall BattleMsg(Index, "You have maxed your speed!", BRIGHTRED, 0)Exit SubEnd IfCall 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 doneCall SetPlayerPOINTS(Index, GetPlayerPOINTS(Index) - 1)End Sub>! ' Executes when a player steps onto a scripted tile.Sub ScriptedTile(Index, Script)Select Case ScriptCase 0Call PlayerMsg(Index, "This scripted tile has no apparent use.", WHITE)Exit Sub>! Case ElseCall PlayerMsg(Index, "No tile script found. Please contact an admin to solve this problem.", WHITE)Exit SubEnd SelectEnd Sub Link to comment Share on other sites More sharing options...
Benn Posted June 17, 2011 Author Share Posted June 17, 2011 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. Link to comment Share on other sites More sharing options...
SuperDimento Posted June 18, 2011 Share Posted June 18, 2011 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. Link to comment Share on other sites More sharing options...
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