Quote: "multiple classes and choose/buy/upgrade your class/weapons."
RPGmod has a rank/experience feature that is very flexible. They don't have to be called rank or experience. They can be called class as well.
Here are the conditions and actions:
This section describes the conditions that apply to experience and ranks.
rpg_playerexperiencegreaterthan=(XP)
This tests whether the player‟s experience value is greater than the XP value.
Example
:rpg_playerexperiencegreaterthan=12:state=10
rpg_playerexperiencelessthan=(XP)
This tests whether the player‟s experience value is less than the XP value.
Example
:rpg_playerexperiencelessthan=12:state=10
rpg_playerlevelequal=(RankLevel)
This tests whether the player‟s rank is equal to the RankLevel value. A maximum of 24 ranks can exist.
Example
:rpg_playerlevelequal=1:state=10
rpg_playerlevelgreaterthan=(RankLevel)
This tests whether the player‟s rank is greater than the RankLevel value. A maximum of 24 ranks can exist.
Example
:rpg_playerlevelgreaterthan=12:state=10
rpg_playerlevellessthan=(RankLevel)
This tests whether the player‟s rank is less than the RankLevel value. A maximum of 24 ranks can exist.
Example
:rpg_playerlevellessthan=24:state=10
This section describes the actions that apply to experience and ranks.
rpg_addplayerexperience=(XP)
This adds XP to the experience level of the player.
Example
:state=1:rpg_addplayerexperience=100
rpg_displayrank=(Boolean)
If set to 1, this command permanently displays the player‟s rank on the screen, if set to 0, the rank is hidden. If this command causes frame rate problems within your game, use rpg_showrank instead.
Example
:state=1:rpg_displayrank=1
rpg_getplayerexperience=(VariableName)
This copies the player‟s experience value to the RPGmod variable named.
Example
:state=1:rpg_getplayerexperience=XPVar
rpg_rankcontinueprompttype=(PromptType)
This defines the type of prompt used when the rank is displayed on screen.
PromptType = 0 – Press <ENTER> key,
PromptType = 1 – Click either of the mouse buttons,
PromptType = 2 – A timer is used.
Example
:state=1:rpg_rankcontinueprompt=2
rpg_showplayerexperience=(Xpos-Ypos-Centred-CentredX FontName-FontSize-Colour)
This displays the experience value of the player to the screen.
Xpos is the x-axis (or horizontal) position of the experience,
Ypos is the y-axis (or vertical) position of the experience,
Centred is a Boolean value of whether the experience is centred or not,
CentredX is a Boolean value of whether the experience is centred on the X-axis. If Centred is 0, then this value must also be 0.
FontName is the font to use to display the experience and the font must exist on the user‟s system,
FontSize is the size of the text in points,
Colour can either be set to b (blue), r (red), y (yellow) or w (white).
Example
:state=1:rpg_showplayerexperience=50-50-1-1 Verdana-22-brpg_showrank
This displays the current rank level of the player and remains on screen until the continue prompt is used.
Example
:state=1:rpg_showrank
rpg_subtractplayerexperience=(XP)
This removes XP from the experience level of the player.
Example
:state=1:rpg_subtractplayerexperience=100
rpg_usenegativerankingexperience=(Boolean) By default you can only have a minimum positive value for your "class." However, if you would like the class/rank/experience to take on a negative value you would use this to set it to do that. That way the player would have to dig himself out of the hole if he loses enough to take him into the negative values.
Example
:state=1:rpg_usenegativerankingexperience=1
You also are able to set the display to any color/font/size you want. Even the background colors can be different. You can also position the values of the player anywhere on the screen.
Want to learn more? Go to the link that is my sig. There you can download the UM PDF and puruse through the 198 pages of role playing possibilities using RPGmod with FPSC v1.19 (beta 3).