#Rank System [Progression Level]

1 messages · Page 1 of 1 (latest)

vestal tapir
#

I have a pvp game. I've made progression level table which includes 50 levels. When a player reaches level 1, they are awarded the rank "Rookie" above their head, and unlock new abilities. At level 6, player is awarded the rank "Petty Criminal" rank above their head and unlocked more abilities, and it just goes on exponentially up to level 50. The issue I'm having with this is that I don't know how to make it so that once a player reaches a certain level, they are actually given the reward and everything that comes with that reward, (Rank above head, money, etc.). Can anyone help me with this by briefly explaining how I would make such a system function properly?

rugged zealot
#

You’d use the event “level reached” as well as the circuits associated to the level progression data table like data table read cell used with the context of the level reached data

#

From there, you’d used the “grant rewards” chip to actually give the player the rewards from the associated level

vestal tapir
rugged zealot
#

Place an event receiver and configure it to “level reached” this even fires whenever you reach a new room level

The context it gives is an Int, this number represents the level you have reached

From there, place a “data table read cell” chip, configure it and set it to whatever your rewards Column is within your room levels data table, this chip will display whatever reward is available within that column for the desired configuration assuming it’s receiving an Int input (that is the level from the level reached event)

#

So if you reach level 5, it will display whatever reward you have at level 5, from there, place “grant reward” chip, and connect the reward data from the “data table read cell” to the “grant reward” chip

And lastly connect the “level reached” execution port to the “grant reward” chip

#

If you have several rewards for the same level, lmk and I’ll explain how you’d go about setting that up, it’s a little different but still roughly the same premise

vestal tapir
#

Thank you for the thorough explanation, and yes I'd like you to explain how to setup multiple rewards for the same level please

rugged zealot
#

Place another “data table read cell” for each reward column you have and wire them up to the “level reached” event like the first one, now place a “list create” chip, and configure this and add as many ports as you have rewards

(Let’s say you have 3 rewards total, you’d add just 1 extra port as the list create has 2 by default)

Now place a “for each” chip connect the “list” port on the left side to that List create you’ve place, and the “item” port on the for each to the reward port on the “grant reward” chip, for the executions, connect the “level reached” into the for each, and use the “loop” port now with the “grant rewards” what this will do is execute through the given list for each valid item within the list (so it will grant everything inside that list you’ve provided)

Note: don’t worry if your reward has no actual reward in that level, it will still work perfectly fine

vestal tapir
#

Okay, now how would I go about actually directly giving the player their reward? The reward is they're new rank that they just got from a reward, and how do I make that rank stay above their head everytime they join, until they obtain the next rank and get the next rank level above their head?

rugged zealot
#

You can’t physically grant users words above their head with a reward, you can however detect what they they are and save text inside a cloud variable however

So you’d need the following

•execution Int switch
•value Int switch
•sting variable (configured to cloud)
•player world UI constant
•enable world UI
•set world UI text value

This image below should be what your system looks like now, simply follow through and you should be able to make what you’d need

The chips in orange are the new chips for detecting your rank index, the green chips are for when joining, it will immediately display the rank above users heads