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ah...I dont know what you mean, do you want the xp bar as mana for magic or what?, explain more.
on level change:
set player's level to {%loop-player%.rpg.level}
Nice! and do you know experience, too?You can set it normally. For example:
Code:on level change: set player's level to {%loop-player%.rpg.level}
It's just an example. There are many ways, however he would be albe to enchant infinitely with this. I hope i helped you
Not sure if there is on experience change function. You can try using level progression check once every x minutes, however it would be more resource demanding.Nice! and do you know experience, too?
Thanks. ok, i will try it.Not sure if there is on experience change function. You can try using level progression check once every x minutes, however it would be more resource demanding.
every 1 minute:
Loop all players:
Loop 15 times:
wait 4 seconds
set level of loop-player to {%loop-player%.rpg.level}
{RPG::level::%player%}
A was looking for it on docs and found nothing, so thanks. Also using player at start of var is better in many ways. As you have player variables, lists, and it'sreource more demanding to loop list with variables and then use them. Im on tablet so dont mind whatever i type incprrecgly..There is an experience change event for that. Also, @Rettox I wouldn't recommend to use the player at the start of the variable name, Skript itself send a warn about that, I would use some variable like:
code_language.skript:{RPG::level::%player%}
No, it's a lot better to use a list variable and put the player's name (or its UUID) as the index such as it makes you able to do:Also using player at start of var is better in many ways
loop {RPG::level::*}:
#the loop-index would be the player and the loop-value the level of that player