A leveling system that is customizable in virtually every way I could think of.
The map provided includes the newest version of the library. However, you can download the library individually by going to the files tab and finding the latest version.
How to use:
1. Decide whether you're going to use upgrades, catalogs, upgrade/catalog combo. or a behavior/upgrade combo. If not using catalogs it is best to remove the catalog category and unit decision definition. This will reduce lag by a significant margin.
2. Follow my (supposedly) easy to follow comment trail. This will lead you on the path to setting it up.
2A. Use the Set Action Definition to set any variables in-game that I had not.
3. Make some sort of EXP system that runs when the player should level (Examples provided in the map. But a basic "On unit death" is preferred.)
4. some tweaking is needed to begin with. But not too much I imagine.
5. Search through the example map provided for more information on how to set it up in-game.
How It Works:
Behind the scenes is less complicated then it is simplified to an overly convoluted level.
Basically, when you gain EXP, you have to Calculate EXP and that will add the EXP value of the killed unit, and then run the trigger that decides if you should level.
When the player will level the Decide Whether Player Should Level action definition will increase all leveling values by a constant as well as upgrade the unit using either catalogs or upgrades. Note that you can remove the boss bars change the level values of armor, weapons, etc for the same feel, probably with less lag.
I could go over all the mechanics, but I think seeing is better than hearing. Poke around and see what you find.
- Do not use any local behaviors, upgrades, units or players. Make sure to make variables first and call what you need that way. While it shouldn't bug out if you do, it does.