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Neeknog's post in Any solution to put the player level on a variable? was marked as the answer
So, you would still need to use the on level up common event to record the players current level by adding 1 to the variable every time the player levels. Name this player variable something like Players_Current_Level and start recording that data. Because your player starts off at level 1, and all variables start off as 0 your going to want to create an event that auto triggers for the players first time logging in to set the variable to 1, and then never run again.
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Once you have your players level being recorded and updated on each level up, you can setup a player variable and call it something like Player_lvl_Before_Class_Switch or whatever you want to call it. So now you player goes and talks to an npc event to switch their class. When they do this within the even select Set variable, and set Player_lvl_Before_Class_Switch to equal Players_Current_Level. This will set your new variable to equal the players level when they made the class switch and never change unless you make it change. Now you can refer to the players level that they were when they were the old class. Depending on how many levels a player could be, the next part could get very tiresome.
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The event that allows them to revert back to their old class and level would be setup up with conditional branches that check the variable you set for Player_lvl_Before_Class_Switch. So if Player_lvl_Before_Class_Switch = 1, then change level to 1, if Player_lvl_Before_Class_Switch = 2, then change level to 2 ex. These would all have to be manually set so high level caps and many classes would make this not so worth it.
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There might be a much easier way to go about this with the events, but this is how I figured it out.
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I would just tell my players to create a second character, this way their old class and level would still be accessible on their other character and they could still try a new class.
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Neeknog's post in New Skills was marked as the answer
I would assume it would be better to hard code this feature. Although it can be mainly achieved via events.
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Neeknog's post in chat bubble was marked as the answer
Well I wouldn't delete it, it might cause the engine to error. I would open it in Photoshop, clear the image and leave a blank transparent background. Then the engine will not display anything.
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Neeknog's post in Limit for stacked up items? was marked as the answer
This might be a source edit, im not sure what the limit is set to currently. But if you allow them to have up to 9,999 potions why are you even worried about setting a limit? Are your potions 1gp each?
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Neeknog's post in Economy. was marked as the answer
In the intersect editor, select content editors and select class editor. Here you can create classes and determine which classes start with which items. So you can have characters start with cash. As for npcs that drop money, Select npc editor in the content editor drop down menu. Create and npc and within the editor is options to add items that drop upon death.
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Neeknog's post in Pick up items? was marked as the answer
The action button in intersect is E I believe. This is used for attacking, interacting with events, resources, crafting tables and picking up items when standing over them.
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Neeknog's post in Resource Editor was marked as the answer
Its an easy built in way to create gathering skills. You have a required tool to gather the resource, such as a fishing pole to obtain fish. The Resource gets a set health. The player attacks it until the health is depleted, when this happens the player receives a set item. In this instance the player would receive a fish.
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Neeknog's post in Connecting maps without connecting grid was marked as the answer
If you open your world map in photoshop you can adjust the image size by percentage. If you type in ten percent in photoshop it will scale it down to ten percent of the original image size. This is what I have been doing.
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Neeknog's post in Custom Tiles | Question was marked as the answer
If you are speaking of the intersect engine it is now alpha layers. This means you would have to open your tileset in an image editor such as photoshop and remove all of the color that is there. Whatever color it is, and make it transparent and then export your tileset as a .png. If your speaking of an eclipse/mirage based engine then refer to nates response.
