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label level_upp:

   if klass == "warrior":
       # rise to lvl 2
       if experience >= 100 and level == 1:
           $ level += 1
           $ strenght += 2
           $ inteligence += 1
           $ constitution += 2
           $ charisma += 1
           $ dexterity += 2
           "Congratulations!"
           "You have leveled up!!"
           "You are now lvl %(level)d!"
       
       # rise to lvl 3
       if experience >= 250 and level == 2:
           $ level += 1
           $ strenght += 2
           $ inteligence += 1
           $ constitution += 2
           $ charisma += 1
           $ dexterity += 2
           $ dice += 1
           "Congratulations!"
           "You have leveled up!!"
           "You are now lvl %(level)d!"
       # rise to lvl 4
       if experience >= 500 and level == 3:
           $ level += 1
           $ strenght += 2
           $ inteligence += 1
           $ constitution += 2
           $ charisma += 1
           $ dexterity += 2
           "Congratulations!"
           "You have leveled up!!"
           "You are now lvl %(level)d!"
   elif klass == "cleric":
       # rise to lvl 2
       if experience >= 100 and level == 1:
           $ level += 1
           $ strenght += 2
           $ inteligence += 1
           $ constitution += 2
           $ charisma += 1
           $ dexterity += 2
           "Congratulations!"
           "You have leveled up!!"
           "You are now lvl %(level)d!"
   elif klass == "bard":
       # rise to lvl 2
       if experience >= 100 and level == 1:
           $ level += 1
           $ strenght += 2
           $ inteligence += 1
           $ constitution += 2
           $ charisma += 1
           $ dexterity += 2
           "Congratulations!"
           "You have leveled up!!"
           "You are now lvl %(level)d!"
       # rise to lvl 3
       if experience >= 250 and level == 2:
           $ level += 1
           $ strenght += 2
           $ inteligence += 1
           $ constitution += 2
           $ charisma += 1
           $ dexterity += 2
           $ dice += 1
           "Congratulations!"
           "You have leveled up!!"
           "You are now lvl %(level)d!"
   elif klass == "mage":
       # rise to lvl 2
       if experience >= 100 and level == 1:
           $ level += 1
           $ strenght += 2
           $ inteligence += 1
           $ constitution += 2
           $ charisma += 1
           $ dexterity += 2
           "Congratulations!"
           "You have leveled up!!"
           "You are now lvl %(level)d!"
       # rise to lvl 3
       if experience >= 250 and level == 2:
           $ level += 1
           $ strenght += 2
           $ inteligence += 1
           $ constitution += 2
           $ charisma += 1
           $ dexterity += 2
           $ dice += 1
           "Congratulations!"
           "You have leveled up!!"
           "You are now lvl %(level)d!"
   elif klass == "rouge":
       # rise to lvl 2
       if experience >= 100 and level == 1:
           $ level += 1
           $ strenght += 2
           $ inteligence += 1
           $ constitution += 2
           $ charisma += 1
           $ dexterity += 2
           "Congratulations!"
           "You have leveled up!!"
           "You are now lvl %(level)d!"
       # rise to lvl 3
       if experience >= 250 and level == 2:
           $ level += 1
           $ strenght += 2
           $ inteligence += 1
           $ constitution += 2
           $ charisma += 1
           $ dexterity += 2
           $ dice += 1
           "Congratulations!"
           "You have leveled up!!"
           "You are now lvl %(level)d!"


   return

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