Here's I did it in my Ninja Mod.
Code:
#define CLASS_NOTHING 0
#define CLASS_TANK 1
#define CLASS_SWIFT 2
#define CLASS_SHADOW 3
#define CLASS_HEALER 4
#define CLASS_SHINOBI 5
#define MAXCLASSES 6
Code:
new PlayerClass[33]
new PlayerXP[33]
new PlayerLevel[33]
new const CLASSES[MAXCLASSES][] = {
"None",
"Tank",
"Swift",
"Shadow",
"Healer",
"Shinobi"
}
new msgtext
new const LEVELS[10] = {
100,
200,
400,
800,
1600,
3200,
6400,
12800,
25600,
51200
}
Code:
register_event("ResetHUD","newround","b")
Code:
public newround(id)
{
new attacker = read_data(1)
ShowHUD(attacker)
if(get_cvar_num("amx_ninjaon") == 0)
{
return PLUGIN_HANDLED
}
//Strong Class
if(PlayerLevel[id] == 1 && PlayerClass[id] == CLASS_STRONG)
{
set_user_health (id,125)
cs_set_user_armor(id,20,CS_ARMOR_KEVLAR)
return PLUGIN_CONTINUE
}
if(PlayerLevel[id] == 2 && PlayerClass[id] == CLASS_STRONG)
{
set_user_health (id,150)
cs_set_user_armor(id,40,CS_ARMOR_KEVLAR)
return PLUGIN_CONTINUE
}
//Etc.
return PLUGIN_CONTINUE
}
It's REAL cumbersome that way, once you get over like 10 levels. Which is why I'm switching to an upgrde menu.