Level Manager #
This is our quick walkthrough of the skill level manager:
Want to know how to add the Ability, Level Manager and Unlock/Techtree System into MST Pro v3?
Also check our quick walktrough
I also made this custom migration video of the level manager:
And a use case on how to adapt such an system (We did implement this feature by default, but it is still good to learn from this video):
Core Principles of the Level Manager #
The level and skill manager has a couple of main functions:
- Define which skills there are.
- Keep track of key statistics:
- Current level
- Current XP
- Current maximum XP in level
- Total accumulative XP
- Progress percentage
- Awarded Skill Points
- Maximum achievable level
- Has it reached the maximum level
- XP Growth factor
- Add XP to a specific skill from wherever you want.
- Determine how much xp is required for the next level
(based on an algorithm so it is expanding gradually, but not too much.)- You can change this easily by tweaking the level growth factor.
You can do this for all skills or per specific skill.
- You can change this easily by tweaking the level growth factor.
- UI functionality for XP gains
Please note that in our newest version, we use gameplay tags instead of the enum.
Gain XP per specific action: #
You can setup to gain XP anywhere in your game to add XP for a certain skill.
- call the Add XP Event on the skill and level manager
- provide which skill to add XP to
- How much XP should be added from the action.
- And if it should count to the cumulative XP (In most cases true)

- Craft a copper, iron, and steel ingot in this smelter.
- For copper you gain 5xp
- Iron 7.5 xp
- Steel 10xp
Please do note that when you drop the item from your inventory, you are not able to gain new XP.

Data table driven XP gain: #

- You can setup an inventory item to have items assign XP and level information.
- Gain XP for picking this up to foraging.
- Gain XP for crafting this item.
- This level required for using this item.
- Etc.

Level Requirements for actions such as equipping: #
- You can assign level requirements
for being able to perform an action on an item like equipping. - For instance, this sword required character level 2 to be equipped.
Check it out!

Level Calculation: #
I’ve created an algorithm to determine what the next level XP is.

I’ve also included an excel so you can see how the XP flows for each level so you can determine what is best for you:. Please check the documentation folder in the discord.

