Part of the free script pack that Taz released.
Using "RC_Core.rcm" ; Default equipped items change script for player characters ; You may alter this script however you like, but DO NOT RENAME OR DELETE IT ; The entry function for this script is always "Main" ; The context actor for the script is null ;Basic Equip change strength only ; you will need to add a check so that attribute given in level up will be regiven here. Function Main() Player = Actor() Playerlvl% = ActorLevel(Player) Playerstr% = Attribute(Player, "Strength") Playerstatstr% = 0 PName$ = Name(Player) PHuman% = ActorIsHuman(Player) ;------------------------------------------------------------------------------------------------------- ; ITEM STRENGTH CHECK ;------------------------------------------------------------------------------------------------------- Feetstr% = ItemAttribute(ActorFeet(Player), "Strength") Handsstr% = ItemAttribute(ActorHands(Player), "Strength") Legsstr% = ItemAttribute(ActorLegs(Player), "Strength") Cheststr% = ItemAttribute(ActorChest(Player), "Strength") Shieldstr% = ItemAttribute(ActorShield(Player), "Strength") Hatstr% = ItemAttribute(ActorHat(Player), "Strength") Weaponstr% = ItemAttribute(ActorWeapon(Player), "Strength") ResultCheststr% = ActorChest(Player) ResultHatstr% = ActorHands(Player) ResultWeaponstr% = ActorWeapon(Player) ResultFeetstr% = ActorFeet(Player) ResultHandsstr% = ActorHands(Player) ResultLegsstr% = ActorLegs(Player) ResultShieldstr% = ActorShield(Player) If (Playerstatstr >= 0) playercurentstatstr = Playerstatstr Endif playertotalstr% = playercurentstatstr + 1 Playerlvlstr% = Feetstr + Handsstr + Legsstr + Cheststr + Shieldstr + Hatstr + Weaponstr + playertotalstr ; Player health @ x lvl with gear on If (ResultCheststr = 1) newPlayerstr% = Attribute(Player, "Strength") SetMaxAttribute(Player, "Strength", newPlayerstr) SetAttribute(Player, "Strength", newPlayerstr) Else SetMaxAttribute(Player, "Strength", + Playerlvlstr) SetAttribute(Player, "Strength", + Playerlvlstr) EndIf If (ResultHatstr = 1) newPlayerstr% = Attribute(Player, "Strength") SetMaxAttribute(Player, "Strength", newPlayerstr) SetAttribute(Player, "Strength", newPlayerstr) Else SetMaxAttribute(Player, "Strength", + Playerlvlstr) SetAttribute(Player, "Strength", + Playerlvlstr) EndIf If (ResultWeaponstr = 1) newPlayerstr% = Attribute(Player, "Strength") SetMaxAttribute(Player, "Strength", newPlayerstr) SetAttribute(Player, "Strength", newPlayerstr) Else SetMaxAttribute(Player, "Strength", + Playerlvlstr) SetAttribute(Player, "Strength", + Playerlvlstr) EndIf If (ResultFeetstr = 1) NewPlayerstr% = Attribute(Player, "Strength") SetMaxAttribute(Player, "Strength", newPlayerstr) SetAttribute(Player, "Strength", NewPlayerstr) Else SetMaxAttribute(Player, "Strength", + Playerlvlstr) SetAttribute(Player, "Strength", + Playerlvlstr) Endif If (ResultHandsstr = 1) NewPlayerstr% = Attribute(Player, "Strength") SetMaxAttribute(Player, "Strength", newPlayerstr) SetAttribute(Player, "Strength", NewPlayerstr) Else SetMaxAttribute(Player, "Strength", + Playerlvlstr) SetAttribute(Player, "Strength", + Playerlvlstr) Endif If (ResultLegsstr = 1) NewPlayerstr% = Attribute(Player, "Strength") SetMaxAttribute(Player, "Strength", newPlayerstr) SetAttribute(Player, "Strength", NewPlayerstr) Else SetMaxAttribute(Player, "Strength", + Playerlvlstr) SetAttribute(Player, "Strength", + Playerlvlstr) Endif If (ResultShieldstr = 1) NewPlayerstr% = Attribute(Player, "Strength") SetMaxAttribute(Player, "Strength", newPlayerstr) SetAttribute(Player, "Strength", NewPlayerstr) Else SetMaxAttribute(Player, "Strength", + Playerlvlstr) SetAttribute(Player, "Strength", + Playerlvlstr) Endif End Function