//Update is called once per frame void Update() { _player.StatUpdate(); if (_player.Exp != jScript.currentEXP) { _player.ExpToLvl = jScript.currentNEXT; Debug.Log(_player.ExpToLvl); if (addExp) { _player.AddExp(10); addExp = false; } Debug.Log(_player.Exp); _player.CalculateLevel(); if (_player.LevelUp) { Debug.Log("inside levelup if"); _player.LevelUp = false; Debug.Log(_player.LevelUp); jScript.currentLV++;; jScript.currentEXP = 0; jScript.fullHP += jScript.startATK * (Mathf.CeilToInt(jScript.currentLV / 2)); jScript.currentHP = jScript.fullHP; jScript.fullMP += jScript.startINT * (Mathf.CeilToInt(jScript.currentLV / 2)); jScript.currentMP = jScript.fullMP; jScript.currentNEXT = (int)(_player.ExpToLvlBase * _player.ExpModifier); jScript.levelUpATK += (int)(jScript.startATK * _player.StatModifier); jScript.levelUpINT += (int)(jScript.startINT * _player.StatModifier); jScript.levelUpAGI += (int)(jScript.startAGI * _player.StatModifier); if (jScript.currentLV % 5 == 0) { jScript.levelUpLCK += 1; } _player.ExpToLvl = jScript.currentNEXT; _player.ExpToLvlBase = _player.ExpToLvl; } } //remove dream special effects once dream sequence is over if (PlayerPrefs.GetInt("Story Progress") >= 9) { foreach (GameObject flare in GameObject.FindGameObjectsWithTag("dreamflare")) { Destroy(flare); } } }