# Xp needed for next level algoritm

4 replies
Goto Page
1
Avo
User
Offline
I always have got the same problem: how to create function with algoritm of xp needed for next level...

It's my idea, but I'm interesting if it can be done by another (easier) solution:
Code:
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
lvl=array(32,1)
xp=array(32,0)
nlvlxp=array(32,0)
up=200
function next_lvlxp(id)
nlvlxp[id]=0
for i=1,lvl[id] do
nlvlxp[id]=nlvlxp[id]*up+up*10+nlvlxp[id]
end
if xp[id]>nlvlxp[id] then
lvl[id]=lvl[id]+1
msg2(id,"Level up!@C")
next_lvlxp(id)
end
end

Have you got any ideas?
19.04.12 09:16:00 pm
TimeQuesT
User
Offline
multiply needed xp every levelup by 115%(example)
edited 1×, last 19.04.12 09:25:02 pm
Muh
19.04.12 09:17:33 pm
Avo
User
Offline
any code?
19.04.12 09:33:21 pm
TimeQuesT
User
Offline
Just som Simple gayassshit (only one player example)
-->

Code:
1
2
3
4
5
6
7
8
9
10
11
12
13
iConstLevelXp = 100;
iNextLevelXp = 100;
iCurrentXp = 0;
iLevel = 1;

function vIncreaseLevel() //you can add id parameters here if you're using tables/arrays
iCurrentXp = iCurrentXp + 10;
if (iCurrentXp>=iNextLevelXp) then
iLevel = iLevel + 1;
iNextLevelXp = (iNextLevelXp + (iNextLevelXp*0.15) + iConstLevelXp);
end
end

edit sample:
Player got 100XP
-->
Yay LevelUp !
-->
Now he needs 215xp to gain a new level.
Muh
19.04.12 10:08:44 pm
Jhony
User
Offline
Fun Script :

Code:
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
function initArray(m)
local array = {}
for i = 1, m do
array[i]=0
end
return array
end
level=initArray(32)
exp=initArray(32)
asd=initArray(32)

function string.split(text,b)
local cmd = {}
if b then
b = b
else
b = "%s"
end
b = "[^"..b.."]+"
for o in string.gmatch(text,b) do
table.insert(cmd,o)
end
return cmd
end

function ms_hud()
for id = 1,32 do
if (player(id,"exists")) then
asd[id]=123*level[id]+1
parse('hudtxt2 '..id..' 48 "©000255000Server Level: '..level[id]..' " 13 117')
parse('hudtxt2 '..id..' 49 "©000255000Server Exp: '..exp[id]..'/'..asd[id]..' " 13 129')
end
end
end

function objectkill(id,player)
if exp[player] < asd[player] then
exp[player]=exp[player]+15
end
if exp[player] == asd[player] or exp[player] > asd[player] then
exp[player]=0
level[player]=level[player]+1
parse("sv_sound2 "..id.." levelup.wav")
end
end

function ms_kill(id)
if exp[id] < asd[id] then
exp[id]=exp[id]+20
end
if exp[id] == asd[id] or exp[id] > asd[id] then
exp[id]=0
level[id]=level[id]+1
parse("sv_sound2 "..id.." levelup.wav")
end
end

function pl_spawn(id)
if level[id] < 4 then
id=image("gfx/flare2.bmp",0,0,132+id)
imagecolor(id,255,255,0)
imageblend(id,1)
imagealpha(id,0.5)
elseif level[id] >=4 and level[id] <7 then
id=image("gfx/soldier.bmp",0,0,132+id)
imagecolor(id,255,100,255)
imageblend(id,1)
imagealpha(id,0.5)
elseif level[id] >=7 and level[id] <11 then
id=image("gfx/nkiller.bmp",0,0,132+id)
imagecolor(id,100,100,100)
imageblend(id,1)
imagealpha(id,0.5)
elseif level[id] >=11 and level[id] < 16 then
id=image("gfx/vkiller.bmp",0,0,132+id)
imagecolor(id,255,0,255)
imageblend(id,1)
imagealpha(id,0.5)
elseif level[id] >=16 and level[id] < 21  then
id=image("gfx/boss.bmp",0,0,132+id)
imagecolor(id,0,255,255)
imageblend(id,1)
imagealpha(id,0.5)
elseif level[id] >=21 then
id=image("gfx/TDT.bmp",0,0,132+id)
imagecolor(id,255,0,0)
imageblend(id,1)
imagealpha(id,0.5)
end
end

function spawn(id)
if level[id] > 4 and level[id] < 10 then
id=image("gfx/vkillerc.png",1,0,100+id)
imageblend(id,0)
imagealpha(id,0.5)
elseif level[id] >= 10 and level[id] < 15 then
id=image("gfx/bossc.bmp",1,0,100+id)
imageblend(id,0)
imagealpha(id,0.5)
elseif level[id] >= 15 then
id=image("gfx/tdtc.png",1,0,100+id)
imageblend(id,0)
imagealpha(id,0.5)
end
end

function save_die(id)
if (player(id,"usgn")>0) then
io.output(io.open("sys/lua/saves/"..player(id,"usgn")..".txt","w+"))
io.write(exp[id].." "..level[id])
io.close()
end
end

function save_die(id)
if (player(id,"usgn")>0) then
io.output(io.open("sys/lua/saves/"..player(id,"usgn")..".txt","w+"))
io.write(exp[id].." "..level[id])
io.close()
end
end

function save_join(id)
if (player(id,"usgn")>0) then
for line in io.lines("sys/lua/saves/"..player(id,"usgn")..".txt") do
line = line:split()
local ms_exp = tonumber(line[1])
local ms_level = tonumber(line[2])
level[id]=ms_level
exp[id]=ms_exp
end
end
end

change the imagens , for your options
create a past in ("sys/lua")
nome of past : saves
enjoy
sry inglish
1
﻿