English Xp needed for next level algoritm

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Avo
User
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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:
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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
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TimeQuesT
User
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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
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Avo
User
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any code?
19.04.12 09:33:21 pm
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TimeQuesT
User
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Just som Simple gayassshit (only one player example)
-->

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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);
          //Adds 15% + 100 constant xp add.
     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
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Jhony
User
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Fun Script :

Code:
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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

addhook("ms100","ms_hud")
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

addhook("objectkill","objectkill")
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
msg2(player,"©000255000Level up!@C")
parse("sv_sound2 "..id.." levelup.wav")
msg("©255075000"..player(id,"name").." reached "..level[player].." level!")
end
end

addhook("kill","ms_kill")
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
msg2(id,"©000255000Level up!@C")
parse("sv_sound2 "..id.." levelup.wav")
msg("©255075000"..player(id,"name").." reached "..level[id].." level!")
end
end

addhook("spawn","pl_spawn")
     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

addhook("spawn","spawn")
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

addhook("leave","save_leave")
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

addhook("die","save_die")
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

addhook("join","save_join")
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
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