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Gives EXP in percentage


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Posted
3 hours ago, Haziel said:

Short answer: yes.
Long answer: get player variables:
 


Zeny        - Amount of Zeny.
Hp          - Current amount of hit points.
MaxHp       - Maximum amount of hit points.
Sp          - Current spell points.
MaxSp       - Maximum amount of spell points.
StatusPoint - Amount of status points remaining.
SkillPoint  - Amount of skill points remaining.
BaseLevel   - Character's base level.
JobLevel    - Character's job level.
BaseExp     - Amount of base experience points.
JobExp      - Amount of job experience points.
NextBaseExp - Amount of base experience points needed to reach the next level.
NextJobExp  - Amount of job experience points needed to reach the next level.
Weight      - Amount of weight the character currently carries.
MaxWeight   - Maximum weight the character can carry.
Sex         - 0 if female, 1 if male.
Class       - Character's job.
Upper       - 0 if the character is a normal class, 1 if advanced, 2 if baby.
BaseClass   - The character's 1-1 'normal' job, regardless of Upper value.
              For example, this will return Job_Acolyte for Acolyte, Priest/Monk,
              High Priest/Champion, and Arch Bishop/Sura. If the character has not
              reached a 1-1 class, it will return Job_Novice.
BaseJob     - The character's 'normal' job, regardless of Upper value.
              For example, this will return Job_Acolyte for Acolyte,
              Baby Acolyte, and High Acolyte.
Karma       - The character's karma. Karma system is not fully functional, but
              this doesn't mean this doesn't work at all. Not tested.
Manner      - The character's manner rating. Becomes negative if the player
              utters words forbidden through the use of 'manner.txt' client-side
file.

Check player level, calculate the amount of exp for next level, calculate how many points is 25%, give experience.

bonusEXP = (BaseExp+NextBaseExp)*.25;

BaseExp=BaseEXP+bonusEXP;

 

*not the actual code but should give you the idea on how to implement this.

  • Upvote 1
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Posted

Short answer: yes.
Long answer: get player variables:
 

Zeny        - Amount of Zeny.
Hp          - Current amount of hit points.
MaxHp       - Maximum amount of hit points.
Sp          - Current spell points.
MaxSp       - Maximum amount of spell points.
StatusPoint - Amount of status points remaining.
SkillPoint  - Amount of skill points remaining.
BaseLevel   - Character's base level.
JobLevel    - Character's job level.
BaseExp     - Amount of base experience points.
JobExp      - Amount of job experience points.
NextBaseExp - Amount of base experience points needed to reach the next level.
NextJobExp  - Amount of job experience points needed to reach the next level.
Weight      - Amount of weight the character currently carries.
MaxWeight   - Maximum weight the character can carry.
Sex         - 0 if female, 1 if male.
Class       - Character's job.
Upper       - 0 if the character is a normal class, 1 if advanced, 2 if baby.
BaseClass   - The character's 1-1 'normal' job, regardless of Upper value.
              For example, this will return Job_Acolyte for Acolyte, Priest/Monk,
              High Priest/Champion, and Arch Bishop/Sura. If the character has not
              reached a 1-1 class, it will return Job_Novice.
BaseJob     - The character's 'normal' job, regardless of Upper value.
              For example, this will return Job_Acolyte for Acolyte,
              Baby Acolyte, and High Acolyte.
Karma       - The character's karma. Karma system is not fully functional, but
              this doesn't mean this doesn't work at all. Not tested.
Manner      - The character's manner rating. Becomes negative if the player
              utters words forbidden through the use of 'manner.txt' client-side
file.

Check player level, calculate the amount of exp for next level, calculate how many points is 25%, give experience.

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