Author Topic: Leveling system (again)  (Read 841 times)

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Offline shantec

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Leveling system (again)
« on: July 10, 2008, 06:50:44 am »
Hee, i made a leveling system (I MADE IT NO COPYING!!!)
The script is fully working, but my "GetEP" and "MaxEP" are just too boring...

Well, my MaxEP is:

function MaxEP(ID: byte): integer;
begin
   Result := 5000 + (soldier[ID].level * 7000 div 2); (// the MaxEP is increased with some amount every level o.O)
end;


And GetEP is:

procedure blalabla...
begin
  AddEP := 1000; //Yep, always i do a kill, i get 1000 ep, boring huh?
... blablabla

So, what im asking for you, is to make / tell a better idea for those two. Maybe something what have something to do with victim/killer levels ;)
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Lol Happles (happy apples)

Offline As de Espada

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Re: Leveling system (again)
« Reply #1 on: July 10, 2008, 07:22:20 am »
ok, first of all I would do an exponential thing like...
maxep = soldier[ID].level*soldier[ID].level*1000
this way maximum lvl would be like 5 or 6, would be better if you don't reset the ep each time, then would be something like 8, maybe 9 in ctf_Kampf ^^

or maybe that fibonacci thing.

to gain ep I would multiply the lvl difference
addep:= 900+100*lvl difference
if addep<0 then addep:=0

something like that
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Offline shantec

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Re: Leveling system (again)
« Reply #2 on: July 10, 2008, 02:20:20 pm »
Pfff, actually i was never gonna reset the ep / levels ::) (accounts)
But, ill test that, adn see if i like it :D
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Offline As de Espada

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Re: Leveling system (again)
« Reply #3 on: July 10, 2008, 04:00:24 pm »
note that the lvl difference multiplyer should be incrased if you get more advantages when you upgrade a lvl.
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Offline DorkeyDear

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Re: Leveling system (again)
« Reply #4 on: July 10, 2008, 08:45:13 pm »
Experience gained depending on the difference of ur level and the level of the person u killed... # < 0 = point < 1000; diff > 0 = > 1000 points