[Release]Nearly Perfect Expball Calculations

11/29/2009 18:22 Arcо#1
I went and tested these calculations for expballs for the 5165 source.
I'll release them here.
Keep in mind that these are not perfect.
They are almost perfect.
Enjoy.
Code:
        public uint ExpBallExp
        {
            get
            {
                if (Level < 30)
                    return (uint)(15000 + Level * 430);
                else if (Level < 50)
                    return (uint)(40000 + Level * 430);
                else if (Level < 80)
                    return (uint)(30000 + Level * 500);
                else if (Level < 80)
                    return (uint)(30000 + Level * 600);
                else if (Level < 100)
                    return (uint)(30000 + Level * 700);
                else if (Level < 110)
                    return (uint)(30000 + Level * 900);
                else if (Level < 120)
                    return (uint)(30000 + Level * 1100);
                else if (Level < 125)
                    return (uint)(30000 + Level * 1500);
                else if (Level < 130)
                    return (uint)(30000 + Level * 1000);
                else
                    return (uint)(30000 + Level * 1000);
            }
        }
11/29/2009 18:25 Basser#2
Thanks for contributing something,
how ever please keep in mind there is a release section now! =D
11/29/2009 18:28 Arcо#3
Quote:
Originally Posted by Smythe94 View Post
Thanks for contributing something,
how ever please keep in mind there is a release section now! =D
Lmao you're right.
I thought that's the section I was in when I posted it.
Sorry.
#request move.
11/29/2009 18:34 -Shunsui-#4
Thanks :) 1 less thing i had to add,

FTW for the MP pots and HP Pots do you remmeber wat i gotah add to make it incase if your MP is already full not to remove the item

Ex..

#region MP Pots
case 1001000:
{
CurMP += 70;
RemoveItem(I);
break;
}

i was thinkin ading MaxMP += 70; but i think it will just add extra 70 HP to my Current Health
11/29/2009 18:35 sawickas#5
wats Wrong in his code
Quote:
#region Prize NPC
case 47:
{
if (Control == 0)
{
GC.AddSend(Packets.NPCSay("Helo i am Prize Npc wat Yuo want To do"));
GC.AddSend(Packets.NPCLink("Give MY My prize",1));
GC.AddSend(Packets.NPCLink("Nothing",255));
GC.AddSend(Packets.NPCSetFace(N.Avatar));
GC.AddSend(Packets.NPCFinish());
}
}
if (Control == 1)
{
GC.AddSend(Packets.NPCSay("Sorry you Dont hawe any prize in his server"));
GC.AddSend(Packets.NPCLink("Ok I see", 255));
GC.AddSend(Packets.NPCSetFace(N.Avatar));
GC.AddSend(Packets.NPCFinish());
}
}
break;
}
#endregion
Can any One tell My thanks
11/29/2009 18:35 Arcо#6
Quote:
Originally Posted by flako27 View Post
Thanks :) 1 less thing i had to add
Well if you use it give me a thanks please.
I'd appreciate it.
Quote:
Originally Posted by sawickas View Post
wats Wrong in his code Can any One tell My thanks
Post your own thread for it.
That's completely off topic to this thread.
11/29/2009 18:41 Basser#7
Quote:
Originally Posted by Tiku View Post
Well if you use it give me a thanks please.
I'd appreciate it.
Tbh, I think you should press thanks anyway, when somebody contributes something nice, no matter if you use it, for example if its for some other source, so you can't use it, you could still press thanks to show you respect his release.
11/29/2009 19:09 Huseby#8
#Moved
11/30/2009 09:36 Arcо#9
Quote:
Originally Posted by flako27 View Post
Thanks :) 1 less thing i had to add,

FTW for the MP pots and HP Pots do you remmeber wat i gotah add to make it incase if your MP is already full not to remove the item

Ex..

#region MP Pots
case 1001000:
{
CurMP += 70;
RemoveItem(I);
break;
}

i was thinkin ading MaxMP += 70; but i think it will just add extra 70 HP to my Current Health
Look in my Official 5165 Thread.
In my first post check out the spoilers.
I coded a fix to that.
12/01/2009 09:50 pro4never#10
Quote:
Originally Posted by flako27 View Post
Thanks :) 1 less thing i had to add,

FTW for the MP pots and HP Pots do you remmeber wat i gotah add to make it incase if your MP is already full not to remove the item

Ex..

#region MP Pots
case 1001000:
{
CurMP += 70;
RemoveItem(I);
break;
}

i was thinkin ading MaxMP += 70; but i think it will just add extra 70 HP to my Current Health
if CurMp <= MaxMp
delete = false
else
curMp += 70
if curMp > maxMp
curMp = maxMp
delete = true
break


or however your particular source handles deleting or not deleting an item. Simply check if hp is full already, if so don't delete it (also print out a msg to the player would be a handy lil addition). If it's not full, add the hp
12/01/2009 12:40 PeTe Ninja#11
What's the 5165 source?
12/01/2009 13:19 Arcо#12
Quote:
Originally Posted by PeTe Ninja View Post
What's the 5165 source?

I believe its Tanel's source.
It as made public about a week or two ago.
12/01/2009 19:46 Basser#13
Quote:
Originally Posted by Tiku View Post

I believe its Tanel's source.
It as made public about a week or two ago.
Sadly, that is true.
12/02/2009 11:34 Arcо#14
Quote:
Originally Posted by Smythe94 View Post
Sadly, that is true.

Yeah, I hate to see someone's hard worked leaked out like that.
12/02/2009 13:38 _Emme_#15
Quote:
Originally Posted by Tiku View Post

Yeah, I hate to see someone's hard worked leaked out like that.
Hard work? I had that source for some months now, haven't changed a bit. All it is really is a LOTF source with different variable name and a higher patch, that's about it. For the important stuffs, he's doing it pretty much the same, really.

The source is crap, not alot better than LOTF.