The column that states the required exp to gain a level? Very helpful lol
No, there is (was?) three column. The level, the required exp and the required "points". Knowing the required "points" to gain a level, you can easily determine the amount to add per exp ball (600)... So...
No, there is (was?) three column. The level, the required exp and the required "points". Knowing the required "points" to gain a level, you can easily determine the amount to add per exp ball (600)... So...
Check Albetros, it has the best expball calculations released to the public.
They aren't close.
They are directly reverse engineered from the client itself.
As mentioned already. The levexp.dat contains a column referencing 'time' required for the level. This number is used anywhere that exp is awarded (exp *****, offline training ground, etcetc)
Each full exp ball is 600 points of experience so you can simply take the points required for each level and keep looping/leveling till you run out of points.
Full calculations are public in albetros if you wanted the example though.
They are directly reverse engineered from the client itself.
As mentioned already. The levexp.dat contains a column referencing 'time' required for the level. This number is used anywhere that exp is awarded (exp *****, offline training ground, etcetc)
Each full exp ball is 600 points of experience so you can simply take the points required for each level and keep looping/leveling till you run out of points.
Full calculations are public in albetros if you wanted the example though.
I tired taking a look at yours but it confused me a tad bit.
Yours is slightly different than what I'm trying to get, which is the total amount of exp you get from the exp ball.
What I ended up with was close at the lower levels, but when your get over the 600 required, it didn't work.
I'm not sure how to continue.
I tired taking a look at yours but it confused me a tad bit.
Yours is slightly different than what I'm trying to get, which is the total amount of exp you get from the exp ball.
What I ended up with was close at the lower levels, but when your get over the 600 required, it didn't work.
I'm not sure how to continue.
Would you be able to help me over msn?
Code:
public UInt64 CalcExpBall(Byte Level, UInt64 CurExp, Double Amount)
{
if (Level >= Database.AllLevExp.Length)
return 0;
if (Level >= Database.AllLevTime.Length)
return 0;
UInt64 Exp = 0;
Int32 Time = (Int32)(600.00 * Amount);
if (CurExp > 0)
{
Double Pct = 1.00 - (Double)CurExp / (Double)Database.AllLevExp[Level];
if (Time > (Int32)(Pct * Database.AllLevTime[Level]))
{
Time -= (Int32)(Pct * Database.AllLevTime[Level]);
Exp += Database.AllLevExp[Level] - CurExp;
Level++;
}
}
while (Time > Database.AllLevTime[Level])
{
Time -= Database.AllLevTime[Level];
Exp += Database.AllLevExp[Level];
Level++;
if (Level >= Database.AllLevExp.Length)
return Exp;
if (Level >= Database.AllLevTime.Length)
return Exp;
}
Exp += (UInt64)(((Double)Time / (Double)Database.AllLevTime[Level]) * (Double)Database.AllLevExp[Level]);
return Exp;
}
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