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Level System 3 - Rerelease 3.4

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Joshua

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If anyone wants to try it out. I fixed the EXP Party Share as well as the EXP Split. The EXP even split ONLY works if party share is enabled! Back up your original LevelHandler.cs and replace it with this. Let me know how it works. I've tested it a few different ways and so far it seems to work.

In the configuration.cs change these options to true to test things out
C#:
        #region Party EXP Sharing
        public int PartyRange            = 15;        //When parties share exp, how close do they need to be to get it?
        public bool PartyExpShare        = false;    //False by Default: Do parties share exp?
      
        /* MUST ENABLE PartyExpShare for this to work!!! */
        public bool PartySplitExp        = false;    /*if parties share exp do they split it evenly? */
      
        #endregion
If you want my configuration.cs I've included that however the existing configuration.cs should already have the above options.
Also, you must have integrated the latest update which makes use of ExpPowerHour as that is referenced in the new levelhandler.cs

Also I wanted to know what the opinion is about having a restriction or limitation in place. A toon at level 40 tries taking a level 5 toon out for a power level, should that level 5 toon get less EXP because the kill was done by a level 40 toon? Guess that is a matter of balance.
 

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Joshua

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I had a question posted to me that I wanted to state my answer here as well. You are NOT required to use ALL the features involved. Since this package compiles without changes, you can choose what to use and what not to use based on the configuration.cs and the distro edits you choose to make. So just wanted to make sure that fact is known.
 
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Joshua

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Massive Updating Coming Soon, this will be the 'final' update. Anything after this will be for bug fixes and patches, no new features or enhancements will be added beyond this point as I will consider the project complete.

Here is a list of Changes, if anyone has any final thoughts for changes please speak now or forever hold your peace. =p
- Share EXP and Split EXP if Shared
- Mount Check completely redone from ground up and moved to Pet XML attachment (basemount.cs edit no longer needed)
- Moved the BaseCreature.cs WillKill to the XMLPlayerAtt, one edit no longer needed for basecreature
- Moved the Attach to Pet after tame to XMLPlayerAtt, one edit no longer needed for basecreature
- Added XMLPetAttacksBonus - special attacks that are granted to a pet (regardless of whatever creature they are, dog as an example) based on level.
Controls added to turn off specific or all special attacks and even change what level they become available at and the chance they can happen.
- Added a proper attachment that when attached to a weapon or armor, you can have it restrict access based on level, all you need to do is add the weapon name type to the attachment list, no modification needed to existing weapon. if course you are still welcome to use the weapon examples to make unique weapons. :)
Also added a toggle script that attaches the attachment to every weapon or armor in the game. So turning on and using is simple.
This was a feature enhancement request by Lokai, I just went a slight different direction.
- Added proper control for gaining EXP for a skill that is used. Certain skills were ommited since using them as passive would cause massive EXP gain.
- Bunch of other minor bugs and fixes.

Ultimately at this point, this system can be used to remove normal skill gain and stat gain mechanics and have it solely live on the levels.
The one thing I wanted to add but realized it could be more problematic is adding a proper stat reset coin for pets.

This update will be huge, merging is possible but since there is so much updated it might be better to just copy/replace. Also for existing installations you will need to revert some distro edits if you take the whole merge/download into use.
 

sahisahi

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Nice updates, i dont know would be good to have a clear exp table, like for X level you need X exp, im very bad at maths so... :D

each level it adds a +100 exp requierd to next level? i didnt tested long enough, thanks for the fixes!!!
 

Joshua

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Nice updates, i dont know would be good to have a clear exp table, like for X level you need X exp, im very bad at maths so... :D

each level it adds a +100 exp requierd to next level? i didnt tested long enough, thanks for the fixes!!!
So the way the system is currently set, here is the math.

Level 1 - Starting EXP to level is 100 EXP Points. that gets you to level 2.
Level 2 - From Level 2 Onward the math is

(Current Level * Multiplier = ToLevel for next Level. )
Scenario:
Level 2 going to level 3 and furhter.
(2 * 100 = 200)
(3 * 100 = 300)
and so on.

The Multiplier is increased by 200 all the way up to level 130. After Level 130 it's increased by 300 going upward.
The multipliers can be made smaller which I could include that as a modifiable table within configuration if it was desired to require less exp to level up a toon.
Also to note, the modifier is set to a large set of levels.

So Everything below level 20 gets a modifier of 100. Everything above level 20 but below level 40 gets a modifier of 200 and so on. Its structure is displayed in the levelhandler.cs itself.

Hope that answers your question.
 
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sahisahi

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I think theres a small bug, if you are in party and the other player is out of range, kills grants no exp.

Also the exppowerhour token only gives the exp boost to the player that has it. I think it would be better to give it to the whole party members :p
 
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Joshua

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I think theres a small bug, if you are in party and the other player is out of range, kills grants no exp.

Also the exppowerhour token only gives the exp boost to the player that has it. I think it would be better to give it to the whole party member
That first part is working correctly, if you want to extend the distance, the option is within Configuration.cs . Its default I believe was set to 15.

And the power hour token, I will look into it. It will for sure be a toggle if i do include it, would make it easy for players to power grind lower levels.
 
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sahisahi

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Maybe would also be nice to have an option to give exp to pet passively

The way it works: (by just having pet near you) each kill also gives exp to your pet.

In some mmorpgs pets doesnt even attack and they work like supportive a pet increasing player stats giving auras, etc.

thanks for your work
 
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Joshua

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Maybe would also be nice to have an option to give exp to pet passively

The way it works: (by just having pet near you) each kill also gives exp to your pet.

In some mmorpgs pets doesnt even attack and they work like supportive a pet increasing player stats giving auras, etc.

thanks for your work
In regards to the first feature request, that has already been add/tested and slotted for the next release. To expand on that, playermobile kills any creature and every pet currently in service of the playermobile (standing by or fighting) will receive EXP as well. Before it was based on which pet handled the kill. Now regardless of which pet kills, or if the Playermobile kills, all involved can now gain exp (toggles added of course) . To note, THIS ISN'T A SHARE EXP THING WHERE YOU GET LESS EXP PER PET! I really always disliked that about some games, each pet continues to get access to its own exp pool.

I did consider doing something like what you mentioned, an aura or bonus that is granted to the player mobile if within a certain range or just having the pet out. I already have a features file being pushed with usable features (only problem is the new attacks can also hurt innocents..) but i can see about putting in something like that.

Also on a previous post, the remaining exp needed to reach the next level is displayed on the expbar gump.
 
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eugenesa

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Hello ~! Is there a way to check user levels at once?
 

eugenesa

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You mean get a list of all players in a world, and identify what their levels are? or to simply bring up a users level?
That's right. I want to see all players' levels in a list
 

Joshua

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[xmlfind
look for XMLPlayerLevelAtt
I have not had a chance to look into this but that is true, the xmlfind is a good start. However I do not believe it will show the levels of players, just show that they have the attachment. I was going to see about constructing a 'management' gump that would achieve this goal. Maybe even tie the gump into the config itself (maybe!.. ) lol
 
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Joshua

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Getting ready to post the big version. I'm putting the current version that is available for download attached here in case anyone doesn't want to move up as this version is stable and doesn't have all the coming changes. The next version will be a big overhaul so that is why this is here.
 

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Joshua

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Joshua updated Level System 3 - Rerelease with a new update entry:

Final Update - Enjoy.

Welcome to the final update. Beyond this point no additional features will be added. Thank you to everyone that helped push this project forward. Any additional updates processed at this point will be bugs being patched out. So far everything is working as intended. Now for the warnings.

This update is huge, if this is your first time using this system or this is going into a server that has not had this system before, you can ignore this warning. If you are upgrading the system...
Read the rest of this update entry...
 

Joshua

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That was fast, first bug report. I will patch this into the main download a little later.
Bug: The Attachment PlayerAttloop expiration timer freezes after server restart. Deleting the attachment manually fixes it.
Simple work around or fix to the problem, create an eventsink that deletes the attachment on login so it can regenerate itself properly. Just drop this file in the level3 folder along side the attachment and restart, fixed.

Also with that in mind, if you want to kill one more distro edit, update the PlayerAttloop.cs as well, it will now grant exp for taming, which is OnAfterTame distro edit.
 

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sahisahi

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Did you made any changes to the exppowerhour token ? like i said in the previous posts, it only give boosted exp to the player that has it, would be cooler to the whole party
 

Joshua

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Did you made any changes to the exppowerhour token ? like i said in the previous posts, it only give boosted exp to the player that has it, would be cooler to the whole party
I did check into that possibility , and it would have required a complete rewrite of the current section to include that other statement without crashing. I opted not to include that change.
Post automatically merged:

One more patched file. all the currently mentioned files have been included in the mater zip. so far 2 bugs confirmed and patched out.
 

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Joshua

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I did check into that possibility , and it would have required a complete rewrite of the current section to include that other statement without crashing. I opted not to include that change.
Post automatically merged:

One more patched file. all the currently mentioned files have been included in the mater zip. so far 2 bugs confirmed and patched out.
Another note on the topic. I did think of a way this could be more possible without modding the original handler script. Edit the power hour token itself, so when it creates the attachment, it does a party check on the attachment part and attaches itself to anyone else in the party, which will cause them to benefit from it as well. that actually would be an easy change
Post automatically merged:

Okay, I know I said I would not do anymore features but this is an exception since it was an original request.
The token now does a party check and attaches the token to party members as well. This follows the same rules as far as being within range, if they are not in range they will not get the attachment. Welcome to expand on that, but thats what I did. lol.
 

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