allow players over level 100 to accrue more xp regardless
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@ -71,11 +71,16 @@ static stock
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/* ** Important ** */
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/* ** Important ** */
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stock Float: GetPlayerLevel( playerid, E_LEVELS: level ) {
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stock Float: GetPlayerLevel( playerid, E_LEVELS: level )
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return floatsqroot( g_playerExperience[ playerid ] [ level ] / ( ( g_levelData[ _: level ] [ E_MAX_UNITS ] * g_levelData[ _: level ] [ E_XP_DILATION ] ) / ( EXP_MAX_PLAYER_LEVEL * EXP_MAX_PLAYER_LEVEL ) ) );
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{
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new
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Float: player_level = floatsqroot( g_playerExperience[ playerid ] [ level ] / ( ( g_levelData[ _: level ] [ E_MAX_UNITS ] * g_levelData[ _: level ] [ E_XP_DILATION ] ) / ( EXP_MAX_PLAYER_LEVEL * EXP_MAX_PLAYER_LEVEL ) ) );
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return player_level > 100.0 ? 100.0 : player_level;
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}
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}
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stock Float: GetPlayerTotalExperience( playerid ) {
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stock Float: GetPlayerTotalExperience( playerid )
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{
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new
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new
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Float: experience = 0.0;
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Float: experience = 0.0;
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@ -227,7 +232,7 @@ stock GivePlayerExperience( playerid, E_LEVELS: level, Float: default_xp = 1.0,
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// check if its over 100 anyway
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// check if its over 100 anyway
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if ( ( g_playerExperience[ playerid ] [ level ] += xp_earned ) > g_levelData[ _: level ] [ E_MAX_UNITS ] * g_levelData[ _: level ] [ E_XP_DILATION ] ) {
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if ( ( g_playerExperience[ playerid ] [ level ] += xp_earned ) > g_levelData[ _: level ] [ E_MAX_UNITS ] * g_levelData[ _: level ] [ E_XP_DILATION ] ) {
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g_playerExperience[ playerid ] [ level ] = g_levelData[ _: level ] [ E_MAX_UNITS ] * g_levelData[ _: level ] [ E_XP_DILATION ];
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// g_playerExperience[ playerid ] [ level ] = g_levelData[ _: level ] [ E_MAX_UNITS ] * g_levelData[ _: level ] [ E_XP_DILATION ]; // stop player from accumulating more exp
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SetPlayerProgressBarValue( playerid, p_playerExpProgress[ playerid ], 100.0 );
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SetPlayerProgressBarValue( playerid, p_playerExpProgress[ playerid ], 100.0 );
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} else {
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} else {
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new Float: progress = floatfract( GetPlayerLevel( playerid, level ) ) * 100.0;
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new Float: progress = floatfract( GetPlayerLevel( playerid, level ) ) * 100.0;
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