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Shiver

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  1. Soo... These tables contains the exp, that you have to get to reach a levelup. Each table must contain as much record, as much your max level. E.g. this is one of my table: const DWORD exp_table_euckr[PLAYER_EXP_TABLE_MAX + 1] = { 0, // 0 300, 800, 1500, 2500, 4300, 7200, 11000, 17000, 24000, 33000, // 10 43000, 58000, 76000, 100000, 130000, 169000, 219000, 283000, 365000, 472000, // 20 610000, 705000, 813000, 937000, 1077000, 1237000, 1418000, 1624000, 1857000, 2122000, // 30 2421000, 2761000, 3145000, 3580000, 4073000, 4632000, 5194000, 5717000, 6264000, 6837000, // 40 7600000, 8274000, 8990000, 9753000, 10560000, 11410000, 12320000, 13270000, 14280000, 15340000, // 50 16870000, 18960000, 19980000, 21420000, 22930000, 24530000, 26200000, 27960000, 29800000, 32780000, // 60 36060000, 39670000, 43640000, 48000000, 52800000, 58080000, 63890000, 70280000, 77310000, 85040000, // 70 93540000, 102900000, 113200000, 124500000, 137000000, 150700000, 165700000, 236990000, 260650000, 286780000, // 80 315380000, 346970000, 381680000, 419770000, 461760000, 508040000, 558740000, 614640000, 676130000, 743730000, // 90 1041222000, 1145344200, 1259878620, 1385866482, 1524453130, 1676898443, 1844588288, 2029047116, 2029047116, // 99·ąş§ ŔĎ ¶§ ÇĘżä°ćÇčġ (100·ąş§ŔĚ µÇ±â Ŕ§ÇŃ) 2000000000, // 100 2000000000, 2000000000, 2000000000, 2000000000, 2000000000, // 105 2000000000, 2000000000, 2000000000, 2000000000, 2000000000, // 110 2000000000, 2000000000, 2000000000, 2000000000, 2000000000, // 115 2000000000, 2000000000, 2000000000, 2000000000, 2000000000, // 120 2000000000, 2000000000, 2000000000, 2000000000, 2000000000, // 125 2000000000, 2000000000, 2000000000, 2000000000, 2000000000, // 130 2000000000, 2000000000, 2000000000, 2000000000, 2000000000, // 135 2000000000, 2000000000, 2000000000, 2000000000, 2000000000, // 140 2000000000, 2000000000, 2000000000, 2000000000, 2000000000, // 145 2000000000, 2000000000, 2000000000, 2000000000, 2000000000, // 150 2000000000, 2000000000, 2000000000, 2000000000, 2000000000, // 155 2000000000, 2000000000, 2000000000, 2000000000, 2000000000, // 160 2000000000, 2000000000, 2000000000, 2000000000, 2000000000, // 165 2000000000, 2000000000, 2000000000, 2000000000, 2000000000, // 170 2000000000, 2000000000, 2000000000, 2000000000, 2000000000, // 175 2000000000, 2000000000, 2000000000, 2000000000, 2000000000, // 180 2000000000, 2000000000, 2000000000, 2000000000, 2000000000, // 185 2000000000, 2000000000, 2000000000, 2000000000, 2000000000, // 190 2000000000, 2000000000, 2000000000, 2000000000, 2000000000, // 195 2000000000, 2000000000, 2000000000, 2000000000, 2000000000, // 200 2000000000, 2000000000, 2000000000, 2000000000, 2000000000, // 205 2000000000, 2000000000, 2000000000, 2000000000, 2000000000, // 210 2000000000, 2000000000, 2000000000, 2000000000, 2000000000, // 215 2000000000, 2000000000, 2000000000, 2000000000, 2000000000, // 220 2000000000, 2000000000, 2000000000, 2000000000, 2000000000, // 225 2000000000, 2000000000, 2000000000, 2000000000, 2000000000, // 230 2000000000, 2000000000, 2000000000, 2000000000, 2000000000, // 235 2000000000, 2000000000, 2000000000, 2000000000, 2000000000, // 240 2000000000, 2000000000, 2000000000, 2000000000, 2000000000, // 245 2000000000, 2000000000, 2000000000, 2000000000, 2000000000, // 250 2000000000, 2000000000, 2000000000, 2000000000, 2000000000, // 255 2000000000, 2000000000, 2000000000, 2000000000, 2000000000, // 260 2000000000, 2000000000, 2000000000, 2000000000, 2000000000, // 255 2000000000, 2000000000, 2000000000, 2000000000, 2000000000, // 260 2000000000, 2000000000, 2000000000, 2000000000, 2000000000, // 265 2000000000, 2000000000, 2000000000, 2000000000, 2000000000, // 270 2000000000, 2000000000, 2000000000, 2000000000, 2000000000, // 275 2000000000, 2000000000, 2000000000, 2000000000, 2000000000, // 280 2000000000, 2000000000, 2000000000, 2000000000, 2000000000, // 295 2000000000, 2000000000, 2000000000, 2000000000, 2000000000, // 300 }; Thanks dude, so can i do this others table ? like,copy paste your table ?
  2. constants.cpp Well, here you should decide how much is the maximum level you want. You should fill these tables with as much records, as the maximum level. (e.g if you want to have maximum level 300, you need to put 300 records to these tables) const DWORD exp_table_euckr[PLAYER_EXP_TABLE_MAX + 1] const DWORD exp_table_common[PLAYER_EXP_TABLE_MAX + 1] const DWORD exp_table_newcibn[PLAYER_EXP_TABLE_MAX + 1 ] const DWORD party_exp_distribute_table[PLAYER_MAX_LEVEL_CONST + 1] const int aiExpLossPercents[PLAYER_EXP_TABLE_MAX + 1] I don't understand. Where i fill these tables ?, Where i put 300 records ? And, my tables.. How i do that ? [Hidden Content]
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