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Exp Gameplay Constants

06-12-2008, 11:29 PM#1
Zyrixion
I've been looking for a description of what the hero exp gained/required variables in gameplay constants do....that is, how precisely they affect the hero exp gained and the exp required for levels. Being unable to find any documentation, I'm posting this. If someone could post a decent little mini-tutorial that'd be great. I'm no newbie to mapping, just never really dealt with those constants before, and now that I'm working on a RPG it's become necessary to know how to use them.
06-12-2008, 11:50 PM#2
MercyfulJester
They are pretty self-explanatory, just mess around with them.

Quote:
Originally Posted by Dark.Revenant
Advanced - Gameplay Constants

-Creep Reduction Table = The percentage of exp you will get if the creep is owned by Neutral Hostile. The last value is always assumed to be repeated indefinitely. Because of this, you may want to remove the "0" or simply replace all of the slots with a "100".
-Normal, Constant Factor = Adds a linear amount of experience for each level. For example, if the table value for level 2 is 50 and the constant factor is 5, the exp gained would be 55. If the level of the unit is 8, the exp gained would be 85.
-Normal, Level Factor = This is calculated separately from the constant factor then added to the overall result. This creates an interesting effect. What it does is for each level, it adds the (Level x (Level Factor Value)) to the previous value. For example, if the Level Factor is 1 and if Level 1 is 50 exp, Level 2 would be 52, Level 3 would be 55, and Level 4 would be 59.
-Normal, Previous Value Factor = This basically takes the previous value, multiplies it by whatever you put here, and adds that to the overall total for the next value. For example, if a previous value factor of two on Level 1 is 50, then Level 2 would be 100, and Level 3 would be 200.
-Normal, Table = The starting point for calculating the experience per kill. The first slot on the table is the experience for a level 1 unit, while the 77th slot is for the experience gained by killing a level 77 unit. The last value is always assumed to be repeated indefinitely.

Big Example: Constant Factor is 25, Level Factor is 15, and Previous Value Factor is 1.1. The table is 50.
In order from level 1 to level 10 : 50, 110, 191, 295.1, 424.61, 582.071, 770.2781, 992.30591, 1251.536501, 1551.690151.
06-13-2008, 12:05 AM#3
Ignitedstar
I believe I got this from the helper.net forums. I changed it a little, so I could read it easier (but you might want to check thehelper.net anyway, maybe).

Game Constant Fields (Default)
------------------------------

Hero XP Required, Constant factor: 0
Hero XP Required, Level factor: 100
Hero XP Required, Previous value factor: 1
Hero XP Required, Table: 200

This set of values determines when your Heroes gain new levels.

As usual, it all starts with the table.
Your Hero gains a level at 200 experience.

After that, the usual formula applies:

EXPERIENCE REQUIRED =
[[Previous EXP Value] X [Previous Value Factor]] + [[Hero Level] X [Level factor]] + [Constant]

So, to reach level 3:
200 (previous value) * 1 (previous value factor) + 3 (level) * 100 (level factor) + 0 (constant)
= [200 * 1] + [3 * 100] + 0
= 200 + 300 + 0
= 500

To reach level 4, your Hero needs:
[500 * 1] + [4 * 100] + 0
= 500 + 400 + 0
= 900

Level 5: [900 * 1] + [5 * 100] + 0 = 1400

It was confusing to me, at first, but that's how Warcraft does things.
06-13-2008, 12:55 AM#4
Zyrixion
Thanks much, get it now. =)