| 11-21-2004, 08:38 AM | #1 |
I'm having some problems making a death penalty that works much like the death penalty from diablo 2, from the nightmare and hell difficulties. What I want it to do is reduce your exp by a % of what it takes to go from one level to another, just like diablo 2 does. Say, if you need 100 exp to go from one level to another, and the exp penalty is 15%, you will lose 15 exp no matter how much you have. Does anyone have a good way to make a D2 type death penalty, because I can't figure it out. |
| 11-21-2004, 09:11 AM | #2 |
Guest | That should do it. Code:
Untitled Trigger 001 Events Unit - A unit Dies Conditions Actions Hero - Instantly revive (Triggering unit) at (Center of (Playable map area)), Hide revival graphics Hero - Set (Triggering unit) experience to ((Hero experience of (Triggering unit)) - ((Hero experience of (Triggering unit)) x (Integer(0.15)))), Hide level-up graphics |
| 11-21-2004, 10:21 AM | #3 |
No, because that just subtracts 15% of his total exp, which isn't how it works in Diablo 2. It subtracts 15% of the total exp required to get through the level you are in. For example, You need 900 EXP to get to level 99, and 1000 EXP to get to level 100, which means there is a 100 exp difference between them. Now if you lost 15% of the exp required to get through that level, you would lose 15 exp each time you died. Get what I'm saying? |
| 11-21-2004, 03:02 PM | #4 |
Since I don't know of a way to call up the data of the XP needed for the next level, you might just need to recreate the level-up tables. For exaple, check what level the hero is, and run it through the tables to see how much xp is needed, multiply it by .15, and subtract. Hope you understand. |
| 11-21-2004, 05:04 PM | #5 | |
Quote:
I understand what you mean. Basically you're saying plug the level into the formula to find out the EXP requirement. Hmm. Thats pretty much what I was wondering how to do. I could somehow put the formula into a trigger to run it through, but I dunno if it'd work right. Lemme go see what it comes up with. |
| 11-21-2004, 05:25 PM | #6 |
this is also much how the exp loss in final fantasy XI works, i thought the daiblo 2 exp loss was just like a random number accoiated with the exp your have total. there is so much exp in diablo 2 it is hell. whereas in FFXI, an average levle 30 char has a levle up of like 6k exp and the the exp loss is 10%, so if you were levle 30 with a max amouhnt of 6,000 exp, you would lose 600 exp. \ \ this really hurts you in FFXI, becuase each battle with a good party takes about 2-5 minutes, and gives 200 exp |
| 11-21-2004, 10:43 PM | #7 |
I remember seeing a huge explanation of the level formula on these forums , it was somewhere in and old faq , look for game play constants explanation list on this forum |
| 11-22-2004, 12:36 AM | #8 |
The equation the map uses to figure out XP needed to level is in the constants, just as Lord Vexorian said, I also remember reading a very detailed tutorial on editing the table, but that was over a year ago. Good luck finding it, I looked once and came up with nothing. |
| 11-23-2004, 04:02 AM | #9 |
make a large array for each level. eg Code:
Explevel[1]=200 ect then get current user level and match it to Explevel[currentuserlevel] eg penaltyammount = Explevel[currentuserlevel] penaltyammount = penaltyammount * .15 subtract penalty ammount from their total exp and recalculate level if nessicary hope this helps |
