Closed Stanstar22 closed 6 years ago
Maybe only show what you changed instead of your entire config file
On 29 Sep 2017 05:19, "Stanstar22" notifications@github.com wrote:
I can't figure out how to set dynamic XP gain, with all sorts of settings changed on my config, it still does not work. (Yes I am setting my level to 1 then killing a level 100 to test it).
Here's my config: `///////////////////////// // Configuration file // /////////////////////////
LevelSystemConfiguration = {} // Ignore Printers = {} // Ignore
LevelSystemConfiguration.EnableHUD = true // Is the HUD enabled? LevelSystemConfiguration.LevelColor = Color(255,255,255,255) // The color of the "Level: 1" HUD element. White looks best. (This setting is nullified if you have the prestige system) LevelSystemConfiguration.XPTextColor = Color(255,255,255,255) // The color of the XP percentage HUD element. LevelSystemConfiguration.LevelBarColor = {6,116,255} // The color of the XP bar. (Sorry this one is different. It is still {R,G,B}) LevelSystemConfiguration.LevelTextPos = {1.5, 180.0} // The position of the LevelText. Y starts from bottom. Fiddle with it LevelSystemConfiguration.DisplayLevel = true // Show player levels when you look at them
LevelSystemConfiguration.GreenJobBars = true // Are the green bars at the bottom of jobs enabled? KEEP THIS TRUE! LevelSystemConfiguration.GreenAllBars = true // Are the green bars at the bottom of everything but jobs enabled? Recommended(true)
LevelSystemConfiguration.KillModule = true // Give XP + Money for kills! // Next 2 settings control this. LevelSystemConfiguration.Friendly = false // Only take away money / give XP if the killer is a lower level/same level than the victim. (Recommended:true) LevelSystemConfiguration.TakeAwayMoneyAmount = 0 // How much money to take away from players when they are killed and add to the killer. You can change this to 0 if none. The XP amount is dynamic.
LevelSystemConfiguration.NPCXP = true // Give XP when an NPC is killed? LevelSystemConfiguration.NPCXPAmount = 10 // Amount of XP to give when an NPC is killed
LevelSystemConfiguration.TimerModule = true // Give XP to everybody every howeverlong LevelSystemConfiguration.Timertime = 100 // How much time (in seconds) until everybody gets given XP LevelSystemConfiguration.TimerXPAmount = 100 // How much XP to give each time it goes off LevelSystemConfiguration.YourServerName = "on the server" // The notifcation text ish. "You got 100XP for playing on the server."
LevelSystemConfiguration.XPMult = 1.5 // How hard it is to level up. 2 would require twice as much XP, ect. LevelSystemConfiguration.MaxLevel = 150 // The max level LevelSystemConfiguration.ContinueXP = false // If remaining XP continues over to next levels. I recommend this to be false. Seriously. What if a level 1 gets 99999999 XP somehow? He is level 99 so quickly.
//Printer settings LevelSystemConfiguration.PrinterSound = true // Give the printers sounds? LevelSystemConfiguration.PrinterMaxP = 4 // How many times a printer can print before stopping. Change this to 0 if you want infine. LevelSystemConfiguration.PrinterMax = 4 // How many printers of a certain type a player can own at any one time LevelSystemConfiguration.PrinterOverheat = false // Can printers overheat? LevelSystemConfiguration.PrinterTime = 120 // How long it takes printers to print LevelSystemConfiguration.KeepThisToTrue = true // Can players collect from printers that are 5 levels above their level? (Recommended: false) LevelSystemConfiguration.Epilepsy = true // If printers flash different colors when they have money in them.
/Template Code/ local Printer= {} // Leave this line Printer.Name = 'Your Printer Name' Printer.Type = 'yourprintername' // A UNIQUE identifier STRING, can be anything. NO SPACES! The player does not see this. Printer.Category = 'printers' // The category of the printer (See http://wiki.darkrp.com/index.php/DarkRP:Categories) Printer.XPPerPrint = 10 // How much XP to give a player every time they print. Printer.MoneyPerPrint = 50 // How much money to give a player every time they print. Printer.Color = Color(255,255,255,255) // The color of the printer. Setting it to (255,255,255,255) will make it the normal prop color. Printer.Model = 'models/props_lab/reciever01b.mdl' // The model of the printer. To find the path of a model, right click it in the spawn menu and click "Copy to Clipboard" Printer.Prestige = 0 // The prestige you have to be to buy the printer. Only works with the prestige DLC. Printer.Allowed = {} // Same as DarkRP .allowed table.insert(Printers,Printer) // Leave this line */
// Default printers:
// Ignore everything under this line.
hook.Add("loadCustomDarkRPItems", "manolis:MVLevels:CustomLoad", function()
for k,v in pairs(Printers) do local Errors = {} if not type(v.Name) == 'string' then table.insert(Errors, 'The name of a printer is INVALID!') end if not type(v.Type) == 'string' then table.insert(Errors, 'The type of a printer is INVALID!') end if not type(v.XPPerPrint) == 'number' then table.insert(Errors, 'The XP of a printer is INVALID!') end if not type(v.MoneyPerPrint) == 'number' then table.insert(Errors, 'The money of a printer is INVALID!') end if not type(v.Color) == 'table' then table.insert(Errors, 'The color of a printer is INVALID!') end if not type(v.Model) == 'string' then table.insert(Errors, 'The model of a printer is INVALID!') end if not type(v.Price) == 'number' then table.insert(Errors, 'The price of a printer is INVALID!') end if not type(v.Category) == 'string' then v.Category='' end if not type(v.Level) == 'number' then table.insert(Errors, 'The level of a printer is INVALID!') end local ErrorCount = 0 for k,v in pairs(Errors) do error(v) ErrorCount = ErrorCount + 1 end
if not(ErrorCount==0) then return false end
local t = { ent = "vrondakis_printer", model = v.Model, category = v.Category, price = v.Price, prestige = (v.Prestige or 0), printer = true, level = v.Level, max = LevelSystemConfiguration.PrinterMax, cmd = 'buyvrondakis'..v.Type..'printer', allowed = v.Allowed, vrondakisName = v.Name, vrondakisType = v.Type, vrondakisXPPerPrint = v.XPPerPrint, vrondakisMoneyPerPrint = v.MoneyPerPrint, vrondakisColor = v.Color, vrondakisModel = v.Model, customCheck = (v.CustomCheck or function() return true end), vrondakisOverheat = LevelSystemConfiguration.PrinterOverheat, PrinterMaxP = LevelSystemConfiguration.PrinterMaxP, vrondakisPrinterTime = LevelSystemConfiguration.PrinterTime, vrondakisIsBuyerRetarded = LevelSystemConfiguration.KeepThisToTrue, vrondakisEpileptic = LevelSystemConfiguration.Epilepsy }
if(v.DParams) then for k,v in pairs(v.DParams) do t[k] = v
end endDarkRP.createEntity(v.Name,t)
end
end)
DarkRP.registerDarkRPVar("xp", net.WriteDouble, net.ReadDouble) DarkRP.registerDarkRPVar("level", net.WriteDouble, net.ReadDouble) DarkRP.registerDarkRPVar("prestige", net.WriteDouble, net.ReadDouble)`
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I've removed the printers since I do not need them and these are the parts that I have changed:
LevelSystemConfiguration.KillModule = true // Give XP + Money for kills! // Next 2 settings control this.
LevelSystemConfiguration.Friendly = false // Only take away money / give XP if the killer is a lower level/same level than the victim. (Recommended:true)
LevelSystemConfiguration.TakeAwayMoneyAmount = 0 // How much money to take away from players when they are killed and add to the killer. You can change this to 0 if none. The XP amount is dynamic.
LevelSystemConfiguration.TimerModule = true // Give XP to everybody every howeverlong
LevelSystemConfiguration.Timertime = 100 // How much time (in seconds) until everybody gets given XP
LevelSystemConfiguration.TimerXPAmount = 100 // How much XP to give each time it goes off
LevelSystemConfiguration.YourServerName = "on the server" // The notifcation text ish. "You got 100XP for playing on the server."
LevelSystemConfiguration.XPMult = 1.5 // How hard it is to level up. 2 would require twice as much XP, ect.
LevelSystemConfiguration.MaxLevel = 150 // The max level
LevelSystemConfiguration.ContinueXP = false // If remaining XP continues over to next levels. I recommend this to be false. Seriously. What if a level 1 gets 99999999 XP somehow? He is level 99 so quickly.
What is "dynamic XP gain"
On 29 Sep 2017 15:13, "Stanstar22" notifications@github.com wrote:
I've removed the printers since I do not need them and these are the parts that I have changed:
LevelSystemConfiguration.KillModule = true // Give XP + Money for kills! // Next 2 settings control this. LevelSystemConfiguration.Friendly = false // Only take away money / give XP if the killer is a lower level/same level than the victim. (Recommended:true) LevelSystemConfiguration.TakeAwayMoneyAmount = 0 // How much money to take away from players when they are killed and add to the killer. You can change this to 0 if none. The XP amount is dynamic.
LevelSystemConfiguration.TimerModule = true // Give XP to everybody every howeverlong LevelSystemConfiguration.Timertime = 100 // How much time (in seconds) until everybody gets given XP LevelSystemConfiguration.TimerXPAmount = 100 // How much XP to give each time it goes off LevelSystemConfiguration.YourServerName = "on the server" // The notifcation text ish. "You got 100XP for playing on the server."
LevelSystemConfiguration.XPMult = 1.5 // How hard it is to level up. 2 would require twice as much XP, ect. LevelSystemConfiguration.MaxLevel = 150 // The max level LevelSystemConfiguration.ContinueXP = false // If remaining XP continues over to next levels. I recommend this to be false. Seriously. What if a level 1 gets 99999999 XP somehow? He is level 99 so quickly.
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Is it not where if a lower level killed a higher level players, they will get more XP dependant of the level of both users?
That already happens by default?
On 29 Sep 2017 16:42, "Stanstar22" notifications@github.com wrote:
Is it not where if a lower level killed a higher level players, they will get more XP dependant of the level of both users?
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Not for me at least, tried it with ULX bots and real players, I set my level to 1 and still only 1000xp per kill not matter on what level we are.
Even with this as true it does not work
LevelSystemConfiguration.Friendly = false // Only take away money / give XP if the killer is a lower level/same level than the victim. (Recommended:true)
I can't figure out how to set dynamic XP gain, with all sorts of settings changed on my config, it still does not work. (Yes I am setting my level to 1 then killing a level 100 to test it).
Here's my config: