exp idea
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exp idea
a helpful but not needed idea would be to put how much exp each kill gives you ether after you kill monster have a number come up off to the side saying +??exp.
i am at lvl 31 now and only been playing a few hours a day from lvl 1-30 i was lvling like crazy but from 30-31 nothing i killed gave me a full precent per kill and i couldent see how much exp i was actually getting.i can see how much exp i need until my next lvl but who has time to kill then pop open their status menu.
i am at lvl 31 now and only been playing a few hours a day from lvl 1-30 i was lvling like crazy but from 30-31 nothing i killed gave me a full precent per kill and i couldent see how much exp i was actually getting.i can see how much exp i need until my next lvl but who has time to kill then pop open their status menu.
Re: exp idea
http://wiki.themanaworld.org/index.php/ ... _referenceGwah wrote:a helpful but not needed idea would be to put how much exp each kill gives you ether after you kill monster have a number come up off to the side saying +??exp.
i am at lvl 31 now and only been playing a few hours a day from lvl 1-30 i was lvling like crazy but from 30-31 nothing i killed gave me a full precent per kill and i couldent see how much exp i was actually getting.i can see how much exp i need until my next lvl but who has time to kill then pop open their status menu.
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- Peon
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- Peon
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the xp bar in the status window adds the xp value straight-away, so eAthena must indeed send back the value (though I haven't checked the code yet).
So I it could be easily done without changes to the server. If it requires any coding on the server, then I'm afraid that it you would just have to wait until the custom server is released.
Add it to mantis, and I'll take a look at it later.
So I it could be easily done without changes to the server. If it requires any coding on the server, then I'm afraid that it you would just have to wait until the custom server is released.
Add it to mantis, and I'll take a look at it later.
The exp handling code can be found in src/net/playerhandler.cpp starting in line 196.
I would suggest to create a new direct-particle-spawn method in the style of "addTextSplashEffect" to the particle engine that creates a text particle with properties that fit for representing exp gain (like negative gravity, short lifetime and fade-out, for example. But don't hesitate to experiment a bit with the particle properties - it's fun). This should - like the damage effect - be called from the player class. The exp point total should be encapsulated with proper getters and setters anyway.
To sum it all up this is the course of action I propose:
-Encapsulate the public member variables of the player class (src/player.h, src/player.cpp) that are manipulated in src/net/playerhandler.cpp line 195 - 212
-Create a new hardcoded particle effect like "addTextSplashEffect" in src/ particle.h, src/particle.cpp
-Call this particle effect from the setter method for the exp value in src/player.cpp (see src/being.cpp line 191 for reference)
I would suggest to create a new direct-particle-spawn method in the style of "addTextSplashEffect" to the particle engine that creates a text particle with properties that fit for representing exp gain (like negative gravity, short lifetime and fade-out, for example. But don't hesitate to experiment a bit with the particle properties - it's fun). This should - like the damage effect - be called from the player class. The exp point total should be encapsulated with proper getters and setters anyway.
To sum it all up this is the course of action I propose:
-Encapsulate the public member variables of the player class (src/player.h, src/player.cpp) that are manipulated in src/net/playerhandler.cpp line 195 - 212
-Create a new hardcoded particle effect like "addTextSplashEffect" in src/ particle.h, src/particle.cpp
-Call this particle effect from the setter method for the exp value in src/player.cpp (see src/being.cpp line 191 for reference)
- former Manasource Programmer
- former TMW Pixel artist
- NOT a game master
Please do not send me any inquiries regarding player accounts on TMW.
You might have heard a certain rumor about me. This rumor is completely false. You might also have heard the other rumor about me. This rumor is 100% accurate.
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- Peon
- Posts: 45
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that sounds like a bit of work for an initiate like me , when I complete the configurable keyboard input, I'll take a look at it and see if it's not beyond my ability.Crush wrote:The exp handling code can be found in src/net/playerhandler.cpp starting in line 196.
I would suggest to create a new direct-particle-spawn method in the style of "addTextSplashEffect" to the particle engine that creates a text particle with properties that fit for representing exp gain (like negative gravity, short lifetime and fade-out, for example. But don't hesitate to experiment a bit with the particle properties - it's fun). This should - like the damage effect - be called from the player class. The exp point total should be encapsulated with proper getters and setters anyway.
To sum it all up this is the course of action I propose:
-Encapsulate the public member variables of the player class (src/player.h, src/player.cpp) that are manipulated in src/net/playerhandler.cpp line 195 - 212
-Create a new hardcoded particle effect like "addTextSplashEffect" in src/ particle.h, src/particle.cpp
-Call this particle effect from the setter method for the exp value in src/player.cpp (see src/being.cpp line 191 for reference)
I consider the keyboard mapping a lot more complicated.
- former Manasource Programmer
- former TMW Pixel artist
- NOT a game master
Please do not send me any inquiries regarding player accounts on TMW.
You might have heard a certain rumor about me. This rumor is completely false. You might also have heard the other rumor about me. This rumor is 100% accurate.
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- Peon
- Posts: 45
- Joined: 23 Jun 2007, 05:42
- Location: Melbourne, Australia