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PostPosted: Tue Apr 26, 2011 5:44 am 
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Joined: Tue Apr 26, 2011 5:26 am
Posts: 4
Hi guys I'm new to the forum, experienced with HTML and CSS and want to broaden my horizons with video game programming and I want to start with a basic Leveling system 1-15.

My XP to level table is defined by function XP(L)=5,000L^2-5,000L where L is current Level.

Where XP(2)=10,000
and XP(15)=1.05x10^6=1,050,000

I'm having trouble finding a function such that:
1. killing monsters that are more less than 5 levels of character level will yield no XP.
2. killing monsters greater than 5 levels of character level will yield 3x XP.
3. every level difference on each extreme will yield a fraction of XP from 0-3x.
4. killing monsters of equal level will grant normal XP.
5. "normal" XP has a value of about 100 or so + a function of monster's level.
6. XP decay/growth will be in an even interval in both directions of extremes. (?) is that the best system for grinding.

For example, a lvl 15 character killing a lvl 10 monster will yield the least fractional portion of normal XP
and killing a lvl 9 will yield 0(xp).
Killing a lvl 15 monster will grant 1(xp)
Killing a lvl 20 monster will grant 3(xp)

If anyone can help me create a function (level difference growth/decay XP function AND Experience Point Level Yield) that would be much appreciated. Or even if anyone can show me some documents or point me in the direction Ill be glad to do a little more research. Many Thanks.


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PostPosted: Tue Apr 26, 2011 10:25 am 
Corpse Bride
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Joined: Tue Jul 01, 2008 11:44 pm
Posts: 2230
Location: England
Quote:
6. XP decay/growth will be in an even interval in both directions of extremes. (?) is that the best system for grinding.

I'm not sure what you mean by this. Do you mean that between -5 and +5 levels, the XP yield will be equally spaced between 0x and 3x normal ?
If so, that isn't possible, because you're trying to interpolate three points (-5,0) (0,1) (5,3) with a straight line, which is impossible.

I suggest doing this:

Code:
Function LevelAdjustedXPYield( MyLevel, OpponentLevel, NormalXPYield)
  LD = OpponentLevel - MyLevel
  If LD =0 Then Multiplier = 1
  If LD>0 And LD<5 Then Multiplier = 3^(LD/5)
  If LD>=5 Then Multiplier = 3
  If LD<0 And LD>-5 Then Multiplier = (LD+5)/5
  If LD<=-5 Then Multiplier = 0

  LevelAdjustedXPYield = NormalXPYield * Multiplier

End Function



If I'm at Level 7, and NormalXPYield = 100, this is what it gives:

L1 -- 0
L2 -- 0
L3 -- 20
L4 -- 40
L5 -- 60
L6 -- 80
(L7 -- 100)
L8 -- 125
L9 -- 155
L10 -- 193
L11 -- 241
L12 -- 300
L13 -- 300

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PostPosted: Sun May 01, 2011 7:50 pm 
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Joined: Tue Apr 26, 2011 5:26 am
Posts: 4
Thanks, sorry I havent been checking my post for a while I've been busy. You've hit my question right on the dot. This makes sense Ill take some notes and root around for more info as I have about another two growth systems in addition to this. Thanks for your reply ^_^


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PostPosted: Mon Apr 15, 2013 6:40 pm 
Level 1 Cleric
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Joined: Thu Apr 11, 2013 9:27 pm
Posts: 14
Location: Kansas
I like that system, but I still believe at higher levels you still learn something about your low level enemies ( Not much, but something).

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