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Help?
levels = { 
100, 
200, 
300, 
} 
maxlvl = 4 
  
function givePlayerXP ( _,player) 
    if not getElementData ( player, "xp" ) then 
        setElementData(player,"xp",0) 
    end 
    if not getElementData(player,"level") then 
        setElementData(player,"level",1) 
    end 
    local currXP = getElementData (player,"xp")  
    local currLVL = getElementData(player,"level") 
    setElementData(player,"xp",currXP + 10) 
    if currLVL ~= 4 then 
        if currXP >= levels[currLVL] then 
            setElementData(player,"xp",getElementData(player,"xp") - levels[currLVL]) 
            setElementData(player,"level",getElementData(player,"level") + 1) 
            outputChatBox ("Rank up"..getElementData(player,"level"), player, 255, 25, 0, true) 
        end 
    end 
end 
addEventHandler("onPlayerWasted",root,givePlayerXP) 

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Try this one untested

levels = { 
[1] = 100, 
[2] = 200, 
[3] = 300, 
} 
maxlvl = 4 
  
function givePlayerXP ( _,player) 
    if isElement(player) and getElementType(player) == "player" then  
    local currXP = getElementData (player,"xp") or 0 
    local currLVL = getElementData(player,"level") or 1 
    setElementData(player,"xp",currXP + 10) 
    if currLVL < 4 then 
        setElementData(player,"xp",currXP + levels[currLVL]) 
        setElementData(player,"level",currLVL + 1) 
        outputChatBox ("Rank up"..(currLVL+1), player, 255, 25, 0, true) 
        end 
    end 
end  
addEventHandler("onPlayerWasted",root,givePlayerXP) 

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Not working
levels = { 
100, 
200, 
300, 
} 
maxlvl = 4 
  
function givePlayerXP ( _,player) 
    if not getElementData ( player, "xp" ) then 
        setElementData(player,"xp",0) 
    end 
    if not getElementData(player,"level") then 
        setElementData(player,"level",1) 
    end 
    local currXP = getElementData (player,"xp")  
    local currLVL = getElementData(player,"level") 
    setElementData(player,"xp",currXP + 10) 
    outputChatBox ("+ 10 exp, current exp "..getElementData(player,"xp"), player, 255, 25, 0, true) 
    if currLVL ~= 4 then 
        if currXP >= levels[currLVL] then 
            setElementData(player,"xp",getElementData(player,"xp") - levels[currLVL]) 
            setElementData(player,"level",getElementData(player,"level") + 1) 
            outputChatBox ("Rank up"..getElementData(player,"level"), player, 255, 25, 0, true) 
        end 
    end 
end 
addEventHandler("onPlayerWasted",root,givePlayerXP) 
  

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This is my code

it wont work

expToLevelUp = { [1] = "100", [2] = "300", } 
  
function givePlayerXP ( _,player) 
    if not getElementData ( player, "xp" ) then 
        setElementData(player,"xp",0) 
    end 
    if not getElementData(player,"level") then 
        setElementData(player,"level",1) 
    end 
    local currXP = getElementData (player,"xp")  
    local currLVL = getElementData(player,"level") 
    setElementData(player,"xp",currXP + math.random(50,61)) 
    if currLVL ~= 4 then 
        if currXP >= expToLevelUp[currLVL] then 
            setElementData(player,"xp",getElementData(player,"xp") - expToLevelUp[currLVL]) 
            setElementData(player,"level",getElementData(player,"level") + 1) 
        end 
    end 
end 
addEventHandler("onPlayerWasted",root,givePlayerXP) 
  

Is there any error, how is it not working, and don't remove the outputChatBox because we can't see the problem without it

Link to comment
This is my code

it wont work

expToLevelUp = { [1] = "100", [2] = "300", } 
  
function givePlayerXP ( _,player) 
    if not getElementData ( player, "xp" ) then 
        setElementData(player,"xp",0) 
    end 
    if not getElementData(player,"level") then 
        setElementData(player,"level",1) 
    end 
    local currXP = getElementData (player,"xp")  
    local currLVL = getElementData(player,"level") 
    setElementData(player,"xp",currXP + math.random(50,61)) 
    if currLVL ~= 4 then 
        if currXP >= expToLevelUp[currLVL] then 
            setElementData(player,"xp",getElementData(player,"xp") - expToLevelUp[currLVL]) 
            setElementData(player,"level",getElementData(player,"level") + 1) 
        end 
    end 
end 
addEventHandler("onPlayerWasted",root,givePlayerXP) 
  

Is there any error, how is it not working, and don't remove the outputChatBox because we can't see the problem without it

Use numbers instead of strings in the table

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This will work. I wanna make when level up to exp be 0.
exports.scoreboard:scoreboardAddColumn("ExP") 
exports.scoreboard:scoreboardAddColumn("Level") 
local levels = {[1] = 1, [50] = 2, [75] = 3, [240] = 4, [950] = 5, [1200] = 6, [2000] = 7, [5000] = 8, [9963] = 9, [20000] = 10, [100000] = 11} 
  
function win(ammo, killer, weapon, bodypart) 
    if (killer and killer ~= source) then 
        local H = getElementData(killer, "ExP") 
        local S = getElementData(killer, "Level") 
        local killer1 = getPlayerName(killer) 
        local noob = getPlayerName(source) 
        setElementData(killer, "ExP", tonumber(H)+math.random ( 5, 35 ) ) 
        if levels[tonumber(H)] then 
            setElementData(killer, "Level", "Lvl ".. tostring(levels[tonumber(H)]) .." !") 
            triggerClientEvent ( killer, "playSound", killer ) 
        end 
    end 
    local H = getElementData ( source, "ExP" ) or 0 
    setElementData ( source, "ExP", tonumber ( H ) - math.random ( 5, 35 ) ) 
end 
addEventHandler( "onPlayerWasted", getRootElement(), win) 
  
function onLogin (_,account) 
    setElementData(source, "Level", getAccountData(account, "lvl") or "Level 0 ") 
    setElementData(source, "ExP", getAccountData(account, "exp") or "0") 
end 
addEventHandler ("onPlayerLogin", root, onLogin) 
  
function saveData(thePlayer, theAccount) 
    if (theAccount and not isGuestAccount(theAccount)) then 
        setAccountData (theAccount, "lvl", getElementData(thePlayer, "Level")) 
        setAccountData (theAccount, "exp", getElementData(thePlayer, "ExP")) 
    end 
end 
  
addEventHandler ("onPlayerQuit", root, function () saveData(source, getPlayerAccount(source)) end) 
addEventHandler ("onPlayerLogout", root, function (prev) saveData(source, prev) end) 

I am not sure what you mean by working, but In my perspective this is not working, you need to have the exactly the same amount of exp with the exp of leveling up to lvl up

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