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Level.. Systems are complicated


Oscarita25

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Okay.. before reading this i want you to know that i:
- have not coded this Level System
- have really almost 0 .. ideas how to use a Subscribe event.. (i should look this up.. in a second)
- that i am a bit confused with the code myself.. >:I -- what is no good thing

(got this from a friend i want to continue it but i have to understand it first)

so here the classes i am using:

Quirk class .. here is basicly the Level system

public abstract class Quirk {
 
    protected String name;
 
    protected static int cooldown = 0;
    protected static int maxCooldown = 0;
 
    protected static int act = 0;
    protected static int maxAct = 0;
   
    protected static boolean activated = false;
    protected static boolean aviable = true;
   
    protected static double xp = 0;
    protected static double nextXp = 0;
    protected static double xpPerTick = 0;
   
    protected static int level = 0;
   
    protected static double levelFactor = 0;
    protected static double levelMinimum = 0;
   
    protected static LevelUp levelUp = null;
   
    public Quirk(String name) {
        this.name = name;
        ModQuirks.QUIRKS.add(this);
    }
   
   
    @SubscribeEvent
    public abstract void onPlayerUse(EntityPlayer player);
   
    public String getName() {
        return name;
    }
   
    public static int xpToLevel(double xp) {
        double i = levelMinimum;
        int lvl = 1;
        if(xp < i) return 1;
       
        while(i <= xp) {
            lvl++;
            i *= levelFactor;
        }
 
        if(xp < i) {
            if(lvl - 1 == 0) {
               
                return 1;
            }
            return lvl - 1;
        }
       
        return lvl;
    }
   
    public void setXp(double xp) {
        this.xp = xp;
        this.level = xpToLevel(xp);
        System.out.println("LEVEL: " + level);
        init();
        if(xp == 0) {
            nextXp = levelMinimum;
        } else {
            nextXp = xp * levelFactor;
        }
    }
   
    protected static void init() {
        if(levelUp == null || level == 0) return;
       
        maxCooldown = (int) (maxCooldown * Math.pow(levelUp.getCooldownMultiplier(), level));
        maxAct = (int) (maxAct * Math.pow(levelUp.getActivatedMultiplier(), level));
    }
   
    public void setMaxCooldown(int _maxCooldown) {
        this.maxCooldown = _maxCooldown;
    }
   
    public void setMaxActivatedTime(int _maxAct) {
        this.maxAct = _maxAct;
    }
   
    public void setLevelUp(LevelUp _levelUp) {
        this.levelUp = _levelUp;
    }
   
    public void setLevelFactor(double _levelFactor) {
        this.levelFactor = _levelFactor;
    }
   
    public void setLevelMinimum(double _levelMinimum) {
        this.levelMinimum = _levelMinimum;
    }
   
    public void setXpPerTick(double _xpPerTick) {
        this.xpPerTick = _xpPerTick;
    }
   
    public static double getXp() {
        return xp;
    }
   
    public static void addXp(double add) {
        xp += add;
    }
   
}


and i am using the Level system like this:
 

public class QuirkExplosive extends Quirk {
	
	private static EntityPlayer p;
	
	public QuirkExplosive() {
		super("explosive");
		setMaxCooldown(100);
		setLevelMinimum(100);
		setLevelFactor(5);
		setMaxActivatedTime(1);
		setLevelUp(new LevelUp(0, 0.99));
		setXpPerTick(1/20);
	}

	@Override
	public void onPlayerUse(EntityPlayer player) {
		p = player;
		if(aviable) {
			//this is my instance of the simpleNetworkWrapper..
			BnHA.simpleNetworkWrapper.sendToServer(new MessageExplosion(level * 0.5F));
			aviable = false;
			xp += level * 2.75;
		}
	}

	@SubscribeEvent
	public static void tick(ServerTickEvent event) {
		if(!aviable) {
			cooldown++;
			if(cooldown >= maxCooldown) {
				aviable = true;
				cooldown = 0;
			}
		}
		if(xp >= nextXp) {
			level++;
			nextXp = xp * levelFactor;
			if(p != null) {
				p.sendMessage(new TextComponentString(TextFormatting.AQUA + "Level Up"));
				p.sendMessage(new TextComponentString(TextFormatting.AQUA + "Your now level " + level));
			}
			maxCooldown *= levelUp.getCooldownMultiplier();
		}
	}

	
}


what this should do:
- pressing [Key] calls onPlayerUse in the QuirkExplosive class (works)
- will cast a explosion (works)
- aviable is set to false (works)
- and adds xp to the player (works)
- the tick event is getting called because aviable is false and the cooldown is running trough (works)
- the player should level up when the xp reaches nextXp (Xp req for nextLvl) .... (doesn't work)

.. thats what at least think it does and i bet .. really that its just because i am using the Subscribe event wrong ... °—°...

Edited by Oscarita25
already posted by accident
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and i also just noticed.. this wont work on the server right? .. i mean i have no step where i am syncronizing the exp/level with the server :I .. *edited* eh .. "no step" yea.. "ServerTickEvent" .... overreading the important things ?

Edited by Oscarita25
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1 hour ago, Oscarita25 said:

have really almost 0 .. ideas how to use a Subscribe event.. (i should look this up.. in a second)

Do you know what events are? No?

 

Do you know what a newsletter email is? Ok, good, that's an event.

SubscribeEvent is how you tell the newsletter organizer that you want to receive the email.

 

Now you know how events work.

  • Haha 1

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

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8 minutes ago, Draco18s said:

Do you know what events are? No?

 

Do you know what a newsletter email is? Ok, good, that's an event.

SubscribeEvent is how you tell the newsletter organizer that you want to receive the email.

 

Now you know how events work.

yeah i do :P...
okay but my problem what i have would be:

1 hour ago, Oscarita25 said:

- the player should level up when the xp reaches nextXp (Xp req for nextLvl) .... (doesn't work)

that this doesn't work :I ..
and i have to save the Level/Exp .. in a NBT .. .. so it wont get deleted when you leave the world/server.. right?

Edited by Oscarita25
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