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function Player:onGainExperience(source, exp, rawExp)
function Player:onGainExperience(source, exp, rawExp)
if not source or source:isPlayer() then
if not source or source:isPlayer() then
return exp
return exp
end
end
-- Soul regeneration
-- Soul regeneration
local vocation = self:getVocation()
local vocation = self:getVocation()
if self:getSoul() < vocation:getMaxSoul() and exp >= self:getLevel() then
if self:getSoul() < vocation:getMaxSoul() and exp >= self:getLevel() then
soulCondition:setParameter(CONDITION_PARAM_SOULTICKS, vocation:getSoulGainTicks() * 1000)
soulCondition:setParameter(CONDITION_PARAM_SOULTICKS, vocation:getSoulGainTicks() * 1000)
self:addCondition(soulCondition)
self:addCondition(soulCondition)
end
end
-- Apply experience stage multiplier
-- Apply experience stage multiplier
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exp = exp *
Game.getExperienceStage(self:getLevel())
-- custom edit: half exp after some passive damage bonus
if(self:getLevel() < configManager.getNumber(configKeys.MAX_LEVEL)) then
exp = exp * (Game.getExperienceStage(self:getLevel()))
else
exp = exp *
(
Game.getExperienceStage(self:getLevel())
/ (self:getPassiveDamageBonus()+1))
end
-- Stamina modifier
-- Stamina modifier
if configManager.getBoolean(configKeys.STAMINA_SYSTEM) then
if configManager.getBoolean(configKeys.STAMINA_SYSTEM) then
useStamina(self)
useStamina(self)
local staminaMinutes = self:getStamina()
local staminaMinutes = self:getStamina()
if staminaMinutes > 2400 and self:isPremium() then
if staminaMinutes > 2400 and self:isPremium() then
exp = exp * 1.5
exp = exp * 1.5
elseif staminaMinutes <= 840 then
elseif staminaMinutes <= 840 then
exp = exp * 0.5
exp = exp * 0.5
end
end
end
end
return exp
return exp
end
end
Diff salvati
Testo originale
Apri file
function Player:onGainExperience(source, exp, rawExp) if not source or source:isPlayer() then return exp end -- Soul regeneration local vocation = self:getVocation() if self:getSoul() < vocation:getMaxSoul() and exp >= self:getLevel() then soulCondition:setParameter(CONDITION_PARAM_SOULTICKS, vocation:getSoulGainTicks() * 1000) self:addCondition(soulCondition) end -- Apply experience stage multiplier exp = exp * Game.getExperienceStage(self:getLevel()) -- Stamina modifier if configManager.getBoolean(configKeys.STAMINA_SYSTEM) then useStamina(self) local staminaMinutes = self:getStamina() if staminaMinutes > 2400 and self:isPremium() then exp = exp * 1.5 elseif staminaMinutes <= 840 then exp = exp * 0.5 end end return exp end
Testo modificato
Apri file
function Player:onGainExperience(source, exp, rawExp) if not source or source:isPlayer() then return exp end -- Soul regeneration local vocation = self:getVocation() if self:getSoul() < vocation:getMaxSoul() and exp >= self:getLevel() then soulCondition:setParameter(CONDITION_PARAM_SOULTICKS, vocation:getSoulGainTicks() * 1000) self:addCondition(soulCondition) end -- Apply experience stage multiplier -- custom edit: half exp after some passive damage bonus if(self:getLevel() < configManager.getNumber(configKeys.MAX_LEVEL)) then exp = exp * (Game.getExperienceStage(self:getLevel())) else exp = exp * (Game.getExperienceStage(self:getLevel()) / (self:getPassiveDamageBonus()+1)) end -- Stamina modifier if configManager.getBoolean(configKeys.STAMINA_SYSTEM) then useStamina(self) local staminaMinutes = self:getStamina() if staminaMinutes > 2400 and self:isPremium() then exp = exp * 1.5 elseif staminaMinutes <= 840 then exp = exp * 0.5 end end return exp end
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