private long Get_X_FromXp(XpTo x) { long tempXp = TOTAL_XP; long tempLevel = 1; long tempXpCap = 500; while (tempXp >= tempXpCap && tempLevel < Player.LevelCap) { tempLevel++; tempXp -= tempXpCap; /* * double multiplier = tempLevel / 1.3; * /if (tempLevel < 20) tempXpCap += tempLevel * 250; * * /if (tempLevel < 20) tempXpCap += tempLevel * (200 + (tempLevel * 10)); * /else tempXpCap += (int)Math.Round((tempLevel * tempLevel) * multiplier); * * tempXpCap += (tempLevel * 200) + (tempLevel * (tempLevel * (1 + (int)Math.Sqrt(tempLevel)) * 8)); */ tempXpCap += (long)( ((tempLevel * 500) + (tempLevel * (tempLevel * (1 + (int)Math.Sqrt(tempLevel)) * 8))) * (1 + ((tempLevel * tempLevel) / 1500.0))); } switch (x) { case XpTo.XpCap: return(tempXpCap); case XpTo.Level: return(tempLevel); default: return(tempXp); } }
private long Get_X_FromXp(XpTo x) { long tempXp = TOTAL_XP; long tempLevel = 1; long tempXpCap = 100; while (tempXp >= tempXpCap && tempLevel < Player.LevelCap) { tempLevel++; tempXp -= tempXpCap; double multiplier = tempLevel / 1.3; if (tempLevel < 20) { tempXpCap += tempLevel * 250; } else { tempXpCap += (int)Math.Round((tempLevel * tempLevel) * multiplier); } } switch (x) { case XpTo.XpCap: return(tempXpCap); case XpTo.Level: return(tempLevel); default: return(tempXp); } }
private int Get_X_FromXp(XpTo x) { int tempXp = TOTAL_XP; int tempLevel = 1; int tempXpCap = 50; while (tempXp >= tempXpCap) { tempXp -= tempXpCap; tempLevel++; tempXpCap += (((tempLevel / 10) + 1) * 25); } switch (x) { case XpTo.XpCap: return(tempXpCap); case XpTo.Level: return(tempLevel); default: return(tempXp); } }