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*** 1 piety value = 33 piety experience = 33 * 3 / 2 = 50 offer value. | *** 1 piety value = 33 piety experience = 33 * 3 / 2 = 50 offer value. | ||
*** Thus to increase piety level by 1, you need to offer items with 1500 offer value, thus gaining 1000 piety experiences. | *** Thus to increase piety level by 1, you need to offer items with 1500 offer value, thus gaining 1000 piety experiences. | ||
===Piety level up=== | |||
<syntaxhighlight lang="c#" line="1"> | |||
if (element.vExp >= element.ExpToNext) | |||
{ | |||
int num = element.vExp - element.ExpToNext; | |||
int vBase = element.vBase; | |||
ModBase(ele, 1); | |||
OnLevelUp(element, vBase); | |||
element.vExp = Mathf.Clamp(num / 2, 0, element.ExpToNext / 2); | |||
if (element.vTempPotential > 0) | |||
{ | |||
element.vTempPotential -= element.vTempPotential / 4 + EClass.rnd(5) + 5; | |||
if (element.vTempPotential < 0) | |||
{ | |||
element.vTempPotential = 0; | |||
} | |||
} | |||
else if (element.vTempPotential < 0) | |||
{ | |||
element.vTempPotential += -element.vTempPotential / 4 + EClass.rnd(5) + 5; | |||
if (element.vTempPotential > 0) | |||
{ | |||
element.vTempPotential = 0; | |||
} | |||
} | |||
} | |||
</syntaxhighlight> | |||
* This, in fact, apply to '''all level ups'''. | |||
** If you increased your piety level, the remaining experiences will be cut in half, then at most half to the next level can be retained. | |||
*** So if you gained 3000 piety exp, you leveled up from empty, remaining is 2000 exp, but you can only retain 500 exp (half to the next level) | |||
*** This is the reason for the "45 piety value max" in early version of this wiki. | |||
==Ehekatl's School of Magic== | ==Ehekatl's School of Magic== | ||
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