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  #1  
Unread 08-11-2005, 04:22 PM
Rexstormclaw Rexstormclaw is offline
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Default Kills before level up

Hey Everyone

my brother play WoW (yirch.. :P) he have downloaded a mod for the game which gives him a small window showing how many of the current mob he have to slay to level up.. i know it's easy to figure this out yourself.. but it would be cool with such a window..

do any of you know if it exists?

if not.. it definenly is something i could wish that someone made if it's possiple..

-Rex
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  #2  
Unread 08-11-2005, 04:30 PM
Pyroman Pyroman is offline
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I don't believe this would be possible. The WoW UI allows more freedom when modifying it, which has been a problem allowing some people to hack the game.

The closest thing you could get I believe is having your exp show in percentage, then you can see how much percentage of exp you get from a mob and figure it out yourself.
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  #3  
Unread 08-11-2005, 04:37 PM
Rexstormclaw Rexstormclaw is offline
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okay.. that's too bad

anyway.. do you know if it's possiple to get down to more than one decimal so that you have like 12.45% instead of just 12.4%?
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  #4  
Unread 08-11-2005, 04:39 PM
Oodoe@Oggok Oodoe@Oggok is offline
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I would sure be interested in a Mod like that!!!
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  #5  
Unread 08-11-2005, 04:42 PM
Rexstormclaw Rexstormclaw is offline
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yes.. would probaly motivate me more for grinding...

or

i could just grap the calculator and figure it out one time each 5th minut
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  #6  
Unread 08-11-2005, 06:04 PM
Pyroman Pyroman is offline
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Well I used to have a mod that had 2 decimal spots but it made the tenth spot redundant. For example:

12.25
27.72
58.87

It would just represent the ones spot so I ditched it. I don't find it too hard to figure out how much exp I get. Something gives me .2, so 5 kills for a blue or 1%, 50 kills for a yellow and 500 for a level. Hardly calls for a claculator.

If your killing stuff that doesnt change the tenth spot you better find something else because thats not standard exp gain.
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  #7  
Unread 08-12-2005, 09:47 AM
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Zonx Zonx is offline
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Smallest available unit on the text values for XP Dynamic Data is 10ths of a percent.

I seam to recall someone doing a test on the progress bars that revealed them to be much more acurate. If so, you might be able to grab a more acurate number from the progress amount. If so, you could prbly build a calc window with 3 buttons:

A) grabs the pre-kill XP percent from the prog bar
B) grabs the post-kill XP percent from the prog bar
C) Calculates

Kill value = B - C
Kills to lvl = (100 - B)/(B - C)
Kills for entire lvl = 100/(B-C)

Could maybe include a text box for entering how far into lvl your vitality goes (vit percentage is useless for these calcs) and spit out another Kills to lvl number with partial vit factored in.
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  #8  
Unread 08-13-2005, 12:04 AM
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Deathbane27 Deathbane27 is offline
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Quote:
Originally Posted by Zonx
Could maybe include a text box for entering how far into lvl your vitality goes (vit percentage is useless for these calcs) and spit out another Kills to lvl number with partial vit factored in.
I think you could have it grab the FloatValue of Experience.AdventureXP.UpperMarker and calculate it from that.
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  #9  
Unread 05-08-2006, 06:38 PM
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Talyns Talyns is offline
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Quote:
Originally Posted by Zonx
Smallest available unit on the text values for XP Dynamic Data is 10ths of a percent.

I seam to recall someone doing a test on the progress bars that revealed them to be much more acurate. If so, you might be able to grab a more acurate number from the progress amount. If so, you could prbly build a calc window with 3 buttons:

A) grabs the pre-kill XP percent from the prog bar
B) grabs the post-kill XP percent from the prog bar
C) Calculates

Kill value = B - C
Kills to lvl = (100 - B)/(B - C)
Kills for entire lvl = 100/(B-C)

Could maybe include a text box for entering how far into lvl your vitality goes (vit percentage is useless for these calcs) and spit out another Kills to lvl number with partial vit factored in.

Hmm something more interesting (ie automated) might be possible, now, if you work at it..
We now have a way to compare data and conecate strings
You can automate the simple math if an ingame calculator can do it.
However, I'm not sure how much the interface system has change so I might be wrong.

You could add a page to any window that closes and opens with the target window using /gamedata.target.window (might not be exact).

I believe the target window closes when your target dies?

You could use that page's onshow to grab the value from the progress bar when the window opens.

You Could use the page's OnHide to grab and compare the after close value to the original and do calculatons to determine a more exact amount increase if it is indeed more accurate.

If there is a gain you can show a "popup" message window that says something like "You have gained .251% experience giving you a total 67.334%; it will take 14 more gains like this to level up" and give it an effectors that fades the window out and closes it.

Edit: The client used to switch the experience bar displayed if experience was gained that mechinism, if still present, might that hardcoding might be "hookable" to trigger the calculations, and displays whenever any kind of experience is gained..

just an idea, to spark up discussion.
It may just be dream.. I haven't played in a long while and although I have some idea, I don't know how much the UI system has really changed.
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Last edited by Talyns : 05-09-2006 at 02:42 AM.
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