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C++ Changing Exp Formulas!!

Helliot1

Owner of Empire Online
Joined
Jul 26, 2017
Messages
315
Solutions
1
Reaction score
60
Hello,

I was changing my Exp formula, and I changed this:

C++:
        static uint64_t getExpForLevel(int32_t lv) {
            lv--;
            return ((50ULL * lv * lv * lv) - (150ULL * lv * lv) + (400ULL * lv)) / 3ULL;
        }

For this:
C++:
        static uint64_t getExpForLevel(int32_t lv) {
            lv--;
                return (51, 438 * (lv ^ 2, 9499));
        }

But when I kill some monsters I don't gain any Exp.. What in my formulas is wrong ??
and what is "ULL"?
 
Last edited:
Solution
River, it's like that:
2L0BgEzNQqG-bHUOJoEONQ.png

C++:
        static uint64_t getExpForLevel(int32_t lv) {
                lv--;
                return 51.438 * pow(lv, 2.9499);
        }

If you use OTClient, you will need to update your formula there also.
It's on your_client_folder/modules/game_skills/skills.lua:
Change this
LUA:
function expForLevel(level)
  return math.floor((50*level*level*level)/3 - 100*level*level + (850*level)/3 - 200)
end

To this
LUA:
function expForLevel(level)
  return math.floor(51.438 * math.pow(lv, 2.9499))
end
ISO C99 supports data types for integers that are at least 64 bits wide, and as an extension GCC supports them in C90 mode and in C++. Simply write long long int for a signed integer, or unsigned long long int for an unsigned integer. To make an integer constant of type long long int, add the suffix LL to the integer. To make an integer constant of type unsigned long long int, add the suffix ULL to the integer.
 
Hello,

I was changing my Exp formula, and I changed this:

C++:
        static uint64_t getExpForLevel(int32_t lv) {
            lv--;
            return ((50ULL * lv * lv * lv) - (150ULL * lv * lv) + (400ULL * lv)) / 3ULL;
        }

For this:
C++:
        static uint64_t getExpForLevel(int32_t lv) {
            lv--;
                return (51, 438 * (lv ^ 2, 9499));
        }

But when I kill some monsters I don't gain any Exp.. What in my formulas is wrong ??
and what is "ULL"?

Wtf does means "," on your formula?
 
River, it's like that:
2L0BgEzNQqG-bHUOJoEONQ.png

C++:
        static uint64_t getExpForLevel(int32_t lv) {
                lv--;
                return 51.438 * pow(lv, 2.9499);
        }

If you use OTClient, you will need to update your formula there also.
It's on your_client_folder/modules/game_skills/skills.lua:
Change this
LUA:
function expForLevel(level)
  return math.floor((50*level*level*level)/3 - 100*level*level + (850*level)/3 - 200)
end

To this
LUA:
function expForLevel(level)
  return math.floor(51.438 * math.pow(lv, 2.9499))
end
 
Solution
C++:
        static uint64_t getExpForLevel(int32_t lv) {
                lv--;
                return 51.438 * pow(lv, 2.9499);
        }

If you use OTClient, you will need to update your formula there also.
It's on your_client_folder/modules/game_skills/skills.lua:
Change this
LUA:
function expForLevel(level)
  return math.floor((50*level*level*level)/3 - 100*level*level + (850*level)/3 - 200)
end

To this
LUA:
function expForLevel(level)
  return math.floor(51.438 * math.pow(lv, 2.9499))
end

Thanks @River KA, you helped me a lot!!
 
@River KA , Hey River, Can you help me again ? If you can I'll be so grateful!!

After all these changes, I realized that my client has an error. And it does not show the experience and any other. I get this error on Log, but I don't know why, the new formula is right.

C++:
ERROR: lua function callback failed: LUA ERROR:
/game_skills/skills.lua:68: bad argument #1 to 'pow' (number expected, got nil)
stack traceback:
    [C]: at 0x00f1c5c0
    [C]: in function 'pow'
    /game_skills/skills.lua:68: in function 'expForLevel'
    /game_skills/skills.lua:72: in function 'expToAdvance'
    /game_skills/skills.lua:290: in function 'onLevelChange'
    /game_skills/skills.lua:257: in function </game_skills/skills.lua:249>

and this is my skills.lua:
LUA:
skillsWindow = nil
skillsButton = nil

function init()
  connect(LocalPlayer, {
    onExperienceChange = onExperienceChange,
    onLevelChange = onLevelChange,
    onHealthChange = onHealthChange,
    onManaChange = onManaChange,
    onSoulChange = onSoulChange,
    onFreeCapacityChange = onFreeCapacityChange,
    onTotalCapacityChange = onTotalCapacityChange,
    onStaminaChange = onStaminaChange,
    onOfflineTrainingChange = onOfflineTrainingChange,
    onRegenerationChange = onRegenerationChange,
    onSpeedChange = onSpeedChange,
    onBaseSpeedChange = onBaseSpeedChange,
    onMagicLevelChange = onMagicLevelChange,
    onBaseMagicLevelChange = onBaseMagicLevelChange,
    onSkillChange = onSkillChange,
    onBaseSkillChange = onBaseSkillChange
  })
  connect(g_game, {
    onGameStart = refresh,
    onGameEnd = offline
  })

  skillsButton = modules.client_topmenu.addRightGameToggleButton('skillsButton', tr('Skills') .. ' (Ctrl+S)', '/images/topbuttons/skills', toggle)
  skillsButton:setOn(true)
  skillsWindow = g_ui.loadUI('skills', modules.game_interface.getRightPanel())

  g_keyboard.bindKeyDown('Ctrl+S', toggle)

  refresh()
  skillsWindow:setup()
end

function terminate()
  disconnect(LocalPlayer, {
    onExperienceChange = onExperienceChange,
    onLevelChange = onLevelChange,
    onHealthChange = onHealthChange,
    onManaChange = onManaChange,
    onSoulChange = onSoulChange,
    onFreeCapacityChange = onFreeCapacityChange,
    onTotalCapacityChange = onTotalCapacityChange,
    onStaminaChange = onStaminaChange,
    onOfflineTrainingChange = onOfflineTrainingChange,
    onRegenerationChange = onRegenerationChange,
    onSpeedChange = onSpeedChange,
    onBaseSpeedChange = onBaseSpeedChange,
    onMagicLevelChange = onMagicLevelChange,
    onBaseMagicLevelChange = onBaseMagicLevelChange,
    onSkillChange = onSkillChange,
    onBaseSkillChange = onBaseSkillChange
  })
  disconnect(g_game, {
    onGameStart = refresh,
    onGameEnd = offline
  })

  g_keyboard.unbindKeyDown('Ctrl+S')
  skillsWindow:destroy()
  skillsButton:destroy()
end

function expForLevel(level)
  return math.floor(51.438 * math.pow(lv, 2.9499))
end

function expToAdvance(currentLevel, currentExp)
  return expForLevel(currentLevel+1) - currentExp
end

function resetSkillColor(id)
  local skill = skillsWindow:recursiveGetChildById(id)
  local widget = skill:getChildById('value')
  widget:setColor('#bbbbbb')
end

function toggleSkill(id, state)
  local skill = skillsWindow:recursiveGetChildById(id)
  skill:setVisible(state)
end

function setSkillBase(id, value, baseValue)
  if baseValue <= 0 or value < 0 then
    return
  end
  local skill = skillsWindow:recursiveGetChildById(id)
  local widget = skill:getChildById('value')

  if value > baseValue then
    widget:setColor('#008b00') -- green
    skill:setTooltip(baseValue .. ' +' .. (value - baseValue))
  elseif value < baseValue then
    widget:setColor('#b22222') -- red
    skill:setTooltip(baseValue .. ' ' .. (value - baseValue))
  else
    widget:setColor('#bbbbbb') -- default
    skill:removeTooltip()
  end
end

function setSkillValue(id, value)
  local skill = skillsWindow:recursiveGetChildById(id)
  local widget = skill:getChildById('value')
  widget:setText(value)
end

function setSkillColor(id, value)
  local skill = skillsWindow:recursiveGetChildById(id)
  local widget = skill:getChildById('value')
  widget:setColor(value)
end

function setSkillTooltip(id, value)
  local skill = skillsWindow:recursiveGetChildById(id)
  local widget = skill:getChildById('value')
  widget:setTooltip(value)
end

function setSkillPercent(id, percent, tooltip)
  local skill = skillsWindow:recursiveGetChildById(id)
  local widget = skill:getChildById('percent')
  if widget then
    widget:setPercent(math.floor(percent))

    if tooltip then
      widget:setTooltip(tooltip)
    end
  end
end

function checkAlert(id, value, maxValue, threshold, greaterThan)
  if greaterThan == nil then greaterThan = false end
  local alert = false

  -- maxValue can be set to false to check value and threshold
  -- used for regeneration checking
  if type(maxValue) == 'boolean' then
    if maxValue then
      return
    end

    if greaterThan then
      if value > threshold then
        alert = true
      end
    else
      if value < threshold then
        alert = true
      end
    end
  elseif type(maxValue) == 'number' then
    if maxValue < 0 then
      return
    end

    local percent = math.floor((value / maxValue) * 100)
    if greaterThan then
      if percent > threshold then
        alert = true
      end
    else
      if percent < threshold then
        alert = true
      end
    end
  end

  if alert then
    setSkillColor(id, '#b22222') -- red
  else
    resetSkillColor(id)
  end
end

function update()
  local offlineTraining = skillsWindow:recursiveGetChildById('offlineTraining')
  if not g_game.getFeature(GameOfflineTrainingTime) then
    offlineTraining:hide()
  else
    offlineTraining:show()
  end

  local regenerationTime = skillsWindow:recursiveGetChildById('regenerationTime')
  if not g_game.getFeature(GamePlayerRegenerationTime) then
    regenerationTime:hide()
  else
    regenerationTime:show()
  end
end

function refresh()
  local player = g_game.getLocalPlayer()
  if not player then return end

  if expSpeedEvent then expSpeedEvent:cancel() end
  expSpeedEvent = cycleEvent(checkExpSpeed, 30*1000)

  onExperienceChange(player, player:getExperience())
  onLevelChange(player, player:getLevel(), player:getLevelPercent())
  onHealthChange(player, player:getHealth(), player:getMaxHealth())
  onManaChange(player, player:getMana(), player:getMaxMana())
  onSoulChange(player, player:getSoul())
  onFreeCapacityChange(player, player:getFreeCapacity())
  onStaminaChange(player, player:getStamina())
  onMagicLevelChange(player, player:getMagicLevel(), player:getMagicLevelPercent())
  onOfflineTrainingChange(player, player:getOfflineTrainingTime())
  onRegenerationChange(player, player:getRegenerationTime())
  onSpeedChange(player, player:getSpeed())

  local hasAdditionalSkills = g_game.getFeature(GameAdditionalSkills)
  for i = Skill.Fist, Skill.ManaLeechAmount do
    onSkillChange(player, i, player:getSkillLevel(i), player:getSkillLevelPercent(i))
    onBaseSkillChange(player, i, player:getSkillBaseLevel(i))

    if i > Skill.Fishing then
      toggleSkill('skillId'..i, hasAdditionalSkills)
    end
  end

  update()

  local contentsPanel = skillsWindow:getChildById('contentsPanel')
  skillsWindow:setContentMinimumHeight(44)
  if hasAdditionalSkills then
    skillsWindow:setContentMaximumHeight(480)
  else
    skillsWindow:setContentMaximumHeight(390)
  end
end

function offline()
  if expSpeedEvent then expSpeedEvent:cancel() expSpeedEvent = nil end
end

function toggle()
  if skillsButton:isOn() then
    skillsWindow:close()
    skillsButton:setOn(false)
  else
    skillsWindow:open()
    skillsButton:setOn(true)
  end
end

function checkExpSpeed()
  local player = g_game.getLocalPlayer()
  if not player then return end

  local currentExp = player:getExperience()
  local currentTime = g_clock.seconds()
  if player.lastExps ~= nil then
    player.expSpeed = (currentExp - player.lastExps[1][1])/(currentTime - player.lastExps[1][2])
    onLevelChange(player, player:getLevel(), player:getLevelPercent())
  else
    player.lastExps = {}
  end
  table.insert(player.lastExps, {currentExp, currentTime})
  if #player.lastExps > 30 then
    table.remove(player.lastExps, 1)
  end
end

function onMiniWindowClose()
  skillsButton:setOn(false)
end

function onSkillButtonClick(button)
  local percentBar = button:getChildById('percent')
  if percentBar then
    percentBar:setVisible(not percentBar:isVisible())
    if percentBar:isVisible() then
      button:setHeight(21)
    else
      button:setHeight(21 - 6)
    end
  end
end

function onExperienceChange(localPlayer, value)
  setSkillValue('experience', value)
end

function onLevelChange(localPlayer, value, percent)
  setSkillValue('level', value)
  local text = tr('You have %s percent to go', 100 - percent) .. '\n' ..
               tr('%s of experience left', expToAdvance(localPlayer:getLevel(), localPlayer:getExperience()))

  if localPlayer.expSpeed ~= nil then
     local expPerHour = math.floor(localPlayer.expSpeed * 3600)
     if expPerHour > 0 then
        local nextLevelExp = expForLevel(localPlayer:getLevel()+1)
        local hoursLeft = (nextLevelExp - localPlayer:getExperience()) / expPerHour
        local minutesLeft = math.floor((hoursLeft - math.floor(hoursLeft))*60)
        hoursLeft = math.floor(hoursLeft)
        text = text .. '\n' .. tr('%d of experience per hour', expPerHour)
        text = text .. '\n' .. tr('Next level in %d hours and %d minutes', hoursLeft, minutesLeft)
     end
  end

  setSkillPercent('level', percent, text)
end

function onHealthChange(localPlayer, health, maxHealth)
  setSkillValue('health', health)
  checkAlert('health', health, maxHealth, 30)
end

function onManaChange(localPlayer, mana, maxMana)
  setSkillValue('mana', mana)
  checkAlert('mana', mana, maxMana, 30)
end

function onSoulChange(localPlayer, soul)
  setSkillValue('soul', soul)
end

function onFreeCapacityChange(localPlayer, freeCapacity)
  setSkillValue('capacity', freeCapacity)
  checkAlert('capacity', freeCapacity, localPlayer:getTotalCapacity(), 20)
end

function onTotalCapacityChange(localPlayer, totalCapacity)
  checkAlert('capacity', localPlayer:getFreeCapacity(), totalCapacity, 20)
end

function onStaminaChange(localPlayer, stamina)
  local hours = math.floor(stamina / 60)
  local minutes = stamina % 60
  if minutes < 10 then
    minutes = '0' .. minutes
  end
  local percent = math.floor(100 * stamina / (42 * 60)) -- max is 42 hours

  setSkillValue('stamina', hours .. ":" .. minutes)
  setSkillPercent('stamina', percent, tr('You have %s percent', percent))
end

function onOfflineTrainingChange(localPlayer, offlineTrainingTime)
  if not g_game.getFeature(GameOfflineTrainingTime) then
    return
  end
  local hours = math.floor(offlineTrainingTime / 60)
  local minutes = offlineTrainingTime % 60
  if minutes < 10 then
    minutes = '0' .. minutes
  end
  local percent = 100 * offlineTrainingTime / (12 * 60) -- max is 12 hours

  setSkillValue('offlineTraining', hours .. ":" .. minutes)
  setSkillPercent('offlineTraining', percent, tr('You have %s percent', percent))
end

function onRegenerationChange(localPlayer, regenerationTime)
  if not g_game.getFeature(GamePlayerRegenerationTime) or regenerationTime < 0 then
    return
  end
  local minutes = math.floor(regenerationTime / 60)
  local seconds = regenerationTime % 60
  if seconds < 10 then
    seconds = '0' .. seconds
  end

  setSkillValue('regenerationTime', minutes .. ":" .. seconds)
  checkAlert('regenerationTime', regenerationTime, false, 300)
end

function onSpeedChange(localPlayer, speed)
  setSkillValue('speed', speed)

  onBaseSpeedChange(localPlayer, localPlayer:getBaseSpeed())
end

function onBaseSpeedChange(localPlayer, baseSpeed)
  setSkillBase('speed', localPlayer:getSpeed(), baseSpeed)
end

function onMagicLevelChange(localPlayer, magiclevel, percent)
  setSkillValue('magiclevel', magiclevel)
  setSkillPercent('magiclevel', percent, tr('You have %s percent to go', 100 - percent))

  onBaseMagicLevelChange(localPlayer, localPlayer:getBaseMagicLevel())
end

function onBaseMagicLevelChange(localPlayer, baseMagicLevel)
  setSkillBase('magiclevel', localPlayer:getMagicLevel(), baseMagicLevel)
end

function onSkillChange(localPlayer, id, level, percent)
  setSkillValue('skillId' .. id, level)
  setSkillPercent('skillId' .. id, percent, tr('You have %s percent to go', 100 - percent))

  onBaseSkillChange(localPlayer, id, localPlayer:getSkillBaseLevel(id))
end

function onBaseSkillChange(localPlayer, id, baseLevel)
  setSkillBase('skillId'..id, localPlayer:getSkillLevel(id), baseLevel)
end
 
@River KA , Hey River, Can you help me again ? If you can I'll be so grateful!!

After all these changes, I realized that my client has an error. And it does not show the experience and any other. I get this error on Log, but I don't know why, the new formula is right.

C++:
ERROR: lua function callback failed: LUA ERROR:
/game_skills/skills.lua:68: bad argument #1 to 'pow' (number expected, got nil)
stack traceback:
    [C]: at 0x00f1c5c0
    [C]: in function 'pow'
    /game_skills/skills.lua:68: in function 'expForLevel'
    /game_skills/skills.lua:72: in function 'expToAdvance'
    /game_skills/skills.lua:290: in function 'onLevelChange'
    /game_skills/skills.lua:257: in function </game_skills/skills.lua:249>

and this is my skills.lua:
LUA:
skillsWindow = nil
skillsButton = nil

function init()
  connect(LocalPlayer, {
    onExperienceChange = onExperienceChange,
    onLevelChange = onLevelChange,
    onHealthChange = onHealthChange,
    onManaChange = onManaChange,
    onSoulChange = onSoulChange,
    onFreeCapacityChange = onFreeCapacityChange,
    onTotalCapacityChange = onTotalCapacityChange,
    onStaminaChange = onStaminaChange,
    onOfflineTrainingChange = onOfflineTrainingChange,
    onRegenerationChange = onRegenerationChange,
    onSpeedChange = onSpeedChange,
    onBaseSpeedChange = onBaseSpeedChange,
    onMagicLevelChange = onMagicLevelChange,
    onBaseMagicLevelChange = onBaseMagicLevelChange,
    onSkillChange = onSkillChange,
    onBaseSkillChange = onBaseSkillChange
  })
  connect(g_game, {
    onGameStart = refresh,
    onGameEnd = offline
  })

  skillsButton = modules.client_topmenu.addRightGameToggleButton('skillsButton', tr('Skills') .. ' (Ctrl+S)', '/images/topbuttons/skills', toggle)
  skillsButton:setOn(true)
  skillsWindow = g_ui.loadUI('skills', modules.game_interface.getRightPanel())

  g_keyboard.bindKeyDown('Ctrl+S', toggle)

  refresh()
  skillsWindow:setup()
end

function terminate()
  disconnect(LocalPlayer, {
    onExperienceChange = onExperienceChange,
    onLevelChange = onLevelChange,
    onHealthChange = onHealthChange,
    onManaChange = onManaChange,
    onSoulChange = onSoulChange,
    onFreeCapacityChange = onFreeCapacityChange,
    onTotalCapacityChange = onTotalCapacityChange,
    onStaminaChange = onStaminaChange,
    onOfflineTrainingChange = onOfflineTrainingChange,
    onRegenerationChange = onRegenerationChange,
    onSpeedChange = onSpeedChange,
    onBaseSpeedChange = onBaseSpeedChange,
    onMagicLevelChange = onMagicLevelChange,
    onBaseMagicLevelChange = onBaseMagicLevelChange,
    onSkillChange = onSkillChange,
    onBaseSkillChange = onBaseSkillChange
  })
  disconnect(g_game, {
    onGameStart = refresh,
    onGameEnd = offline
  })

  g_keyboard.unbindKeyDown('Ctrl+S')
  skillsWindow:destroy()
  skillsButton:destroy()
end

function expForLevel(level)
  return math.floor(51.438 * math.pow(lv, 2.9499))
end

function expToAdvance(currentLevel, currentExp)
  return expForLevel(currentLevel+1) - currentExp
end

function resetSkillColor(id)
  local skill = skillsWindow:recursiveGetChildById(id)
  local widget = skill:getChildById('value')
  widget:setColor('#bbbbbb')
end

function toggleSkill(id, state)
  local skill = skillsWindow:recursiveGetChildById(id)
  skill:setVisible(state)
end

function setSkillBase(id, value, baseValue)
  if baseValue <= 0 or value < 0 then
    return
  end
  local skill = skillsWindow:recursiveGetChildById(id)
  local widget = skill:getChildById('value')

  if value > baseValue then
    widget:setColor('#008b00') -- green
    skill:setTooltip(baseValue .. ' +' .. (value - baseValue))
  elseif value < baseValue then
    widget:setColor('#b22222') -- red
    skill:setTooltip(baseValue .. ' ' .. (value - baseValue))
  else
    widget:setColor('#bbbbbb') -- default
    skill:removeTooltip()
  end
end

function setSkillValue(id, value)
  local skill = skillsWindow:recursiveGetChildById(id)
  local widget = skill:getChildById('value')
  widget:setText(value)
end

function setSkillColor(id, value)
  local skill = skillsWindow:recursiveGetChildById(id)
  local widget = skill:getChildById('value')
  widget:setColor(value)
end

function setSkillTooltip(id, value)
  local skill = skillsWindow:recursiveGetChildById(id)
  local widget = skill:getChildById('value')
  widget:setTooltip(value)
end

function setSkillPercent(id, percent, tooltip)
  local skill = skillsWindow:recursiveGetChildById(id)
  local widget = skill:getChildById('percent')
  if widget then
    widget:setPercent(math.floor(percent))

    if tooltip then
      widget:setTooltip(tooltip)
    end
  end
end

function checkAlert(id, value, maxValue, threshold, greaterThan)
  if greaterThan == nil then greaterThan = false end
  local alert = false

  -- maxValue can be set to false to check value and threshold
  -- used for regeneration checking
  if type(maxValue) == 'boolean' then
    if maxValue then
      return
    end

    if greaterThan then
      if value > threshold then
        alert = true
      end
    else
      if value < threshold then
        alert = true
      end
    end
  elseif type(maxValue) == 'number' then
    if maxValue < 0 then
      return
    end

    local percent = math.floor((value / maxValue) * 100)
    if greaterThan then
      if percent > threshold then
        alert = true
      end
    else
      if percent < threshold then
        alert = true
      end
    end
  end

  if alert then
    setSkillColor(id, '#b22222') -- red
  else
    resetSkillColor(id)
  end
end

function update()
  local offlineTraining = skillsWindow:recursiveGetChildById('offlineTraining')
  if not g_game.getFeature(GameOfflineTrainingTime) then
    offlineTraining:hide()
  else
    offlineTraining:show()
  end

  local regenerationTime = skillsWindow:recursiveGetChildById('regenerationTime')
  if not g_game.getFeature(GamePlayerRegenerationTime) then
    regenerationTime:hide()
  else
    regenerationTime:show()
  end
end

function refresh()
  local player = g_game.getLocalPlayer()
  if not player then return end

  if expSpeedEvent then expSpeedEvent:cancel() end
  expSpeedEvent = cycleEvent(checkExpSpeed, 30*1000)

  onExperienceChange(player, player:getExperience())
  onLevelChange(player, player:getLevel(), player:getLevelPercent())
  onHealthChange(player, player:getHealth(), player:getMaxHealth())
  onManaChange(player, player:getMana(), player:getMaxMana())
  onSoulChange(player, player:getSoul())
  onFreeCapacityChange(player, player:getFreeCapacity())
  onStaminaChange(player, player:getStamina())
  onMagicLevelChange(player, player:getMagicLevel(), player:getMagicLevelPercent())
  onOfflineTrainingChange(player, player:getOfflineTrainingTime())
  onRegenerationChange(player, player:getRegenerationTime())
  onSpeedChange(player, player:getSpeed())

  local hasAdditionalSkills = g_game.getFeature(GameAdditionalSkills)
  for i = Skill.Fist, Skill.ManaLeechAmount do
    onSkillChange(player, i, player:getSkillLevel(i), player:getSkillLevelPercent(i))
    onBaseSkillChange(player, i, player:getSkillBaseLevel(i))

    if i > Skill.Fishing then
      toggleSkill('skillId'..i, hasAdditionalSkills)
    end
  end

  update()

  local contentsPanel = skillsWindow:getChildById('contentsPanel')
  skillsWindow:setContentMinimumHeight(44)
  if hasAdditionalSkills then
    skillsWindow:setContentMaximumHeight(480)
  else
    skillsWindow:setContentMaximumHeight(390)
  end
end

function offline()
  if expSpeedEvent then expSpeedEvent:cancel() expSpeedEvent = nil end
end

function toggle()
  if skillsButton:isOn() then
    skillsWindow:close()
    skillsButton:setOn(false)
  else
    skillsWindow:open()
    skillsButton:setOn(true)
  end
end

function checkExpSpeed()
  local player = g_game.getLocalPlayer()
  if not player then return end

  local currentExp = player:getExperience()
  local currentTime = g_clock.seconds()
  if player.lastExps ~= nil then
    player.expSpeed = (currentExp - player.lastExps[1][1])/(currentTime - player.lastExps[1][2])
    onLevelChange(player, player:getLevel(), player:getLevelPercent())
  else
    player.lastExps = {}
  end
  table.insert(player.lastExps, {currentExp, currentTime})
  if #player.lastExps > 30 then
    table.remove(player.lastExps, 1)
  end
end

function onMiniWindowClose()
  skillsButton:setOn(false)
end

function onSkillButtonClick(button)
  local percentBar = button:getChildById('percent')
  if percentBar then
    percentBar:setVisible(not percentBar:isVisible())
    if percentBar:isVisible() then
      button:setHeight(21)
    else
      button:setHeight(21 - 6)
    end
  end
end

function onExperienceChange(localPlayer, value)
  setSkillValue('experience', value)
end

function onLevelChange(localPlayer, value, percent)
  setSkillValue('level', value)
  local text = tr('You have %s percent to go', 100 - percent) .. '\n' ..
               tr('%s of experience left', expToAdvance(localPlayer:getLevel(), localPlayer:getExperience()))

  if localPlayer.expSpeed ~= nil then
     local expPerHour = math.floor(localPlayer.expSpeed * 3600)
     if expPerHour > 0 then
        local nextLevelExp = expForLevel(localPlayer:getLevel()+1)
        local hoursLeft = (nextLevelExp - localPlayer:getExperience()) / expPerHour
        local minutesLeft = math.floor((hoursLeft - math.floor(hoursLeft))*60)
        hoursLeft = math.floor(hoursLeft)
        text = text .. '\n' .. tr('%d of experience per hour', expPerHour)
        text = text .. '\n' .. tr('Next level in %d hours and %d minutes', hoursLeft, minutesLeft)
     end
  end

  setSkillPercent('level', percent, text)
end

function onHealthChange(localPlayer, health, maxHealth)
  setSkillValue('health', health)
  checkAlert('health', health, maxHealth, 30)
end

function onManaChange(localPlayer, mana, maxMana)
  setSkillValue('mana', mana)
  checkAlert('mana', mana, maxMana, 30)
end

function onSoulChange(localPlayer, soul)
  setSkillValue('soul', soul)
end

function onFreeCapacityChange(localPlayer, freeCapacity)
  setSkillValue('capacity', freeCapacity)
  checkAlert('capacity', freeCapacity, localPlayer:getTotalCapacity(), 20)
end

function onTotalCapacityChange(localPlayer, totalCapacity)
  checkAlert('capacity', localPlayer:getFreeCapacity(), totalCapacity, 20)
end

function onStaminaChange(localPlayer, stamina)
  local hours = math.floor(stamina / 60)
  local minutes = stamina % 60
  if minutes < 10 then
    minutes = '0' .. minutes
  end
  local percent = math.floor(100 * stamina / (42 * 60)) -- max is 42 hours

  setSkillValue('stamina', hours .. ":" .. minutes)
  setSkillPercent('stamina', percent, tr('You have %s percent', percent))
end

function onOfflineTrainingChange(localPlayer, offlineTrainingTime)
  if not g_game.getFeature(GameOfflineTrainingTime) then
    return
  end
  local hours = math.floor(offlineTrainingTime / 60)
  local minutes = offlineTrainingTime % 60
  if minutes < 10 then
    minutes = '0' .. minutes
  end
  local percent = 100 * offlineTrainingTime / (12 * 60) -- max is 12 hours

  setSkillValue('offlineTraining', hours .. ":" .. minutes)
  setSkillPercent('offlineTraining', percent, tr('You have %s percent', percent))
end

function onRegenerationChange(localPlayer, regenerationTime)
  if not g_game.getFeature(GamePlayerRegenerationTime) or regenerationTime < 0 then
    return
  end
  local minutes = math.floor(regenerationTime / 60)
  local seconds = regenerationTime % 60
  if seconds < 10 then
    seconds = '0' .. seconds
  end

  setSkillValue('regenerationTime', minutes .. ":" .. seconds)
  checkAlert('regenerationTime', regenerationTime, false, 300)
end

function onSpeedChange(localPlayer, speed)
  setSkillValue('speed', speed)

  onBaseSpeedChange(localPlayer, localPlayer:getBaseSpeed())
end

function onBaseSpeedChange(localPlayer, baseSpeed)
  setSkillBase('speed', localPlayer:getSpeed(), baseSpeed)
end

function onMagicLevelChange(localPlayer, magiclevel, percent)
  setSkillValue('magiclevel', magiclevel)
  setSkillPercent('magiclevel', percent, tr('You have %s percent to go', 100 - percent))

  onBaseMagicLevelChange(localPlayer, localPlayer:getBaseMagicLevel())
end

function onBaseMagicLevelChange(localPlayer, baseMagicLevel)
  setSkillBase('magiclevel', localPlayer:getMagicLevel(), baseMagicLevel)
end

function onSkillChange(localPlayer, id, level, percent)
  setSkillValue('skillId' .. id, level)
  setSkillPercent('skillId' .. id, percent, tr('You have %s percent to go', 100 - percent))

  onBaseSkillChange(localPlayer, id, localPlayer:getSkillBaseLevel(id))
end

function onBaseSkillChange(localPlayer, id, baseLevel)
  setSkillBase('skillId'..id, localPlayer:getSkillLevel(id), baseLevel)
end


You need learn to read what you're putting as code and to read the error.

LUA:
function expForLevel(level)
  return math.floor(51.438 * math.pow(level, 2.9499)) -- You putted lv instead level. That's why it were saying that math.pow were expecting a number instead nil (lv).
end
 
Thanks a lot River!!

It's because english is not my native language, and it's hard to understand some words
 
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