dont let ai do your work
faaaaaaaaaaaaaaaaa
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-28
@@ -70,10 +70,7 @@ end
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Skills.GetXPRequiredForLevel = function(level)
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if not level or level < 1 then return 0 end
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if level == 1 then return 83 end -- Level 1 to 2 requires 83 XP
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local currentLevelXP = Skills.GetXPForLevel(level)
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local previousLevelXP = Skills.GetXPForLevel(level - 1)
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return currentLevelXP - previousLevelXP
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return Skills.GetXPForLevel(level)
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end
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-- Add XP and handle level ups
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@@ -98,39 +95,30 @@ Skills.AddXP = function(src, skillName, xp)
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-- Add XP
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currentXP = currentXP + xp
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-- Check for level ups
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local newLevel = oldLevel
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while newLevel < 99 do
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local xpNeeded = Skills.GetXPRequiredForLevel(newLevel)
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if currentXP >= xpNeeded then
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currentXP = currentXP - xpNeeded -- Subtract the XP used for this level
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newLevel = newLevel + 1
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else
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break
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end
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local xpNeeded = Skills.GetXPRequiredForLevel(oldLevel + 1)
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if currentXP >= xpNeeded then
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currentXP = currentXP - xpNeeded -- Subtract the XP used for this level
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oldLevel = oldLevel + 1
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end
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-- If we leveled up, ensure currentXP doesn't exceed the new level's requirement
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if newLevel > oldLevel then
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local newLevelRequirement = Skills.GetXPRequiredForLevel(newLevel)
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if currentXP >= newLevelRequirement then
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currentXP = newLevelRequirement - 1 -- Cap at requirement - 1
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end
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end
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-- -- If we leveled up, ensure currentXP doesn't exceed the new level's requirement
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-- if newLevel > oldLevel then
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-- local newLevelRequirement = Skills.GetXPRequiredForLevel(newLevel)
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-- if currentXP >= newLevelRequirement then
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-- currentXP = newLevelRequirement - 1 -- Cap at requirement - 1
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-- end
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-- end
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-- Update skill
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skill.level = newLevel
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skill.level = oldLevel
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skill.currentXP = currentXP
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playerSkills[skillName] = skill
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Framework.SetPlayerMetadata(src, "community_bridge_skills", playerSkills)
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return {
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levelUp = newLevel > oldLevel,
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oldLevel = oldLevel,
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newLevel = newLevel,
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levelsGained = newLevel - oldLevel
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}
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return true, oldLevel, currentXP
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end
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-- Set skill level directly (resets currentXP to 0)
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