> From: linebacker@microlink.net > > Has anyone noticed any problems with the EXP in > bpl 11? I just opened for beta and I have players > complaining about the exp. > > 1) Say a mob is worth 2000 exp and is lev 8. No matter > what level the character is that kills him, they will > only receive a fraction of that amount. ( I think it was > like 343 for that instance) > > 2) When grouping, for example, two 8th level chars kill > a mob that gives each player 4K exp. Strangely, when one > of the players kills that same mob solo, they get 16K > This is at it should be. You get more exp if you can kill the mob solo, afterall it is harder to do it alone. > Is this normal, and can someone please tell me how the exp is basically > calculated. I have look through the code, and am still stumped. > Not grouped: damage() in fight.c exp = MIN(max_exp_gain, GET_EXP(victim) / 3); /* Calculate level-difference bonus */ if (IS_NPC(ch)) exp += MAX(0, (exp * MIN(4, (GET_LEVEL(victim) - GET_LEVEL(ch)))) >> 3); else exp += MAX(0, (exp * MIN(8, (GET_LEVEL(victim) - GET_LEVEL(ch)))) >> 3); exp = MAX(exp, 1); ^ | This is the line that applies when players get exp | The most exp a solo char can get from killing a mob is when his 8 or more levels lower then the mob. In that case he gets: exp = mob_exp / 3 + ((mob_exp / 3) * 8) / 8 and that is the same as 2/3 of the mobs experience. Grouped: group_gain() in fight.c base = MAX(1, GET_EXP(victim) / (3 * tot_members)); base is the exp every member in the group gets. > Also, what exactly does the prot from evil spell do? I know it sets a > flag, but how does it helpthe player against evil mobs? > Prot from evil doesn't do anything yet. > Thanks, > Chuck > -Johan +-----------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://cspo.queensu.ca/~fletcher/Circle/list_faq.html | +-----------------------------------------------------------+
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