You wrote: > Has anyone noticed any problems with the EXP in > bpl 11? I just opened for beta and I have players > complaining about the exp. Hey Dude, I'm an long time C coder who's a newbie Circle Mud coder. I'm altering my stock bpl11 now and I think I saw what's concerning you. In fight.c I believe is the code for determining exp from kills, group split, etc. For some reason the base exp from each mob is divided by 3 ( base = GET_EXP(ch)/3 ) and then runs it through some other factors like difference in level, etc. So I'm not suprised you're like getting wasted exp numbers. Check out the formulae they use in fight.c and change it to your liking man. Also note that they got an exp gain from each hit giving Levelmob Times Damage dealt in points, which in my Mud will give like up to 3000 exp points per hit- not cool for my scaled system. Since I eventually plan to allow pk but discourage it, I think I'm gonna have to set a clause.... if (!(IS_NPC(ch)) base = GET_EXP(ch)/100; so that when a 20th level char get's pk'ed his 7 million exp doesn't get calculated in where normally a 20th level mob in my game would be assigned 20,000 exp!!! There are always the max exp gain caps, but I'd prefer not to max them everytime a player get's shish kabobbed. Still, even with the factor of a hundred division the kill benefit will be more 70k, more than 3 times an equivilent mob kill, so maybe I outta fiddle some more. Anyway, code on man! aikeena +-----------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://cspo.queensu.ca/~fletcher/Circle/list_faq.html | +-----------------------------------------------------------+
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