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Merge pull request #683 from noudess/master
Adjust xp loss on death if using the level_based_mods.
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commit
4b612400da
@ -1729,6 +1729,15 @@ bool Client::Death(Mob* killerMob, int32 damage, uint16 spell, EQEmu::skills::Sk
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exploss = (int)(GetLevel() * (GetLevel() / 18.0) * 12000);
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exploss = (int)(GetLevel() * (GetLevel() / 18.0) * 12000);
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}
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}
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if (RuleB(Zone, LevelBasedEXPMods)) {
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// Death in levels with xp_mod (such as hell levels) was resulting
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// in losing more that appropriate since the loss was the same but
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// getting it back would take way longer. This makes the death the
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// same amount of time to recover. Will also lose more if level is
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// granting a bonus.
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exploss *= zone->level_exp_mod[GetLevel()].ExpMod;
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}
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if ((GetLevel() < RuleI(Character, DeathExpLossLevel)) || (GetLevel() > RuleI(Character, DeathExpLossMaxLevel)) || IsBecomeNPC())
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if ((GetLevel() < RuleI(Character, DeathExpLossLevel)) || (GetLevel() > RuleI(Character, DeathExpLossMaxLevel)) || IsBecomeNPC())
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{
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{
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exploss = 0;
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exploss = 0;
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