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https://github.com/EQEmu/Server.git
synced 2025-12-11 21:01:29 +00:00
* Refactored how XP is calculated
* Added ability to use normalized XP per AA (based on # of kills per AA per white con NPC -- TSS era change) * Added ability to use accelerated AA gain between a defined range (based on live, 0 - 4000 AA, linearly decreasing)
This commit is contained in:
parent
feafd43fdf
commit
b25c5d509d
@ -156,10 +156,6 @@ RULE_BOOL(Character, UseOldBindWound, false) // Uses the original bind wound beh
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RULE_BOOL(Character, GrantHoTTOnCreate, false) // Grant Health of Target's Target leadership AA on character creation
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RULE_BOOL(Character, UseOldConSystem, false) // Grant Health of Target's Target leadership AA on character creation
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RULE_BOOL(Character, OPClientUpdateVisualDebug, false) // Shows a pulse and forward directional particle each time the client sends its position to server
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RULE_BOOL(Character, ModernAAScalingEnabled, false) // Uses the newer approach to AA scaling based on total earned AA
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RULE_REAL(Character, ModernAAScalingStartPercent, 1000) // 1000% or 10x AA XP at the start of the scaling range
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RULE_INT(Character, ModernAAScalingAAMinimum, 0) // The minimum number of earned AA before AA XP scaling begins.
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RULE_INT(Character, ModernAAScalingAALimit, 4000) // The number of earned AA when AA XP scaling ends.
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RULE_CATEGORY_END()
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RULE_CATEGORY(Mercs)
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@ -678,6 +674,12 @@ RULE_CATEGORY_END()
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RULE_CATEGORY(AA)
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RULE_INT(AA, ExpPerPoint, 23976503) //Amount of exp per AA. Is the same as the amount of exp to go from level 51 to level 52.
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RULE_BOOL(AA, Stacking, true) //Allow AA that belong to the same group to stack on SOF+ clients.
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RULE_BOOL(AA, NormalizedAAEnabled, false) // TSS+ change to AA that normalizes AA XP to a fixed # of white con kills independent of level.
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RULE_INT(AA, NormalizedAANumberOfWhiteConPerAA, 25) // The number of white con kills per AA point.
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RULE_BOOL(AA, ModernAAScalingEnabled, false) // Are we linearly scaling AA XP based on total # of earned AA?
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RULE_REAL(AA, ModernAAScalingStartPercent, 1000) // 1000% or 10x AA XP at the start of the scaling range
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RULE_INT(AA, ModernAAScalingAAMinimum, 0) // The minimum number of earned AA before AA XP scaling begins.
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RULE_INT(AA, ModernAAScalingAALimit, 4000) // The number of earned AA when AA XP scaling ends
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RULE_CATEGORY_END()
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RULE_CATEGORY(Console)
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@ -606,6 +606,10 @@ public:
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uint32 GetExperienceForKill(Mob *against);
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void AddEXP(uint32 in_add_exp, uint8 conlevel = 0xFF, bool resexp = false);
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uint32 CalcEXP(uint8 conlevel = 0xFF);
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void CalculateNormalizedAAExp(uint32 &add_aaxp, uint8 conlevel, bool resexp);
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void CalculateStandardAAExp(uint32 &add_aaxp, uint8 conlevel, bool resexp);
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void CalculateLeadershipExp(uint32 &add_exp, uint8 conlevel);
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void CalculateExp(uint32 in_add_exp, uint32 &add_exp, uint32 &add_aaxp, uint8 conlevel, bool resexp);
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void SetEXP(uint32 set_exp, uint32 set_aaxp, bool resexp=false);
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void AddLevelBasedExp(uint8 exp_percentage, uint8 max_level=0);
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void SetLeadershipEXP(uint32 group_exp, uint32 raid_exp);
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605
zone/exp.cpp
605
zone/exp.cpp
@ -37,14 +37,11 @@
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extern QueryServ* QServ;
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static uint32 ScaleAAXPBasedOnCurrentAATotal(int earnedAA, uint32 add_aaxp, float aatotalmod)
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static uint32 ScaleAAXPBasedOnCurrentAATotal(int earnedAA, uint32 add_aaxp)
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{
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float baseModifier = RuleR(Character, ModernAAScalingStartPercent);
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int aaMinimum = RuleI(Character, ModernAAScalingAAMinimum);
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int aaLimit = RuleI(Character, ModernAAScalingAALimit);
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// Calculate the current total before checking if we will add additional xp.
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uint32 totalWithoutExpMod = (uint32)add_aaxp * aatotalmod;
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float baseModifier = RuleR(AA, ModernAAScalingStartPercent);
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int aaMinimum = RuleI(AA, ModernAAScalingAAMinimum);
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int aaLimit = RuleI(AA, ModernAAScalingAALimit);
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// Are we within the scaling window?
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if (earnedAA >= aaLimit || earnedAA < aaMinimum)
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@ -52,7 +49,7 @@ static uint32 ScaleAAXPBasedOnCurrentAATotal(int earnedAA, uint32 add_aaxp, floa
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Log(Logs::Detail, Logs::None, "Not within AA scaling window.");
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// At or past the limit. We're done.
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return totalWithoutExpMod;
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return add_aaxp;
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}
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// We're not at the limit yet. How close are we?
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@ -66,20 +63,20 @@ static uint32 ScaleAAXPBasedOnCurrentAATotal(int earnedAA, uint32 add_aaxp, floa
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float normalizedScale = (float)remainingAA / scaleRange;
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// Scale.
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uint32 totalWithExpMod = totalWithoutExpMod * (baseModifier / 100) * normalizedScale;
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uint32 totalWithExpMod = add_aaxp * (baseModifier / 100) * normalizedScale;
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// Are we so close to the scale limit that we're earning more XP without scaling? This
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// will happen when we get very close to the limit. In this case, just grant the unscaled
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// amount.
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if (totalWithExpMod < totalWithoutExpMod)
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if (totalWithExpMod < add_aaxp)
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{
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return totalWithoutExpMod;
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return add_aaxp;
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}
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Log(Logs::Detail,
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Logs::None,
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"Total before the modifier %d :: NewTotal %d :: ScaleRange: %d, SpentAA: %d, RemainingAA: %d, normalizedScale: %0.3f",
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totalWithoutExpMod, totalWithExpMod, scaleRange, earnedAA, remainingAA, normalizedScale);
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add_aaxp, totalWithExpMod, scaleRange, earnedAA, remainingAA, normalizedScale);
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return totalWithExpMod;
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}
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@ -220,22 +217,198 @@ uint32 Client::GetExperienceForKill(Mob *against)
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return 0;
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}
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void Client::AddEXP(uint32 in_add_exp, uint8 conlevel, bool resexp) {
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float static GetConLevelModifierPercent(uint8 conlevel)
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{
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switch (conlevel)
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{
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case CON_GREEN:
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return (float)RuleI(Character, GreenModifier) / 100;
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break;
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case CON_LIGHTBLUE:
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return (float)RuleI(Character, LightBlueModifier) / 100;
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break;
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case CON_BLUE:
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return (float)RuleI(Character, BlueModifier) / 100;
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break;
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case CON_WHITE:
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return (float)RuleI(Character, WhiteModifier) / 100;
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break;
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case CON_YELLOW:
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return (float)RuleI(Character, YellowModifier) / 100;
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break;
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case CON_RED:
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return (float)RuleI(Character, RedModifier) / 100;
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break;
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default:
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return 0;
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}
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}
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this->EVENT_ITEM_ScriptStopReturn();
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uint32 add_exp = in_add_exp;
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if(!resexp && (XPRate != 0))
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add_exp = static_cast<uint32>(in_add_exp * (static_cast<float>(XPRate) / 100.0f));
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if (m_epp.perAA<0 || m_epp.perAA>100)
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m_epp.perAA=0; // stop exploit with sanity check
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uint32 add_aaxp;
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if(resexp) {
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void Client::CalculateNormalizedAAExp(uint32 &add_aaxp, uint8 conlevel, bool resexp)
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{
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// Functionally this is the same as having the case in the switch, but this is
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// cleaner to read.
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if (CON_GRAY == conlevel || resexp)
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{
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add_aaxp = 0;
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} else {
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return;
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}
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// For this, we ignore the provided value of add_aaxp because it doesn't
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// apply. XP per AA is normalized such that there are X white con kills
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// per AA.
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uint32 whiteConKillsPerAA = RuleI(AA, NormalizedAANumberOfWhiteConPerAA);
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uint32 xpPerAA = RuleI(AA, ExpPerPoint);
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float colorModifier = GetConLevelModifierPercent(conlevel);
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float percentToAAXp = (float)m_epp.perAA / 100;
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// Normalize the amount of AA XP we earned for this kill.
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add_aaxp = percentToAAXp * (xpPerAA / (whiteConKillsPerAA / colorModifier));
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}
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void Client::CalculateStandardAAExp(uint32 &add_aaxp, uint8 conlevel, bool resexp)
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{
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if (!resexp)
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{
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//if XP scaling is based on the con of a monster, do that now.
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if (RuleB(Character, UseXPConScaling))
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{
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if (conlevel != 0xFF && !resexp)
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{
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add_aaxp *= GetConLevelModifierPercent(conlevel);
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}
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}
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} //end !resexp
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float aatotalmod = 1.0;
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if (zone->newzone_data.zone_exp_multiplier >= 0) {
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aatotalmod *= zone->newzone_data.zone_exp_multiplier;
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}
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// Shouldn't race not affect AA XP?
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if (RuleB(Character, UseRaceClassExpBonuses))
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{
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if (GetBaseRace() == HALFLING) {
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aatotalmod *= 1.05;
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}
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if (GetClass() == ROGUE || GetClass() == WARRIOR) {
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aatotalmod *= 1.05;
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}
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}
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// why wasn't this here? Where should it be?
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if (zone->IsHotzone())
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{
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aatotalmod += RuleR(Zone, HotZoneBonus);
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}
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if (RuleB(Zone, LevelBasedEXPMods)) {
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if (zone->level_exp_mod[GetLevel()].ExpMod) {
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add_aaxp *= zone->level_exp_mod[GetLevel()].AAExpMod;
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}
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}
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add_aaxp = (uint32)(RuleR(Character, AAExpMultiplier) * add_aaxp * aatotalmod);
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}
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void Client::CalculateLeadershipExp(uint32 &add_exp, uint8 conlevel)
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{
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if (IsLeadershipEXPOn() && (conlevel == CON_BLUE || conlevel == CON_WHITE || conlevel == CON_YELLOW || conlevel == CON_RED))
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{
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add_exp = static_cast<uint32>(static_cast<float>(add_exp) * 0.8f);
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if (GetGroup())
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{
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if (m_pp.group_leadership_points < MaxBankedGroupLeadershipPoints(GetLevel())
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&& RuleI(Character, KillsPerGroupLeadershipAA) > 0)
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{
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uint32 exp = GROUP_EXP_PER_POINT / RuleI(Character, KillsPerGroupLeadershipAA);
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Client *mentoree = GetGroup()->GetMentoree();
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if (GetGroup()->GetMentorPercent() && mentoree &&
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mentoree->GetGroupPoints() < MaxBankedGroupLeadershipPoints(mentoree->GetLevel()))
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{
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uint32 mentor_exp = exp * (GetGroup()->GetMentorPercent() / 100.0f);
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exp -= mentor_exp;
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mentoree->AddLeadershipEXP(mentor_exp, 0); // ends up rounded down
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mentoree->Message_StringID(MT_Leadership, GAIN_GROUP_LEADERSHIP_EXP);
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}
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if (exp > 0)
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{
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// possible if you mentor 100% to the other client
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AddLeadershipEXP(exp, 0); // ends up rounded up if mentored, no idea how live actually does it
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Message_StringID(MT_Leadership, GAIN_GROUP_LEADERSHIP_EXP);
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}
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}
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else
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{
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Message_StringID(MT_Leadership, MAX_GROUP_LEADERSHIP_POINTS);
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}
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}
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else
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{
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Raid *raid = GetRaid();
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// Raid leaders CAN NOT gain group AA XP, other group leaders can though!
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if (raid->IsLeader(this))
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{
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if (m_pp.raid_leadership_points < MaxBankedRaidLeadershipPoints(GetLevel())
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&& RuleI(Character, KillsPerRaidLeadershipAA) > 0)
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{
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AddLeadershipEXP(0, RAID_EXP_PER_POINT / RuleI(Character, KillsPerRaidLeadershipAA));
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Message_StringID(MT_Leadership, GAIN_RAID_LEADERSHIP_EXP);
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}
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else
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{
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Message_StringID(MT_Leadership, MAX_RAID_LEADERSHIP_POINTS);
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}
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}
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else
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{
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if (m_pp.group_leadership_points < MaxBankedGroupLeadershipPoints(GetLevel())
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&& RuleI(Character, KillsPerGroupLeadershipAA) > 0)
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{
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uint32 group_id = raid->GetGroup(this);
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uint32 exp = GROUP_EXP_PER_POINT / RuleI(Character, KillsPerGroupLeadershipAA);
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Client *mentoree = raid->GetMentoree(group_id);
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if (raid->GetMentorPercent(group_id) && mentoree &&
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mentoree->GetGroupPoints() < MaxBankedGroupLeadershipPoints(mentoree->GetLevel()))
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{
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uint32 mentor_exp = exp * (raid->GetMentorPercent(group_id) / 100.0f);
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exp -= mentor_exp;
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mentoree->AddLeadershipEXP(mentor_exp, 0);
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mentoree->Message_StringID(MT_Leadership, GAIN_GROUP_LEADERSHIP_EXP);
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}
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if (exp > 0)
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{
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AddLeadershipEXP(exp, 0);
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Message_StringID(MT_Leadership, GAIN_GROUP_LEADERSHIP_EXP);
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}
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}
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else
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{
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Message_StringID(MT_Leadership, MAX_GROUP_LEADERSHIP_POINTS);
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}
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}
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}
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}
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}
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void Client::CalculateExp(uint32 in_add_exp, uint32 &add_exp, uint32 &add_aaxp, uint8 conlevel, bool resexp)
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{
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add_exp = in_add_exp;
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if (!resexp && (XPRate != 0))
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{
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add_exp = static_cast<uint32>(in_add_exp * (static_cast<float>(XPRate) / 100.0f));
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}
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// Make sure it was initialized.
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add_aaxp = 0;
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if (!resexp)
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{
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//figure out how much of this goes to AAs
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add_aaxp = add_exp * m_epp.perAA / 100;
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@ -246,28 +419,28 @@ void Client::AddEXP(uint32 in_add_exp, uint8 conlevel, bool resexp) {
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float zemmod = 1.0;
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//get modifiers
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if(RuleR(Character, ExpMultiplier) >= 0){
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if (RuleR(Character, ExpMultiplier) >= 0) {
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totalmod *= RuleR(Character, ExpMultiplier);
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}
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//add the zone exp modifier.
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if(zone->newzone_data.zone_exp_multiplier >= 0){
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if (zone->newzone_data.zone_exp_multiplier >= 0) {
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zemmod *= zone->newzone_data.zone_exp_multiplier;
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}
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if(RuleB(Character,UseRaceClassExpBonuses))
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if (RuleB(Character, UseRaceClassExpBonuses))
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{
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if(GetBaseRace() == HALFLING){
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if (GetBaseRace() == HALFLING) {
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totalmod *= 1.05;
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}
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if(GetClass() == ROGUE || GetClass() == WARRIOR){
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if (GetClass() == ROGUE || GetClass() == WARRIOR) {
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totalmod *= 1.05;
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}
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}
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//add hotzone modifier if one has been set.
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if(zone->IsHotzone())
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if (zone->IsHotzone())
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{
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totalmod += RuleR(Zone, HotZoneBonus);
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}
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@ -275,145 +448,54 @@ void Client::AddEXP(uint32 in_add_exp, uint8 conlevel, bool resexp) {
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add_exp = uint32(float(add_exp) * totalmod * zemmod);
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//if XP scaling is based on the con of a monster, do that now.
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if(RuleB(Character,UseXPConScaling))
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if (RuleB(Character, UseXPConScaling))
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{
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if (conlevel != 0xFF && !resexp) {
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switch (conlevel)
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{
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case CON_GRAY:
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add_exp = 0;
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add_aaxp = 0;
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return;
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case CON_GREEN:
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add_exp = add_exp * RuleI(Character, GreenModifier) / 100;
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add_aaxp = add_aaxp * RuleI(Character, GreenModifier) / 100;
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break;
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case CON_LIGHTBLUE:
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add_exp = add_exp * RuleI(Character, LightBlueModifier)/100;
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add_aaxp = add_aaxp * RuleI(Character, LightBlueModifier)/100;
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break;
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case CON_BLUE:
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add_exp = add_exp * RuleI(Character, BlueModifier)/100;
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add_aaxp = add_aaxp * RuleI(Character, BlueModifier)/100;
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break;
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case CON_WHITE:
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add_exp = add_exp * RuleI(Character, WhiteModifier)/100;
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add_aaxp = add_aaxp * RuleI(Character, WhiteModifier)/100;
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break;
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case CON_YELLOW:
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add_exp = add_exp * RuleI(Character, YellowModifier)/100;
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add_aaxp = add_aaxp * RuleI(Character, YellowModifier)/100;
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break;
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case CON_RED:
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add_exp = add_exp * RuleI(Character, RedModifier)/100;
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add_aaxp = add_aaxp * RuleI(Character, RedModifier)/100;
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break;
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}
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if (conlevel != 0xFF && !resexp)
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{
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add_exp = add_exp * GetConLevelModifierPercent(conlevel);
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}
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}
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if (IsLeadershipEXPOn() && (conlevel == CON_BLUE || conlevel == CON_WHITE || conlevel == CON_YELLOW || conlevel == CON_RED)) {
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add_exp = static_cast<uint32>(static_cast<float>(add_exp) * 0.8f);
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if (GetGroup()) {
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if (m_pp.group_leadership_points < MaxBankedGroupLeadershipPoints(GetLevel())
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&& RuleI(Character, KillsPerGroupLeadershipAA) > 0) {
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uint32 exp = GROUP_EXP_PER_POINT / RuleI(Character, KillsPerGroupLeadershipAA);
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Client *mentoree = GetGroup()->GetMentoree();
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if (GetGroup()->GetMentorPercent() && mentoree &&
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mentoree->GetGroupPoints() < MaxBankedGroupLeadershipPoints(mentoree->GetLevel())) {
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uint32 mentor_exp = exp * (GetGroup()->GetMentorPercent() / 100.0f);
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exp -= mentor_exp;
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mentoree->AddLeadershipEXP(mentor_exp, 0); // ends up rounded down
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mentoree->Message_StringID(MT_Leadership, GAIN_GROUP_LEADERSHIP_EXP);
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}
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if (exp > 0) { // possible if you mentor 100% to the other client
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AddLeadershipEXP(exp, 0); // ends up rounded up if mentored, no idea how live actually does it
|
||||
Message_StringID(MT_Leadership, GAIN_GROUP_LEADERSHIP_EXP);
|
||||
}
|
||||
} else {
|
||||
Message_StringID(MT_Leadership, MAX_GROUP_LEADERSHIP_POINTS);
|
||||
}
|
||||
} else {
|
||||
Raid *raid = GetRaid();
|
||||
// Raid leaders CAN NOT gain group AA XP, other group leaders can though!
|
||||
if (raid->IsLeader(this)) {
|
||||
if (m_pp.raid_leadership_points < MaxBankedRaidLeadershipPoints(GetLevel())
|
||||
&& RuleI(Character, KillsPerRaidLeadershipAA) > 0) {
|
||||
AddLeadershipEXP(0, RAID_EXP_PER_POINT / RuleI(Character, KillsPerRaidLeadershipAA));
|
||||
Message_StringID(MT_Leadership, GAIN_RAID_LEADERSHIP_EXP);
|
||||
} else {
|
||||
Message_StringID(MT_Leadership, MAX_RAID_LEADERSHIP_POINTS);
|
||||
}
|
||||
} else {
|
||||
if (m_pp.group_leadership_points < MaxBankedGroupLeadershipPoints(GetLevel())
|
||||
&& RuleI(Character, KillsPerGroupLeadershipAA) > 0) {
|
||||
uint32 group_id = raid->GetGroup(this);
|
||||
uint32 exp = GROUP_EXP_PER_POINT / RuleI(Character, KillsPerGroupLeadershipAA);
|
||||
Client *mentoree = raid->GetMentoree(group_id);
|
||||
if (raid->GetMentorPercent(group_id) && mentoree &&
|
||||
mentoree->GetGroupPoints() < MaxBankedGroupLeadershipPoints(mentoree->GetLevel())) {
|
||||
uint32 mentor_exp = exp * (raid->GetMentorPercent(group_id) / 100.0f);
|
||||
exp -= mentor_exp;
|
||||
mentoree->AddLeadershipEXP(mentor_exp, 0);
|
||||
mentoree->Message_StringID(MT_Leadership, GAIN_GROUP_LEADERSHIP_EXP);
|
||||
}
|
||||
if (exp > 0) {
|
||||
AddLeadershipEXP(exp, 0);
|
||||
Message_StringID(MT_Leadership, GAIN_GROUP_LEADERSHIP_EXP);
|
||||
}
|
||||
} else {
|
||||
Message_StringID(MT_Leadership, MAX_GROUP_LEADERSHIP_POINTS);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// Calculate any changes to leadership experience.
|
||||
CalculateLeadershipExp(add_exp, conlevel);
|
||||
} //end !resexp
|
||||
|
||||
float aatotalmod = 1.0;
|
||||
if(zone->newzone_data.zone_exp_multiplier >= 0){
|
||||
aatotalmod *= zone->newzone_data.zone_exp_multiplier;
|
||||
}
|
||||
|
||||
// Shouldn't race not affect AA XP?
|
||||
if(RuleB(Character,UseRaceClassExpBonuses))
|
||||
{
|
||||
if(GetBaseRace() == HALFLING){
|
||||
aatotalmod *= 1.05;
|
||||
}
|
||||
|
||||
if(GetClass() == ROGUE || GetClass() == WARRIOR){
|
||||
aatotalmod *= 1.05;
|
||||
}
|
||||
}
|
||||
|
||||
// why wasn't this here? Where should it be?
|
||||
if(zone->IsHotzone())
|
||||
{
|
||||
aatotalmod += RuleR(Zone, HotZoneBonus);
|
||||
}
|
||||
|
||||
if(RuleB(Zone, LevelBasedEXPMods)){
|
||||
if(zone->level_exp_mod[GetLevel()].ExpMod){
|
||||
if (RuleB(Zone, LevelBasedEXPMods)) {
|
||||
if (zone->level_exp_mod[GetLevel()].ExpMod) {
|
||||
add_exp *= zone->level_exp_mod[GetLevel()].ExpMod;
|
||||
add_aaxp *= zone->level_exp_mod[GetLevel()].AAExpMod;
|
||||
}
|
||||
}
|
||||
|
||||
uint32 exp = GetEXP() + add_exp;
|
||||
add_exp = GetEXP() + add_exp;
|
||||
}
|
||||
|
||||
void Client::AddEXP(uint32 in_add_exp, uint8 conlevel, bool resexp) {
|
||||
|
||||
this->EVENT_ITEM_ScriptStopReturn();
|
||||
|
||||
uint32 exp = 0;
|
||||
uint32 aaexp = 0;
|
||||
|
||||
// if using modernAA and this character has AA XP enabled.
|
||||
if (RuleB(Character, ModernAAScalingEnabled) && add_aaxp > 0)
|
||||
if (m_epp.perAA<0 || m_epp.perAA>100)
|
||||
m_epp.perAA=0; // stop exploit with sanity check
|
||||
|
||||
// Calculate regular XP
|
||||
CalculateExp(in_add_exp, exp, aaexp, conlevel, resexp);
|
||||
|
||||
// Calculate regular AA XP
|
||||
if (!RuleB(AA, NormalizedAAEnabled))
|
||||
{
|
||||
aaexp = ScaleAAXPBasedOnCurrentAATotal(GetAAPoints(), add_aaxp, aatotalmod);
|
||||
CalculateStandardAAExp(aaexp, conlevel, resexp);
|
||||
}
|
||||
else
|
||||
{
|
||||
// else, do the existing calculation.
|
||||
aaexp = (uint32)(RuleR(Character, AAExpMultiplier) * add_aaxp * aatotalmod);
|
||||
CalculateNormalizedAAExp(aaexp, conlevel, resexp);
|
||||
}
|
||||
|
||||
// Are we also doing linear AA acceleration?
|
||||
if (RuleB(AA, ModernAAScalingEnabled) && aaexp > 0)
|
||||
{
|
||||
aaexp = ScaleAAXPBasedOnCurrentAATotal(GetAAPoints(), aaexp);
|
||||
}
|
||||
|
||||
// Get current AA XP total
|
||||
@ -425,11 +507,222 @@ void Client::AddEXP(uint32 in_add_exp, uint8 conlevel, bool resexp) {
|
||||
// Make sure our new total (existing + just earned) isn't lower than the
|
||||
// existing total. If it is, we overflowed the bounds of uint32 and wrapped.
|
||||
// Reset to the existing total.
|
||||
if(aaexp < had_aaexp)
|
||||
if (aaexp < had_aaexp)
|
||||
{
|
||||
aaexp = had_aaexp; //watch for wrap
|
||||
}
|
||||
|
||||
// Now update our character's normal and AA xp
|
||||
SetEXP(exp, aaexp, resexp);
|
||||
|
||||
//this->EVENT_ITEM_ScriptStopReturn();
|
||||
|
||||
//uint32 add_exp = in_add_exp;
|
||||
|
||||
//if(!resexp && (XPRate != 0))
|
||||
// add_exp = static_cast<uint32>(in_add_exp * (static_cast<float>(XPRate) / 100.0f));
|
||||
|
||||
//if (m_epp.perAA<0 || m_epp.perAA>100)
|
||||
// m_epp.perAA=0; // stop exploit with sanity check
|
||||
|
||||
//uint32 add_aaxp;
|
||||
//if(resexp) {
|
||||
// add_aaxp = 0;
|
||||
//} else {
|
||||
// //figure out how much of this goes to AAs
|
||||
// add_aaxp = add_exp * m_epp.perAA / 100;
|
||||
|
||||
// //take that amount away from regular exp
|
||||
// add_exp -= add_aaxp;
|
||||
|
||||
// float totalmod = 1.0;
|
||||
// float zemmod = 1.0;
|
||||
|
||||
// //get modifiers
|
||||
// if(RuleR(Character, ExpMultiplier) >= 0){
|
||||
// totalmod *= RuleR(Character, ExpMultiplier);
|
||||
// }
|
||||
|
||||
// //add the zone exp modifier.
|
||||
// if(zone->newzone_data.zone_exp_multiplier >= 0){
|
||||
// zemmod *= zone->newzone_data.zone_exp_multiplier;
|
||||
// }
|
||||
|
||||
// if(RuleB(Character,UseRaceClassExpBonuses))
|
||||
// {
|
||||
// if(GetBaseRace() == HALFLING){
|
||||
// totalmod *= 1.05;
|
||||
// }
|
||||
|
||||
// if(GetClass() == ROGUE || GetClass() == WARRIOR){
|
||||
// totalmod *= 1.05;
|
||||
// }
|
||||
// }
|
||||
|
||||
// //add hotzone modifier if one has been set.
|
||||
// if(zone->IsHotzone())
|
||||
// {
|
||||
// totalmod += RuleR(Zone, HotZoneBonus);
|
||||
// }
|
||||
|
||||
// add_exp = uint32(float(add_exp) * totalmod * zemmod);
|
||||
|
||||
// //if XP scaling is based on the con of a monster, do that now.
|
||||
// if(RuleB(Character,UseXPConScaling))
|
||||
// {
|
||||
// if (conlevel != 0xFF && !resexp) {
|
||||
// switch (conlevel)
|
||||
// {
|
||||
// case CON_GRAY:
|
||||
// add_exp = 0;
|
||||
// add_aaxp = 0;
|
||||
// return;
|
||||
// case CON_GREEN:
|
||||
// add_exp = add_exp * RuleI(Character, GreenModifier) / 100;
|
||||
// add_aaxp = add_aaxp * RuleI(Character, GreenModifier) / 100;
|
||||
// break;
|
||||
// case CON_LIGHTBLUE:
|
||||
// add_exp = add_exp * RuleI(Character, LightBlueModifier)/100;
|
||||
// add_aaxp = add_aaxp * RuleI(Character, LightBlueModifier)/100;
|
||||
// break;
|
||||
// case CON_BLUE:
|
||||
// add_exp = add_exp * RuleI(Character, BlueModifier)/100;
|
||||
// add_aaxp = add_aaxp * RuleI(Character, BlueModifier)/100;
|
||||
// break;
|
||||
// case CON_WHITE:
|
||||
// add_exp = add_exp * RuleI(Character, WhiteModifier)/100;
|
||||
// add_aaxp = add_aaxp * RuleI(Character, WhiteModifier)/100;
|
||||
// break;
|
||||
// case CON_YELLOW:
|
||||
// add_exp = add_exp * RuleI(Character, YellowModifier)/100;
|
||||
// add_aaxp = add_aaxp * RuleI(Character, YellowModifier)/100;
|
||||
// break;
|
||||
// case CON_RED:
|
||||
// add_exp = add_exp * RuleI(Character, RedModifier)/100;
|
||||
// add_aaxp = add_aaxp * RuleI(Character, RedModifier)/100;
|
||||
// break;
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
|
||||
// if (IsLeadershipEXPOn() && (conlevel == CON_BLUE || conlevel == CON_WHITE || conlevel == CON_YELLOW || conlevel == CON_RED)) {
|
||||
// add_exp = static_cast<uint32>(static_cast<float>(add_exp) * 0.8f);
|
||||
|
||||
// if (GetGroup()) {
|
||||
// if (m_pp.group_leadership_points < MaxBankedGroupLeadershipPoints(GetLevel())
|
||||
// && RuleI(Character, KillsPerGroupLeadershipAA) > 0) {
|
||||
// uint32 exp = GROUP_EXP_PER_POINT / RuleI(Character, KillsPerGroupLeadershipAA);
|
||||
// Client *mentoree = GetGroup()->GetMentoree();
|
||||
// if (GetGroup()->GetMentorPercent() && mentoree &&
|
||||
// mentoree->GetGroupPoints() < MaxBankedGroupLeadershipPoints(mentoree->GetLevel())) {
|
||||
// uint32 mentor_exp = exp * (GetGroup()->GetMentorPercent() / 100.0f);
|
||||
// exp -= mentor_exp;
|
||||
// mentoree->AddLeadershipEXP(mentor_exp, 0); // ends up rounded down
|
||||
// mentoree->Message_StringID(MT_Leadership, GAIN_GROUP_LEADERSHIP_EXP);
|
||||
// }
|
||||
// if (exp > 0) { // possible if you mentor 100% to the other client
|
||||
// AddLeadershipEXP(exp, 0); // ends up rounded up if mentored, no idea how live actually does it
|
||||
// Message_StringID(MT_Leadership, GAIN_GROUP_LEADERSHIP_EXP);
|
||||
// }
|
||||
// } else {
|
||||
// Message_StringID(MT_Leadership, MAX_GROUP_LEADERSHIP_POINTS);
|
||||
// }
|
||||
// } else {
|
||||
// Raid *raid = GetRaid();
|
||||
// // Raid leaders CAN NOT gain group AA XP, other group leaders can though!
|
||||
// if (raid->IsLeader(this)) {
|
||||
// if (m_pp.raid_leadership_points < MaxBankedRaidLeadershipPoints(GetLevel())
|
||||
// && RuleI(Character, KillsPerRaidLeadershipAA) > 0) {
|
||||
// AddLeadershipEXP(0, RAID_EXP_PER_POINT / RuleI(Character, KillsPerRaidLeadershipAA));
|
||||
// Message_StringID(MT_Leadership, GAIN_RAID_LEADERSHIP_EXP);
|
||||
// } else {
|
||||
// Message_StringID(MT_Leadership, MAX_RAID_LEADERSHIP_POINTS);
|
||||
// }
|
||||
// } else {
|
||||
// if (m_pp.group_leadership_points < MaxBankedGroupLeadershipPoints(GetLevel())
|
||||
// && RuleI(Character, KillsPerGroupLeadershipAA) > 0) {
|
||||
// uint32 group_id = raid->GetGroup(this);
|
||||
// uint32 exp = GROUP_EXP_PER_POINT / RuleI(Character, KillsPerGroupLeadershipAA);
|
||||
// Client *mentoree = raid->GetMentoree(group_id);
|
||||
// if (raid->GetMentorPercent(group_id) && mentoree &&
|
||||
// mentoree->GetGroupPoints() < MaxBankedGroupLeadershipPoints(mentoree->GetLevel())) {
|
||||
// uint32 mentor_exp = exp * (raid->GetMentorPercent(group_id) / 100.0f);
|
||||
// exp -= mentor_exp;
|
||||
// mentoree->AddLeadershipEXP(mentor_exp, 0);
|
||||
// mentoree->Message_StringID(MT_Leadership, GAIN_GROUP_LEADERSHIP_EXP);
|
||||
// }
|
||||
// if (exp > 0) {
|
||||
// AddLeadershipEXP(exp, 0);
|
||||
// Message_StringID(MT_Leadership, GAIN_GROUP_LEADERSHIP_EXP);
|
||||
// }
|
||||
// } else {
|
||||
// Message_StringID(MT_Leadership, MAX_GROUP_LEADERSHIP_POINTS);
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
|
||||
// }
|
||||
|
||||
//} //end !resexp
|
||||
|
||||
//float aatotalmod = 1.0;
|
||||
//if(zone->newzone_data.zone_exp_multiplier >= 0){
|
||||
// aatotalmod *= zone->newzone_data.zone_exp_multiplier;
|
||||
//}
|
||||
|
||||
//// Shouldn't race not affect AA XP?
|
||||
//if(RuleB(Character,UseRaceClassExpBonuses))
|
||||
//{
|
||||
// if(GetBaseRace() == HALFLING){
|
||||
// aatotalmod *= 1.05;
|
||||
// }
|
||||
|
||||
// if(GetClass() == ROGUE || GetClass() == WARRIOR){
|
||||
// aatotalmod *= 1.05;
|
||||
// }
|
||||
//}
|
||||
|
||||
//// why wasn't this here? Where should it be?
|
||||
//if(zone->IsHotzone())
|
||||
//{
|
||||
// aatotalmod += RuleR(Zone, HotZoneBonus);
|
||||
//}
|
||||
|
||||
//if(RuleB(Zone, LevelBasedEXPMods)){
|
||||
// if(zone->level_exp_mod[GetLevel()].ExpMod){
|
||||
// add_exp *= zone->level_exp_mod[GetLevel()].ExpMod;
|
||||
// add_aaxp *= zone->level_exp_mod[GetLevel()].AAExpMod;
|
||||
// }
|
||||
//}
|
||||
|
||||
//uint32 exp = GetEXP() + add_exp;
|
||||
//uint32 aaexp = 0;
|
||||
|
||||
//// if using modernAA and this character has AA XP enabled.
|
||||
//if (RuleB(Character, ModernAAScalingEnabled) && add_aaxp > 0)
|
||||
//{
|
||||
// aaexp = ScaleAAXPBasedOnCurrentAATotal(GetAAPoints(), add_aaxp, aatotalmod);
|
||||
//}
|
||||
//else
|
||||
//{
|
||||
// // else, do the existing calculation.
|
||||
// aaexp = (uint32)(RuleR(Character, AAExpMultiplier) * add_aaxp * aatotalmod);
|
||||
//}
|
||||
|
||||
//// Get current AA XP total
|
||||
//uint32 had_aaexp = GetAAXP();
|
||||
|
||||
//// Add it to the XP we just earned.
|
||||
//aaexp += had_aaexp;
|
||||
|
||||
//// Make sure our new total (existing + just earned) isn't lower than the
|
||||
//// existing total. If it is, we overflowed the bounds of uint32 and wrapped.
|
||||
//// Reset to the existing total.
|
||||
//if(aaexp < had_aaexp)
|
||||
// aaexp = had_aaexp; //watch for wrap
|
||||
|
||||
//// Now update our character's normal and AA xp
|
||||
//SetEXP(exp, aaexp, resexp);
|
||||
}
|
||||
|
||||
void Client::SetEXP(uint32 set_exp, uint32 set_aaxp, bool isrezzexp) {
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user