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* 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)
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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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