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* Renamed rule to enable modern AA scaling to be consistent with the other related rules.
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@ -156,7 +156,7 @@ 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, UseModernAAExperienceScale, false) // Uses the newer approach to AA scaling based on total earned AA
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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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@ -406,7 +406,7 @@ void Client::AddEXP(uint32 in_add_exp, uint8 conlevel, bool resexp) {
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uint32 aaexp = 0;
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// if using modernAA and this character has AA XP enabled.
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if (RuleB(Character, UseModernAAExperienceScale) && add_aaxp > 0)
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if (RuleB(Character, ModernAAScalingEnabled) && add_aaxp > 0)
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{
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aaexp = ScaleAAXPBasedOnCurrentAATotal(GetAAPoints(), add_aaxp, aatotalmod);
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}
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