> From: linebacker@microlink.net
>
> Has anyone noticed any problems with the EXP in
> bpl 11? I just opened for beta and I have players
> complaining about the exp.
>
> 1) Say a mob is worth 2000 exp and is lev 8. No matter
> what level the character is that kills him, they will
> only receive a fraction of that amount. ( I think it was
> like 343 for that instance)
>
> 2) When grouping, for example, two 8th level chars kill
> a mob that gives each player 4K exp. Strangely, when one
> of the players kills that same mob solo, they get 16K
>
This is at it should be. You get more exp if you can kill the mob
solo, afterall it is harder to do it alone.
> Is this normal, and can someone please tell me how the exp is basically
> calculated. I have look through the code, and am still stumped.
>
Not grouped: damage() in fight.c
exp = MIN(max_exp_gain, GET_EXP(victim) / 3);
/* Calculate level-difference bonus */
if (IS_NPC(ch))
exp += MAX(0, (exp * MIN(4, (GET_LEVEL(victim) - GET_LEVEL(ch)))) >> 3);
else
exp += MAX(0, (exp * MIN(8, (GET_LEVEL(victim) - GET_LEVEL(ch)))) >> 3);
exp = MAX(exp, 1); ^
|
This is the line that applies when players get exp |
The most exp a solo char can get from killing a mob is when his 8 or more
levels lower then the mob. In that case he gets:
exp = mob_exp / 3 + ((mob_exp / 3) * 8) / 8
and that is the same as 2/3 of the mobs experience.
Grouped: group_gain() in fight.c
base = MAX(1, GET_EXP(victim) / (3 * tot_members));
base is the exp every member in the group gets.
> Also, what exactly does the prot from evil spell do? I know it sets a
> flag, but how does it helpthe player against evil mobs?
>
Prot from evil doesn't do anything yet.
> Thanks,
> Chuck
>
-Johan
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