Calculating hotzone experience?
Hi all. I've been trying to figure out how the hotzone bonus experience is calculated but haven't had any luck. For example, if you have a zone that has a 1.00 exp modifier and you want to change the hotzone bonus so that players get double experience in those zones, what would be rule value be set to? Is there a formula that I could use to figure about what to set it to for double experience, triple experience, etc based on the zone's modifier?
Thanks! |
One sure fire way is to activate logging and then kill, check exp, adjust again.
I think that is under general logging. To get a list of all the logs do a #logs set Once logging is enabled just kill some and check what you are getting per kill. |
Well, I tried looking at my character data at the experience and it wasn't making sense. The zone exp mod is set to 1.00. With no hotzone exp I gained 852 exp for the death of a yellow mob. So I set the hotzone value to 1.00 and gained 2165 exp for the death of another of the same yellow mob. So I'm still not really sure how the hotzone value adds to the zone exp mod.
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You have to at least zone, possibly reboot.
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Two NPCs can both con yellow to you while being different levels, too. #npcstats will give you server admin data on the targeted NPC, so you can confirm they're the same level when comparing the xp reward.
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Ah, hadn't even thought about using #npcstats. Thanks for the tip.
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From zone/exp.cpp:
Code:
if(zone->IsHotzone())
So, just in regards to Hotzone modifiers, it's added raw to an amount multiplied by the experience granted by the mob. So 1.0 for Hotzone modifier would essentially add again whatever the initial, raw experience amount is from the mob kill. I'm extremely tired, so I'm not sure if what I'm saying makes sense. For example, the raw exp from a mob is 100. The totalmod is set to 1.0 by default. Let's assume the ZEM is 1.0 (just so it doesn't modify anything). With a non-Halfling/Warrior/Rogue, no AA enabled, and no Character:ExpMultiplier set, your experience is (100 * 1.0 * 1.0) or 100. Now, if you were in a Hotzone with the Hotzone mod of 1.0, then totalmod is the base 1.0 plus 1.0 from the Hotzone mod, making it (100 * 2.0 * 1.0) or 200. Can someone else who's good with code take a look at the whole "double bonus" thing? I'm not sure if I'm missing something while exhausted, but within the AddEXP function (line 186-195) the bonus is added. Then it seems to be added again after leadership exp and the AA modifier, at lines 304-313. -- Never mind! That's adding the race/class bonus to AA. I knew I was too tired. |
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