This Code is stock :
Code:
// Note: The client calculates exp separately, we cant change this function
// Add: You can set the values you want now, client will be always sync :) - Merkur
uint32 Client::GetEXPForLevel(uint16 check_level)
{
uint16 check_levelm1 = check_level-1;
float mod;
if (check_level < 31)
mod = 1.0;
else if (check_level < 36)
mod = 1.1;
else if (check_level < 41)
mod = 1.2;
else if (check_level < 46)
mod = 1.3;
else if (check_level < 52)
mod = 1.4;
else if (check_level < 53)
mod = 1.5;
else if (check_level < 54)
mod = 1.6;
else if (check_level < 55)
mod = 1.7;
else if (check_level < 56)
mod = 1.9;
else if (check_level < 57)
mod = 2.1;
else if (check_level < 58)
mod = 2.3;
else if (check_level < 59)
mod = 2.5;
else if (check_level < 60)
mod = 2.7;
else if (check_level < 61)
mod = 3.0;
else
mod = 3.1;
float base = (check_levelm1)*(check_levelm1)*(check_levelm1);
mod *= 1000;
return(uint32(base * mod));
}
Alright well on raid Addicts we used some other code.. which didn't appear to me to be DRASTICALLY different, another GM I had made this code since we couldn't go past level 87.. Now when I am trying to remove this code and go with what you guys wrote, I can't keep any character on my server to what they were originally .. Max level on my server is 100, and they all revert to level 1.. I set them to 100 either by #setexp, or #level, and they just all revert BACK to level 1..
Please Help ! I want to go with what you guys wrote and not some weirdness but it seems my database is stuck on it's old ways.. Is there some way I can repair this issue?
At the top it says
Quote:
// Add: You can set the values you want now, client will be always sync - Merkur
|
but that's not ringing true right now , no offense :(
Morty