Go Back   EQEmulator Home > EQEmulator Forums > Development > Development::Development

Development::Development Forum for development topics and for those interested in EQEMu development. (Not a support forum)

Reply
 
Thread Tools Display Modes
  #1  
Old 01-11-2013, 04:06 PM
Thuz989
Sarnak
 
Join Date: Jan 2006
Posts: 45
Default Questions about exp.cpp

I am trying to figure out a problem im having in this thread here...

http://www.eqemulator.org/forums/showthread.php?t=36253

As part of this i was looking at exp.cpp and i was wondering this...

How is the "conlevel" variable in this set? the default is 0xFF which will stop the con_scaling from working?? It seems like conscaling quit working so im trying to find a workaround but i cant figure out a way to check mob level within this funtion... bleh.

Code:
void Client::AddEXP(int32 in_add_exp, int8 conlevel, bool resexp) {

        int32 add_exp = in_add_exp;



        if(!resexp && (XPRate != 0))
                add_exp = static_cast<int32>(in_add_exp * (static_cast<float>(XPRate) / 100.0f));
        
        if (m_epp.perAA<0 || m_epp.perAA>100)
                m_epp.perAA=0;  // stop exploit with sanity check
        
        int32 add_aaxp;
        if(resexp) {
                add_aaxp = 0;
        } else {

                //figure out how much of this goes to AAs
                add_aaxp = add_exp * m_epp.perAA / 100;
                //take that ammount away from regular exp
                add_exp -= add_aaxp;
        
                float totalmod = 1.0;
                float zemmod = 1.0;
                //get modifiers
                if(RuleR(Character, ExpMultiplier) >= 0){
                        totalmod *= RuleR(Character, ExpMultiplier);
                }

                if(zone->newzone_data.zone_exp_multiplier >= 0){
                        zemmod *= zone->newzone_data.zone_exp_multiplier;
                }

                if(RuleB(Character,UseRaceClassExpBonuses))
                {
                        if(GetBaseRace() == HALFLING){
                                totalmod *= 1.05;
                        }

                        if(GetClass() == ROGUE || GetClass() == WARRIOR){
                                totalmod *= 1.05;
                        }
                }

                if(zone->IsHotzone())
                {
                        totalmod += RuleR(Zone, HotZoneBonus);
                }

                add_exp = int32(float(add_exp) * totalmod * zemmod);
				
			
                if(RuleB(Character,UseXPConScaling))
                {
                        if (conlevel != 0xFF && !resexp) {
                                switch (conlevel)
                                {
                                        case CON_GREEN:
                                                add_exp = 0;
                                                add_aaxp = 0;
                                                return;
                                        case CON_LIGHTBLUE:
                                                        add_exp = add_exp * RuleI(Character, LightBlueModifier)/100;
                                                        add_aaxp = add_aaxp * RuleI(Character, LightBlueModifier)/100;
                                                break;
                                        case CON_BLUE:
                                                        add_exp = add_exp * RuleI(Character, BlueModifier)/100;
                                                        add_aaxp = add_aaxp * RuleI(Character, BlueModifier)/100;
                                                break;
                                        case CON_WHITE:
                                                        add_exp = add_exp * RuleI(Character, WhiteModifier)/100;
                                                        add_aaxp = add_aaxp * RuleI(Character, WhiteModifier)/100;
                                                break;
                                        case CON_YELLOW:
                                                        add_exp = add_exp * RuleI(Character, YellowModifier)/100;
                                                        add_aaxp = add_aaxp * RuleI(Character, YellowModifier)/100;
                                                break;
                                        case CON_RED:
                                                        add_exp = add_exp * RuleI(Character, RedModifier)/100;
                                                        add_aaxp = add_aaxp * RuleI(Character, RedModifier)/100;
                                                break;
                                }
                        }
Reply With Quote
  #2  
Old 01-11-2013, 04:38 PM
lerxst2112
Demi-God
 
Join Date: Aug 2010
Posts: 1,742
Default

You can't check the mob level in that function. conlevel is passed in as a parameter, so you need to look at where the function is called. Assuming you're not in a group and you killed a mob it's called from NPC::Death()

Code:
int conlevel = give_exp->GetLevelCon(GetLevel());
if (conlevel != CON_GREEN)
{
	if(GetOwner() && GetOwner()->IsClient()){
	}
	else {
		give_exp_client->AddEXP((EXP_FORMULA), conlevel); // Pyro: Comment this if NPC death crashes zone
You can see where conlevel is calculated and passed there.
Reply With Quote
  #3  
Old 01-11-2013, 11:20 PM
Thuz989
Sarnak
 
Join Date: Jan 2006
Posts: 45
Default

Thank you for the information it helped!!
Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

   

All times are GMT -4. The time now is 10:48 PM.


 

Everquest is a registered trademark of Daybreak Game Company LLC.
EQEmulator is not associated or affiliated in any way with Daybreak Game Company LLC.
Except where otherwise noted, this site is licensed under a Creative Commons License.
       
Powered by vBulletin®, Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Template by Bluepearl Design and vBulletin Templates - Ver3.3