AAs before level 51?
I was curious if there is a setting somewhere I am missing that would allow my players to set themselves to start earning AA xp before level 51?
Or is it buried somewhere in the source code that I could possibly change and recompile with? (Do you happen to know what file I would look to change this?) I can see how I can set what level an AA can be purchased at, but unless I can let the characters earn the AA points to purchase them below 51, there is no reason to set the AAs themselves below that. PS: Yes I understand some AAs would be very overpowered at low levels. I was mainly going to do it for the +stat AAs and other innocuous stuff. And I was planning to leave the cost at the level 51 rate. My players just want an option so that they can still hunt and make slow progress without gaining levels and getting too far ahead of others. |
I think the level 51 requirement is mandated by the client. I could be wrong, but I am pretty sure that is what disables/enables the ability to turn on or off AA exp gain percentage settings.
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lev 51 is a req by client to EARN AA XP, but not to have AAs
you can: -reward AA to players with a quest -lower the req level on AA of your choice and - TADAM - you can spend/use AAs at level 1 :D |
AA's
On the server I'm working on, I've tinkered with the code to allow players to earn AA xp as they gain normal XP. Its still a work in progress but it does work. Again I'm no programmer but I do enjoy tinkering (I must be a gnome...). The mod will allow players to start Spending AA's around 10th level... and yes you will have to compile your own code :)
There are a few things you will have to mod before this will work. First mods will be in the exp.cpp Look for: Code:
//figure out how much of this goes to AAs Code:
//figure out how much of this goes to AAs look for: Code:
void Client::SetEXP(int32 set_exp, int32 set_aaxp, bool isrezzexp) { Code:
void Client::SetEXP(int32 set_exp, int32 set_aaxp, bool isrezzexp) { Look for: Code:
if (GetLevel() < 51) { Code:
if (GetLevel() < 10) { // krugus mod was < 51 Look for the following, it should be listed twice in the client_packet.cpp ....... Code:
//Send AA Exp packet: The last change is a simple db query: Code:
update altadv_vars set class_type = 10 where class_type = 51; General AA's to be bought at 10th Arch Type AA's at 25th Class AA's at 40th the rest from 49th on up. As far as the % AA bar goes, yea its more than likely hard coded in the Client but with this... its not needed. Anyways hope this helps. |
Hmmm, is the current % going to AAs a character variable that can be set?
Like could I have an NPC that the characters could go to and say "10%" "20%" etc, and have it set that way? |
IMNSHO, Allowing someone to gain AA's long before 51st is almost pointless if you are going to leave it at the default AA xp rate (which is roughly the xp needed to get from 50th to 51st level).
Just wondering if you realize how much xp that is 8) |
Yes, I do realize. The point isn't really to gain a lot. Its so you can solo if you want, without getting ahead of the group.
Say a couple joins the game, one of whom works, the other is a house wife. Under normal rules, she can't really play on that character while her husband is at work. If she could turn on AA XP, she could just flip it on, and solo to her hearts content. And then when hubby gets home from work and wants to play they are still the same level. It probably takes a couple weeks to earn an AA that way, but she still knows that she can work towards SOMETHING on her main. |
For a quick fix #level 51
:) |
Heh, no thanks, we're going for a server where the players don't have GM commands.
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