Have you tried raising the Character:MaxExpLevel rule? The hard coded maximum of 127 is still in the code, and with the current formula, level 90 takes 2,185,403,900 exp, well within the range of the variable it's stored in.
If there is still any interest or need to go over 111 or so, it would need to be stored in a 64bit int, or the formula would have to be scaled down. The noted issue with LevelUpdate_Struct isn't an issue, the exp value sent to the client is a value 0-330, not the real exp value. The client displays exp in increments of 0.33% and doesn't care how it's calculated server side. |
i would love to have lev 200
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Well I was still testing this but I was able to max out at level 253 via experience before hitting a wall.
Required sql Code:
update rule_values set rule_value = 239765 where rule_name = 'AA:ExpPerPoint'; This part is optional as it just mantains an exp scaling similar to what exists in the default peq database. zone/exp.cpp Code:
void Client::AddEXP(int32 in_add_exp, int8 conlevel, bool resexp) { zone/exp.cpp Code:
//check_level represents the level we should be when we have zone/exp.cpp Code:
// Note: The client calculates exp separately, we cant change this function |
I have a proposition:
If variable size cannot be changed to a larger one, I would propose a work around: -we add a table to DB called XP_curve -in this table we have 3 columns: Level, XP_needed, XP_per_NPC so for example: Level (2), XP_needed (5000), XP_per_NPC (500) what this means, is that Lev 2 takes 5000 XP to achieve, and level 2 mob gives 500 XP. This way, I can scale down entire table, lowering Xp need per level, and xp per npc lev, in order to fit MORE levels into XP variable so it doesn't roll over (why use 5000 and 500, when you can do 50 and 5?) This will also allow LIVE-like servers to stay with live-true XP curve, while custom server can fine-tune their XP curve, and smooth out hell levels, or in fact add more of them, anyway they like You could also create such things, as 0 XP per specific level npcs, using this table, if needed and so on. |
ChaosSlayerZ, some of what you are talking about is already possible to do. Changing the xp needed per level and the amount of exp an npc gives out is easy to achieve without adding new fields. Simply changing the modifiers in the source accomplishes that task. I can already level to 253 by experience. Maintaining a live like exp curve is possible but will take lots and lots of tuning of one of the modifiers.
I have read several times on these forums that some of the server administrators have already accomplished leveling to 100 and beyond. Exactly how they did it on their servers is unknown but I have already posted how I achieved that task. My method was not flawless but it does work. However I do agree that it would be alot easier if it were possible to control those changes in the database. |
yeah that the problem - doing your own source changes puts a tremendous overhead on server maintenance.
and every time you want to stay up to date with Emu source improvements, you have redo all these changes manually and hope you don't break something. Not to mention my one extra table, allows fine tuning of XP curve on the fly, without the need to ever touch the source and screw something up, given our primary devs would be willing to implement this feature 8) My C coding skills are not at the level where I would feel comfortable, of running my own source, hence I am totally dependent on official Emu devs 8) |
Nobody is going to add that table to the official source though as nobody would want to adjust exp levels on the fly as you suggest. Why? because screwing with the exp curve means all existing chars get messed up, either losing levels on death or losing levels when you ding, etc. Many things get messed up for existing chars when you change the exp curve.
Blackdragon posted a workaround for what you need and if you want you can adjust those levels as you see fit. Secrets has also posted his source on how he got to level 65k. You can see people who wanted this change bad enough to learn the very basics of coding(look at what blackdragon posted, its not advanced enterprise level C++ coding, its basic 'if-then' statements, anybody can understand that), if you wanted this change on your server then it wouldn't be an issue for you to spend a few hours of your time to learn how to do it. Which is alot more effective than putting in your sig to get somebody else to do all the work for you and posting for over a year hoping somebody notices. Quote:
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Thanks Caryatis.
That confirmed what I already thought was occuring with maxlevel, check_level and there variable types. Now to scour over the rest to find that dern update that was causing the other problem. |
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But if devs would have thought about planning one little variable like 5 years ago - we would not have this problem today. So yeah, I do hope SOMEONE, from official devs, will finally notice this. Quote:
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If I was a custom server starting fresh with the knowledge I know today, I would completely change the exp code. Why?
1) The exp code only gives support up to level 90 without rollover past deaths. 2) The exp code factors in NPC con too much. 3) It's based on exp count, not number of kills. 4) 2 and 3. Why number of kills? It's pretty simple: 1) smaller numbers 2) less exponential growth to leave room for valid integers 3) it's not a float 4) easily tracked You can do this one of two ways: 1) Extended profile 2) Gut the exp code and use perl This leaves us with these results: 1) Level support up to 65535 (minus spells being scribeable below 250, but that can be fixed on the server) 2) Completely custom exp formula I suggest 1. Good luck. |
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changing it so when you log in, checking the level, setting the exp to getexpforlevel(level) then storing a boolean so that you know you logged in since you updated the server (in the extended player profile (m_epp)) *then* calculating experience afterwards would be the ideal goal. It would reset some progress into the level that they had, though, but you could tweak the entire exp formula this way. |
To further back my idea,
Code:
Index: common/extprofile.h |
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