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10-25-2008, 02:04 PM
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AX Classic Developer
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Join Date: May 2006
Location: filler
Posts: 2,049
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I think was around 3, I changed default - set to three, i put zero by mistake
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10-25-2008, 02:25 PM
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Developer
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Join Date: Feb 2004
Location: UK
Posts: 1,540
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You want to check the sanity of the rule setting, to stop a crash when accessing the array if someone sets it to an invalid value:
Code:
// figure out if they should lose exp
float GetNum [] = {0.005f,0.015f,0.025f,0.035f,0.045f,0.055f,0.065f,0.075f,0.085f,0.095f };
int Num = RuleI(Character, DeathExpLossMultiplier);
if((Num < 0) || (Num > 9))
Num = 0;
float loss = GetNum[Num];
exploss=(int)((float)GetEXP() * (loss)); //Angelox: lose % of total XP pending rule (choose 0-9)
I would also change GetNum & Num to more meaningful names.
Last edited by Derision; 10-25-2008 at 10:30 PM..
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10-25-2008, 04:09 PM
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AX Classic Developer
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Join Date: May 2006
Location: filler
Posts: 2,049
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Thanks - I'll let it stand around here a few days before committing it all, incase anyone else has more ideas.
I wasn't really sure why this never got in, probably just forgotten I guess.
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10-26-2008, 06:24 PM
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Developer
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Join Date: Mar 2007
Location: Ohio
Posts: 648
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Just a thought, but couldn't we just set the rule to the % of a level we want to lose on death instead of predefined options?
common/ruletypes.h
Code:
RULE_REAL ( Character, DeathExpLossLevelPercent, 20) //1 yellow of exp lost on death by default. float for a little more accuracy if needed
zone/attack.cpp
Code:
// figure out if they should lose exp
float loss = RuleR(Character, DeathExpLossLevelPercent) / 100.0f;
exploss=(int)((float)GetEXP() * (loss)); //Angelox: loose % of total XP
SQL:
Code:
INSERT INFO rule_values VALUES (0, 'Character:DeathExpLossLevelPercent', 20);
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10-27-2008, 11:07 AM
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AX Classic Developer
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Join Date: May 2006
Location: filler
Posts: 2,049
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I went ahead and put it in as I originally had it, since it's based on what cbodmer posted and was running on the Rathe server for a long time now (Derisions addition included).
Not that I think it's any better than yours, I'm just sure it all works as is since it's all been tested doesn't show any problems. The variable experience thing was what I added, and I tested it all week too.
It's always up for change anyway.
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10-27-2008, 12:42 PM
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Demi-God
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Join Date: May 2007
Posts: 1,032
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Quote:
Originally Posted by AndMetal
Just a thought, but couldn't we just set the rule to the % of a level we want to lose on death instead of predefined options?
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yeah the plain % xp way does seem more straight forward
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10-29-2008, 06:12 PM
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AX Classic Developer
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Join Date: May 2006
Location: filler
Posts: 2,049
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Cavedude; I saw you put back the old exp multiplier back? You can take the one I put in out if it's no good.
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10-29-2008, 07:24 PM
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The PEQ Dude
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Join Date: Apr 2003
Location: -
Posts: 1,988
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I added a rule, so admins can either use the old formula or your rule to specify a multiplier. The default is to use your system. I created the rule for purely selfish reasons, I liked the old formula and wished to keep it. But, this is a win-win situation. Stubborn folks like me can continue to use the old system, and people who want control can use yours. 
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