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  #1  
Old 11-19-2015, 10:57 AM
provocating's Avatar
provocating
Demi-God
 
Join Date: Nov 2007
Posts: 2,175
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My source will differ from yours, modified it some. But in your attack.cpp you will have a routine

Code:
bool Client::Attack(Mob* other, int Hand, bool bRiposte, bool IsStrikethrough, bool IsFromSpell, ExtraAttackOptions *opts)
Look somewhere around line 1500~1600 and you will see this.

Code:
	if(!GetGM())
	{
		if(exploss > 0) {
			int32 newexp = GetEXP();

			if(exploss > newexp) {
				//lost more than we have... wtf..
				newexp = 1;
			} else {
				newexp -= exploss;
			}

			SetEXP(newexp, GetAAXP());
			//m_epp.perAA = 0;	//reset to no AA exp on death.
		}
I would think you could change the one line to read something like this.

Code:
SetEXP(0,0);
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  #2  
Old 11-19-2015, 03:58 PM
Veltira
Sarnak
 
Join Date: Jan 2015
Posts: 44
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Quote:
Originally Posted by provocating View Post
My source will differ from yours, modified it some. But in your attack.cpp you will have a routine

Code:
bool Client::Attack(Mob* other, int Hand, bool bRiposte, bool IsStrikethrough, bool IsFromSpell, ExtraAttackOptions *opts)
Look somewhere around line 1500~1600 and you will see this.

Code:
	if(!GetGM())
	{
		if(exploss > 0) {
			int32 newexp = GetEXP();

			if(exploss > newexp) {
				//lost more than we have... wtf..
				newexp = 1;
			} else {
				newexp -= exploss;
			}

			SetEXP(newexp, GetAAXP());
			//m_epp.perAA = 0;	//reset to no AA exp on death.
		}
I would think you could change the one line to read something like this.

Code:
SetEXP(0,0);
Thanks so much for your help! I tried this and it doesnt seem to be working, below I will post a screencap of my code.

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  #3  
Old 11-19-2015, 04:01 PM
provocating's Avatar
provocating
Demi-God
 
Join Date: Nov 2007
Posts: 2,175
Default

Are you doing this as a GM? Trying dying as a player.
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