Go Back   EQEmulator Home > EQEmulator Forums > Development > Development::Server Code Submissions

Reply
 
Thread Tools Display Modes
  #1  
Old 10-25-2008, 01:46 PM
Angelox
AX Classic Developer
 
Join Date: May 2006
Location: filler
Posts: 2,049
Default Exp Loss Rule , care to test it anyone?

This works on a scale of 0 -9 ; '0' will loose you about 1 blue on death and '9' will loose you almost a level. I based it on Cbodmers exploss code, as it seems more sane than the current one we use.

ruletypes.h at around line 26;
Code:
RULE_INT ( Character, DeathExpLossMultiplier, 3) //Angelox, adjust how much exp is lost
attack.cpp at around line 1716;
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);
	float loss = GetNum[Num];
	exploss=(int)((float)GetEXP() * (loss)); //Angelox: loose % of total XP pending rule (choose 0-9)
And the SQL;
Code:
Insert into rule_values values (0, 'Character:DeathExpLossMultiplier', 3);
I've been testing it today, looks to be OK - hoping some one else will test too.

Last edited by Angelox; 10-25-2008 at 10:02 PM.. Reason: Default rule should be '3' and not '0'
Reply With Quote
  #2  
Old 10-25-2008, 01:53 PM
ChaosSlayer
Demi-God
 
Join Date: May 2007
Posts: 1,032
Default

how much is 1 yellow?
Reply With Quote
  #3  
Old 10-25-2008, 02:04 PM
Angelox
AX Classic Developer
 
Join Date: May 2006
Location: filler
Posts: 2,049
Default

I think was around 3, I changed default - set to three, i put zero by mistake
Reply With Quote
  #4  
Old 10-25-2008, 02:25 PM
Derision
Developer
 
Join Date: Feb 2004
Location: UK
Posts: 1,540
Default

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..
Reply With Quote
  #5  
Old 10-25-2008, 04:09 PM
Angelox
AX Classic Developer
 
Join Date: May 2006
Location: filler
Posts: 2,049
Default

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.
Reply With Quote
  #6  
Old 10-26-2008, 06:24 PM
AndMetal
Developer
 
Join Date: Mar 2007
Location: Ohio
Posts: 648
Default

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);
__________________
GM-Impossible of 'A work in progress'
A non-legit PEQ DB server
How to create your own non-legit server

My Contributions to the Wiki
Reply With Quote
  #7  
Old 10-27-2008, 11:07 AM
Angelox
AX Classic Developer
 
Join Date: May 2006
Location: filler
Posts: 2,049
Default

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.
Reply With Quote
  #8  
Old 10-27-2008, 12:42 PM
ChaosSlayer
Demi-God
 
Join Date: May 2007
Posts: 1,032
Default

Quote:
Originally Posted by AndMetal View Post
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?
yeah the plain % xp way does seem more straight forward
Reply With Quote
  #9  
Old 10-29-2008, 06:12 PM
Angelox
AX Classic Developer
 
Join Date: May 2006
Location: filler
Posts: 2,049
Default

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.
Reply With Quote
  #10  
Old 10-29-2008, 07:24 PM
cavedude's Avatar
cavedude
The PEQ Dude
 
Join Date: Apr 2003
Location: -
Posts: 1,988
Default

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.
Reply With Quote
  #11  
Old 05-24-2009, 12:55 AM
ChaosSlayerZ's Avatar
ChaosSlayerZ
Demi-God
 
Join Date: Mar 2009
Location: Umm
Posts: 1,492
Default

I had an interesting idea.

I like idea that peopel loose Xp on death but I don't like idea of people loosing their level.
Is it posible to implement a rule that when you die, you NEVER loose Xp beyond your level?
Reply With Quote
  #12  
Old 05-24-2009, 03:57 PM
WillowyLady
Sarnak
 
Join Date: Aug 2003
Location: Recycle Bin
Posts: 90
Default

CharacterDeathExpLossLevel

This rule exists, Table (rule_values)

Just set to desired level, > than can be made on server?

__________________
I'll be back!

Reply With Quote
  #13  
Old 05-24-2009, 04:27 PM
trevius's Avatar
trevius
Developer
 
Join Date: Aug 2006
Location: USA
Posts: 5,946
Default

That rule sets the level that you will lose exp at if you die, not whether or not you will lose a level. He still wants exp loss, just doesn't want players to lose their level. This is actually not a bad idea. I have exp loss disabled because I don't want people losing their levels when they die, due to the special circumstances of my deleveling system. But, if we stopped people from losing their level when they die and could still have exp penalties, I would enable that.
__________________
Trevazar/Trevius Owner of: Storm Haven
Everquest Emulator FAQ (Frequently Asked Questions) - Read It!
Reply With Quote
  #14  
Old 05-24-2009, 04:28 PM
ChaosSlayerZ's Avatar
ChaosSlayerZ
Demi-God
 
Join Date: Mar 2009
Location: Umm
Posts: 1,492
Default

well acutly yes and no
I know of this rule, but this rule doesn't help to address the question asked =)

the rule determines LEVEL after which you START to loose XP

I asked for rule to prevent loss of level

in other words. I can set a rule to you mentioned to level 50
this will mean you do not loose Xp until lev 50

NOW you are lev 65 and you died. And you unding to 64
the rule we set do not in anyway prevent deleveling from 65 to 64 due to death.


PS. Trev beat me to a reply by a second =P
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 12:07 AM.


 

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