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Development::Database/World Building World Building forum, dedicated to the EQEmu MySQL Database. Post partial/complete databases for spawns, items, etc.

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  #1  
Old 08-15-2004, 08:19 AM
jimbox114
Hill Giant
 
Join Date: Jun 2004
Posts: 231
Default Leveling past 65?

I have noticed several servers allow you to level past 65. I have searched through the forums, and browsed though the tables in mysql front/eqadmin and have see nothing that would allow this to be changed. What is required to allow players to earn exp and level past level 65??
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  #2  
Old 08-15-2004, 08:28 AM
Derision
Developer
 
Join Date: Feb 2004
Location: UK
Posts: 1,540
Default Re: Leveling past 65?

Quote:
Originally Posted by jimbox114
I have noticed several servers allow you to level past 65. I have searched through the forums, and browsed though the tables in mysql front/eqadmin and have see nothing that would allow this to be changed. What is required to allow players to earn exp and level past level 65??
http://www.eqemulator.net/forums/vie...ighlight=level
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  #3  
Old 08-15-2004, 08:45 AM
jimbox114
Hill Giant
 
Join Date: Jun 2004
Posts: 231
Default

ehh thats no good. Was hoping it would be as simple as chaging something from a number to another :/.
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  #4  
Old 08-15-2004, 09:21 AM
Melwin
Fire Beetle
 
Join Date: Jan 2005
Posts: 15
Default

Quote:
Originally Posted by jimbox114
ehh thats no good. Was hoping it would be as simple as chaging something from a number to another :/.
...it is.

Open up /zone/client.cpp and search for
Code:
void Client::SetEXP
Then look for
Code:
int8 maxlevel = 66;
from there, and change it, then compile.
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  #5  
Old 08-15-2004, 09:32 AM
jimbox114
Hill Giant
 
Join Date: Jun 2004
Posts: 231
Default

Its the compile part that Im not sure of myself on. I have no compiler and don't want to have to go through the trouble of making another e-mail address to try that free trial again. The actually compileing don't look too bad, its trying to compile it with perl that seems ruff.
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  #6  
Old 08-15-2004, 11:48 AM
Windcatcher
Demi-God
 
Join Date: Jan 2002
Posts: 1,175
Default

Something like that should probably go into the variables table...

WC
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  #7  
Old 08-15-2004, 12:01 PM
killspree
Dragon
 
Join Date: Jun 2002
Posts: 776
Default

Agreed.
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  #8  
Old 08-15-2004, 01:35 PM
animepimp
Dragon
 
Join Date: Jan 2004
Posts: 860
Default

The problem with putting it in the variables table is that if you make it too high then a lot more code needs to be changed as well. I helped scorp go through this when he changed max level to 130. Once you hit 105 or so without doing any other code changes you will go back to level 1 because the xp variable is not big enough to store that much xp so the xp formulas had to be completely rewritten. And we would probably run into the same problem again at some point before 255.
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  #9  
Old 08-15-2004, 02:18 PM
govtcheeze
Hill Giant
 
Join Date: Mar 2004
Location: South Florida
Posts: 247
Default

I remember reading your post about it...used a scaler or something similar right?

If so, when eqemu reads the value from the table, what if it did a mod 105 to find out how many times over it needs to be scaled?

The code scorp added would obviously need to be put into cvs for this to happen, or at the very least posted in the dev forum.
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  #10  
Old 11-05-2004, 10:44 AM
bushman77
Hill Giant
 
Join Date: May 2003
Location: In the bush
Posts: 129
Default how about restricting the levels

So to allow leveling past 65 u have to change the hard coded info in the client. But what if u wanted to restrict the levels so u cannot level past 65?? Could this be done in just the database?
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  #11  
Old 11-05-2004, 03:36 PM
animepimp
Dragon
 
Join Date: Jan 2004
Posts: 860
Default

Neither of those can be done in the client or in the DB. You have to change the code in the server.
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  #12  
Old 11-06-2004, 04:56 PM
Elkay
Hill Giant
 
Join Date: Sep 2004
Posts: 184
Default

Should probably at least make this 70 by default since that's what EQLive is at right now.
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  #13  
Old 11-06-2004, 06:37 PM
sotonin
Demi-God
 
Join Date: May 2004
Posts: 1,177
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I dunno. most servers i would say want a pre-fucked up expansions experience. increasing it to 70 could very well cheapen the difficulty of the other expansions. Considering how there no collected info about the new expansions and probably wont be for a very long time, the odds of a populated oow server. (without made up spawns) are slim. i vote keep it 65.
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  #14  
Old 11-11-2004, 07:55 AM
Elrach
Sarnak
 
Join Date: Apr 2003
Posts: 66
Default

Opening up expansions has another side effect that's very important. More simultaneous open zones = more hardware requirements. If you keep the number of zones limited, you limit how spread over the world the players can be.
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  #15  
Old 11-11-2004, 08:11 AM
Elkay
Hill Giant
 
Join Date: Sep 2004
Posts: 184
Default

I haven't even begun to dent my system resources hehe. I actually made a batch file that opened every single zone in EQ, including OOW, all static. Took about 5 minutes for them all to connect up but it did work and I had plenty of ram left hehe. The zones weren't empty either, last I checked I had 191 populated zones. I'm actually quite impressed how optimized things are, especially in the memory usage department.
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