One possibility:

We know there's ch->fighting, right?
Why not semi-temporary values of
ch->fightingmaxhp and
ch->fightinghptaken, where
ch->fightingmaxhp is a copy of the mob's max HP at the beginning of combat and
ch->fightinghptaken is incremented with each hit.

Lots of looparounds and things to check, though. Need to make sure that it won't
go above 100%; I.E. if the mob
heals itself a few times during combat, then ch->fightinghptaken would be
greated than ch->fightingmaghp, etc.  Also the relevant cheats that may arise
that I haven't thought of.

You'd calc exp by doing, for example:
if ((ch->fightinghptaken/ch->fightingmaxhp) > 1)
   return exp;
else
   exp = exp*ch->fightinghptaken/ch->fightingmaxhp;
Etc.

Just a possibility, sure there's better ways.


----- Original Message -----
From: "Michael Gerner Andreasen" <[EMAIL PROTECTED]>
To: "rom list" <[email protected]>
Sent: Saturday, August 10, 2002 3:09 AM
Subject: Idea about new exp system


> Hello all rommers 8=)
>
> Currently looking into new ways of giveing players exp for there hack n
> slash, and was wondering if someone on here made anything like what i had in
> mind, or just had ideas on how to actualy make it.
>
> Wanted to make players gain exp for the job thay did, so if  player go kills
> a mob that has all its hp, his is rewarded 100% of the exp hi should have
> got, but if someone else already jumped it and it is down to 27% and hi
> takes the rest, well then hi/she will get 27% of the exp thay would normaly
> do, this should also work for groups and persons returning to a mob thay was
> pervorsly fighting.
>
> Example: ( a group fight )
> Player A (level 25) Player B (level 24) Player C (level 50)
> Player C does most dammages, so hi is rewarded the % of hp hi has taken away
> from the mob basen on the exp hi would normaly get for this mob, so will
> player A and B.
>
> Another example could be:
> Player A (level 27): attacks mob A gets it down to 15% and flees.
> Player B (level 5); jumps mob A and gets it down to 11% and flees after
> finding out it hit to much on him.
> then player A strikes back on mob A and kills in, and is rewarded 96% of the
> exp hi/she would normaly get of a mob around that level.
>
> Yeat anotherone:
> Player A attacks mob a, gets it at 46%, then flees becours it is quest time,
> thay go kill quest mob, but on the way the stump over an aggi mob, thay
> fight it awhile, then flees and kills the quest mob, thay return to the
> quest master and completes the quest, goes to mob A and finishes it off, but
> in the meantime mob A has regenerated some, so we also need a way to make it
> not give 150% exp back to someone.
>
> Hope it all makes sence, but as i sed, if you got any ideas on how to make
> such system, i would be happy!!
>
> --
> ROM mailing list
> [email protected]
> http://www.rom.org/cgi-bin/mailman/listinfo/rom
>


Reply via email to