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 >

