<Snipped>
Sorry if this isn't quite what you want or not, scanning messages rather
fast as I run out the door, hope it helps some..
Here's what I did somewhat along those lines..
modified the xp calculations to be done every time damage is done (ie call
it
in damage() instead of in the death, then give them the % of hp done to the
mob in % of xp they'd get.)  Now I also did some tweaking to balance group
xp some as well, simply because I wanted to make sure that group xp wasn't
(very) exploitable by grouping strange level combo's and taking out <insert
whatever level here> mobs.
What I did to counter the rounding issues (ie cases where you should get
10.7 xp, or 0.2 xp, etc) was multiply the entire xp function calcs by 100,
ie
make base * 100, then cause rounding if needed (I actually did it with a %
check, ie, if you had 10.7 you'd have a 70% chance of having it rounded,
etc)
I have to run, as I'm late already, if you want / need any more info on how
I did it, just send me a message and I'll try to clarify more, hopefully
this is at least vaguely useful.
-Cirdet


Reply via email to