/////////////////////////////////////////////////////////////////////////////// // xp_cfg // written by: eyesolated // written at: Jan. 30, 2004 // // Notes: Configuration Script for XP related stuff const int CI_XP_GIVE_XP_ON_REST = TRUE; // Set the BaseXP a monster is worth. BaseXP is what is rewarded if // Average Group Level == Monster Difficulty const int CI_XP_BASEXP = 25; // Set the XP per Challenge Rating of a monster. // If set to 1, a CR 15 monster will add 15 XP to it's BASE XP. // Set to 0 to deactivate this feature. const float CF_XP_BASEXP_CR = 0.15f; // If this is set to TRUE, CR is squared for the above calculation const int CF_XP_BASEXP_SQUARE_CR = TRUE; // Set the minimum amount of XP a player will receive for a kill. // Formula used is // MINIMUM_XP = CI_XP_MINIMUM_XP + (CF_XP_MINIMUM_XP_CR * MONSTER_CR) const int CI_XP_MINIMUM_XP = 0; const float CF_XP_MINIMUM_XP_CR = 0.75f; // Set the number by which the BaseXP are increased/reduced for each // Level they differ const int CI_XP_XPCHANGE = 3; // Should the XP vary based on group size? // If so, what is the "default" group size and the deviation in each direction // If the default Group Size is 4 and the XPChange is 2, then the following will // happen: // Group Size 4 : +-0 Base XP // Group Size 1 : +6 Base XP // Group Size 10: -12 Base XP // Group Size 20: -32 Base XP // // If Base XP gets below 0 because of too big Group Size, Base XP is set to 0. // Set CI_XP_GROUP_SIZE_XPCHANGE to 0 to deactivate this feature // If you set this to a negative value, the effect will be reversed const int CI_XP_GROUP_SIZE_XPCHANGE = -1; const int CI_XP_GROUP_SIZE_STANDARD = 1; // This sets the maximum group size deviation for the calculations const int CI_XP_GROUP_SIZE_MAXDEVIATON = 4; // Set the maximal difference between group average level and monster difficulty // to still gain xp. if the difference is greater than this number, no xp is // gained. set to -1 to deactivate this feature const int CI_XP_MAXDIFFERENCE = -1; // Set the change of PERSONAL XP per level the player differs from the average // group level. Set to 0 to deactivate const int CI_XP_PERSONALXPCHANGE = 2; // Set the maximum level difference between the player and the average group // level that modifies the XP-Change. // Example: // If you set CI_XP_PERSONALXPCHANGE = 2 and CI_XP_PERSONALMAXDIFFERENCE = 3 and // the Average Group Level was 10 and the calculated BASEXP was 26, then XP gain // will be as follows: // Level 1-6: 34 // Level 7 : 32 // Level 8 : 30 // Level 9 : 28 // Level 10 : 26 // Level 11 : 24 // Level 12 : 22 // Level 13 : 20 // Level 14+: 18 const int CI_XP_PERSONALMAXDIFFERENCE = 5; // This constant determines the size of the circle in which you have to // be to get xp from a kill const float CF_XP_CIRCLERADIUS = 40.0f; // This constant determines wheter the center of the xp circle is the // killed creature OR the player that killed it // 1 = Killed Creature // 2 = Player that killed const int CI_XP_CIRCLERELATIVE = 1; // How many levels below HIGHEST PARTY LEVEL will a player with a level even // lower than that be treated as? // Example: // If you set this to 3 and the highest player in a group is lvl 10, ALL players // in this group will be treated as AT LEAST level 7 in calculating BaseXP. // NOTE: This is only used for BaseXP, for personal XP the player's REAL level // counts const int CI_XP_MINLEVEL = 5; // Should the XP script give gold as well? const int CI_XP_GIVEGOLD = FALSE; // The Multiplier: CR * this is the base amount of gold, then Random(CR) is added on top const int CI_XP_MULTIPLIER = 5; // Some variable strings const string CS_XP_PLAYERNUMBER = "xp_players"; const string CS_XP_PLAYERPREFIX = "xp_player_"; const string CS_XP_PLAYERLEVEL = "xp_player_level_"; const string CS_XP_HIGHESTLEVEL = "xp_highest_level"; const string CS_XP_XPOVERRIDE = "XPOverride";