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