Leveling past 50.

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Leveling past 50.

Postby Etaew » Sun Jun 03, 2007 3:10 pm

In GamePlayer.GainExperience method
Code: Select all
else if (Level <MAX_LEVEL>= ExperienceForNextLevel)
does removing the max level bit allow you to level from 50 to 51?
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Postby Dinberg » Sun Jun 03, 2007 5:52 pm

I'd guess so, but this is odd for Etaew to be asking a question!

Try defining a level 51 to be like 10 exp points more than level 50, and see if setting max_level to 51 allows you to level past 50.

It's my guess anyway, but as far as I know you cant get past the max level - but in theory if you remove that then itll allow you to level on provided there is a next level.

Might causes errors if you level 'off the chart' though, because it'll be pulling out a 'next level's required xp value' out of a non-existant field, which I *guess* could cause some sort of crash.

So make sure you define all the levels after 50 heh.
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Postby Crazys » Sun Jun 03, 2007 6:04 pm

I would just go redefine MAX_LEVEL and set it to the desired ammount... then add the xp values like Dinberg said
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Postby Overdriven » Sun Jun 03, 2007 6:16 pm

Anything >51 makes all your items grey :(
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Postby Dinberg » Sun Jun 03, 2007 6:31 pm

Whats this for anyway Etaew, got a new idea for extra levels?

Would love to hear.
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Postby Crazys » Sun Jun 03, 2007 6:37 pm

I was going to set up my server with redone xp incriments and change max lvl to 75ish-100.... but there are alot of things that you would have to calculate and add to the spell DB it would take ALOT of work
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Postby Etaew » Sun Jun 03, 2007 6:38 pm

I'm just lazy and don't fancy testing things :-), just wondering if anyones tried it, plus, it's a big project, I don't know everything.

Was thinking about adding a server property for max level, to give servers the ability to level past 50. Colours are definately a problem though, my level 100 GM most things are purp to me, whether this is client side, or calculated and sent in a packet is another thing I don't know.
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Postby Dinberg » Sun Jun 03, 2007 6:53 pm

At a guess it would be sent to the client wouldn't it? Well, I guess that because in server rules you can choose what colour the client is to display names/guilds/mobs etc, so I presume it must be coded up somewhere on the many packets heh :)
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Postby Etaew » Sun Jun 03, 2007 7:00 pm

The server rules handles the colours above heads, but not when you target something.
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Postby Dinberg » Sun Jun 03, 2007 7:32 pm

Ahh ok, I wasn't aware of that heh.

If Mythic's put a cap in to exclude anything over 50, I wonder if it's possible that they didn't put one in for under zero? It would probably be much mroe effort than payoff, but you could start players at -5 and work them up to 50, where old level one is level -5? But as I say, it probably isn't worth the effort because 90% chance is it wont work at all, the other 10% it wont be eprfect heh.
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