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» SmaugMuds.org » Bugfix Lists » AFKMud Bugfix List » AFKMud Bug Archive » [Bug] Experience ratios are n...
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[Bug] Experience ratios are not being calculated properly
< Newer Topic :: Older Topic > AFKMud 1.75

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Post is unread #1 Sep 5, 2005, 9:50 am   Last edited Nov 13, 2005, 11:04 am by Samson
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Samson
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Posts3,643
JoinedJan 1, 2002

Bug: Experience ratios are not being calculated properly
Discovered in: AFKMud 1.75
Danger: Low - Assigning inflated value in some cases
Found by: GCC
Fixed by: Samson

---

fight.c, xp_compute

Locate:
   /*
    * semi-intelligent experienced player vs. novice player xp gain
    * "bell curve"ish xp mod by Thoric
    * based on time played vs. level
    */
   if( !IS_NPC( gch ) && gchlev > 5 )
   {
      xp_ratio = ( int )gch->pcdata->played / gchlev;
      if( xp_ratio > 20000 )  /* 5/4 */
         xp = ( xp * 5 ) >> 2;
      else if( xp_ratio < 16000 )   /* 3/4 */
         xp = ( xp * 3 ) >> 2;
      else if( xp_ratio < 10000 )   /* 1/2 */
         xp >>= 1;
      else if( xp_ratio < 5000 ) /* 1/4 */
         xp >>= 2;
      else if( xp_ratio < 3500 ) /* 1/8 */
         xp >>= 3;
      else if( xp_ratio < 2000 ) /* 1/16 */
         xp >>= 4;
   }


Change to:
   /*
    * semi-intelligent experienced player vs. novice player xp gain
    * "bell curve"ish xp mod by Thoric
    * based on time played vs. level
    */
   if( !IS_NPC( gch ) && gchlev > 5 )
   {
      xp_ratio = ( int )gch->pcdata->played / gchlev;
      if( xp_ratio > 20000 )  /* 5/4 */
         xp = ( xp * 5 ) >> 2;
      else if( xp_ratio > 16000 )   /* 3/4 */
         xp = ( xp * 3 ) >> 2;
      else if( xp_ratio > 10000 )   /* 1/2 */
         xp >>= 1;
      else if( xp_ratio > 5000 ) /* 1/4 */
         xp >>= 2;
      else if( xp_ratio > 3500 ) /* 1/8 */
         xp >>= 3;
      else if( xp_ratio > 2000 ) /* 1/16 */
         xp >>= 4;
   }


The way this was setup, if the xp_ratio came out under 16000, it would always choose the 3/4 case, regardless. The other values it's checking below there are obviously also below 16000 so the code simply never gets there. With the corrections above the ratios should do as they were intended. This might lead to some balance related side affects so it would be wise to monitor that and adjust accordingly.
       
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