That would give you a 10% xp loss. But keep in mind :
The lines with PER_LEVEL_XP_LOSS in them is what happens if you are raised By the church.
Lines with PER_LEVEL_XP_LOSS_DS in them are what happens getting out of your death spot.
And lines with PER_LEVEL_XP_LOSS_FR in them is what happens when another PC raises the PC in the field.
Edit: Just struck through my blunder. No you would not want to use that in place of the lines given.
Lets try this.
kds1_purg_tawred (36): int nPenaltyXP = (nCurrXP *PER_LEVEL_XP_LOSS) /100;
kds1_purg_tawred (38): int nPenaltyXP_DS =( nCurrXP*PER_LEVEL_XP_LOSS_DS) /100;
_kds1_inc (650): int nRezXPPenalty =( PER_LEVEL_XP_LOSS_FR *GetXP(oPC)) /100;
_kds1_inc (784): int nPenalty = (PER_LEVEL_XP_LOSS *nCurrXP) /100;
_kds1_inc (879): int nPenalty =( PER_LEVEL_XP_LOSS_DS *nCurrXP) /100;
_kds1_inc (975): int nPenalty = (PER_LEVEL_XP_LOSS *nCurrXP) /100;
_kds1_inc (994): int nPenalty = (PER_LEVEL_XP_LOSS_DS *nCurrXP) /100;
_kds1_inc (1007): int nPenalty = (PER_LEVEL_XP_LOSS_DS *nCurrXP) /100;
_kds1_inc (1026): int nPenalty = (PER_LEVEL_XP_LOSS_DS *nCurrXP) /100;
_kds1_inc (1374): int nPenalty = (PER_LEVEL_XP_LOSS *nCurrXP) /100;
Then go back to your constants to what ever % you want as a default %
_kds1_inc (43): const int DEFAULT_PER_LEVEL_XP_LOSS = 10;
everything in the system should work as a percent then. Just keep in mind that your vars that read Per_Level_ Xp are now Percentages.
Modifié par Lightfoot8, 22 février 2011 - 02:47 .