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I did some changes, I basically made sure that the gameneigine files both have the same content, akathe experience formula both ending in *350."build" it (which created he .arz file), then copied the whole mostrosity into the working folder.mod is found under custom game, does it's usual bouncing.but still no ingame change :-/in general experience formula is the right plays if I wanna change how much exp I get for killing a monster, right?yeah, I use steam.at some time I bought the game somewhere and got a steam key for cheap.
Quote from: bernd on 09 August 2020, 19:29:44 I did some changes, I basically made sure that the gameneigine files both have the same content, akathe experience formula both ending in *350."build" it (which created he .arz file), then copied the whole mostrosity into the working folder.mod is found under custom game, does it's usual bouncing.but still no ingame change :-/in general experience formula is the right plays if I wanna change how much exp I get for killing a monster, right?yeah, I use steam.at some time I bought the game somewhere and got a steam key for cheap.Well, upload file and give me look on it again, if you sure what you changed both files. You can do it by self - run ARZ Explorer and check if your's .arz is correct.This is right place for adjusting xp earned from monster kill. You also should notice what original formula self-balancing, depends a lot on difference between monster and pc level, and i'm should state, what lot of monsters has no assigned specific xp value (e.g. monsterExperience in formula is zero for regular mobs). So formula itself works in two ways, bit tricky, and as more you overlevel - less xp you earn (up to zero xp earn). So, for pure tests it sometimes more practical to adjust formula which would give constant value (and then you can be sure that you changes applied).
obviously not jsut 500000 or something cause that ain't an "expression".but (monsterlevel-monsterlevel)+5000000 :-Dwhich does the same but is an expression (probably! :-D)
I got like half the exp bar full with 1 kill!(was level 51, so to next level up was like 1-1.5 million exp needed)so yeah, killed the same 10 or so enemies as usual, got to level 58 now.but watching the numbers I also saw at least towards the end that doesnt exactly increase by 500k anymore (otherwise the last 5 digits of the current exp wouldnt change, right? yet they did).so there must be some other stuff that tweaks the final exp given.but given that this now works as is (made a copy elsewhere as backup cause working stuff is hard to get by!), we have a proof of concept.exp wise, i could now probably up this to 500 million exp or something till I max out at level 75 or so.
it's jsut said that there is nowhere like alist what all the names in the gameengine.dbr mean.I mean, the experiencexchange was logical that it is how gained exp per kill is calculated.but msot stuff has weird ans similar names, so knowing what is what would be nice :-)
Edit: oh, so the "mosnterlevel" attribute of certain normal mosnters is undefined and therefor used with value 0?well that would explain some things and weird behaviors.Why would anyone do that though? :O
experienceEquation,((monsterLevel*15)+((monsterLevel-averagePlayerLevel)*(averagePlayerLevel/3.5)))*(1+(monsterExperience/100)),
Well TQDefiler might not work that well these days. You may be better trying to use GDDefiler instead, though that's not been updated in over a year.https://forums.crateentertainment.com/t/tool-gd-defiler/28264Just make sure to back up your characters before you try and change anything with either programme.
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search of the following sequence:83 F8 04 74 14 83 F8 03 74 0F
Quote from: Ryksa on 18 August 2020, 21:09:40search of the following sequence:83 F8 04 74 14 83 F8 03 74 0FThis line does not exist in Game.dll file.