Starting level 0 instead of 1, please?

I'm no programmer, but I'm comfortable around code. What would I need to change in the .cs file to make the levels start at 0, instead of 1? I'd like each level to reflect their percentage increase. For example, I'd like level 1 to be a 1% bonus. As is having things set to be a 1% bonus means that L2 is a 1% and L8 is a 7% bonus. I've been looking through the .cs file on my own and having figured it out yet. Guide me where to look, please?

I've been poking around in the .cs file and I have managed to change the cosmetics without breaking the function. The GUI, /stats, and level up notification all reflect a Level-1, meaning it starts everyone at L0, 0xp and shows L1 giving a +1% bonus. 

Unfortunately, this also has an effect on the reported level for crafting. I can't figure out how to separate crafting (so it can remain 1-20) while having the wood/stone/acquire/skin all be 0-199. As is, without any interaction at all, everyone gets a 5% crafting bonus at L1 just for having played on my server. I'm ok with that. But, with my alterations to the other skills, this now shows a +5% crafting bonus at level 0, at caps at level 19. 

I wish I was better at this stuff, and I will be someday. This is one of my favorite plugins and I'd hate to see it go unmaintained again. We're on the fifth dev now, right? All five of you have done amazing work and I'm happy to help, even a little financially, to keep this plugin alive. 

I'll check this out when I have some time

I appreciate your time. One of my players and myself tried to alter the .cs file replacing, in specific spots, the cosmetic result displayed in the GUI and notifications (without altering the underlying formulas). While we believed we were initially successful, the wipe yesterday proved to be disasterous as some people couldn't even see their Woodcutting levels (and I could see, as admin, that they were accumulating no woodcutting xp). 

I admitted I goofed. Replaced our goofed .cs with the original. 

One thing of note, I did still change this part of the code (which hasn't broken anything so far)...

        long getLevelPoints(long level) => 100 * level * level - 100 * level;

        long getPointsLevel(long points, string skill)
        {
            var a = 100;
            var b = 100;
            var c = -points;
            var x1 = (-b - Math.Sqrt(b * b - 4 * a * c)) / (2 * a);
            if ((int)levelCaps[skill] == 0 || (int)-x1 <= (int)levelCaps[skill])
                return (int)-x1;
            return (int)levelCaps[skill];
        }
​

In both getLevelPoints and getPointsLevel (which I assume are related) the var a and var b were previously 110 and 100. I made them match in an attempt at a smoother XP progression (and so players wouldn't start with 10xp).

This is my favorite plugin, but I'm clearly not a programmer. I just want to help. Again, I appreciate your time.

Any word on this, Nivex? My own dabbling in the .cs broke some things so I went back to default, especially with updates. Ultimately, I'd love to see fractional values as well as levels starting with 0.