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View Full Version : What do you have to reload on changes...


Irreverent
05-29-2007, 10:49 AM
I've played with this a bit, but would like some confirmations as well.

Reloading the zone/eqlauncher will refresh any NPCs/loots/etc that you have changed in the tables. You don't have to reboot world.exe

If you change anything on the variables or rule_* tables, you will then need to reboot your world.exe.

Sound right? I'm doing quite a bit of fine tuning, so the less I have to cycle the better.

1) Also, there is a xp mod on both the variables and the rule_*. Do they stack, or does each serve a different purpose?(and which one is used?)
2) The regen rate for health/fatigue/mana is it global(npc), or PC only?

Secrets
05-29-2007, 01:51 PM
I've played with this a bit, but would like some confirmations as well.

Reloading the zone/eqlauncher will refresh any NPCs/loots/etc that you have changed in the tables. You don't have to reboot world.exe

If you change anything on the variables or rule_* tables, you will then need to reboot your world.exe.


Correct. Things like rulesets are loaded on runtime of world.exe and are loaded into memory.


1) Also, there is a xp mod on both the variables and the rule_*. Do they stack, or does each serve a different purpose?(and which one is used?)

2) The regen rate for health/fatigue/mana is it global(npc), or PC only?


1) Not sure, I think the variables table is loaded. I'd set both if you could just in case. Also, group exp mod is the amount of exp in a group, and I don't think it stacks either. (need a confirmation?)

2) It is PC. There is a field in npc_types named regen, and you can set it there.

If you haven't already, download the latest source at www.eqemulator.net/download.php
and add the specific SQL entries (should be in the changelogs up to your version, check them all out.)

Hope that helps, and if anyone sees anything that might be wrong don't feel discouraged to post :)

techguy84
05-29-2007, 06:48 PM
If you haven't already, download the latest source at www.eqemulator.net/download.php
and add the specific SQL entries (should be in the changelogs up to your version, check them all out.)

This would all depend on what they are running. If you get the latest emu binary/source ect... then you are far better off to update your database in its entierty(spelling?). Unless of course you have made a boat load of changes, then you would be best to run the sql entries out of the changelog.

This is a opinion, just like your post. Personally, I would say, if you updated only your varibles table, then just dump that table and your accounts table and char table, then source in the CVS PEQ database or angelox's Classic and then source in the dumped sql files for the tables you edited. To my knowledge if you dump a table, then source it in on top of another table, it will overwrite duplicates and add in any custom stuff you did prior.

I dunno so dont quote me as I am a noob in the details of MySQL. I could test this though and report my findings, but for some reason I feel as we have already derailed this thread enough as getting DBs anc changelogs seems to not be mentioned by OP.

Irreverent
06-01-2007, 04:07 AM
I am using .992 and the cvs peq database. I just noticed both places, so was curious to their redundancy.

Well, when I change the regen rate it seems to also effect NPCs because now they've become x2 (or whatever the rate) as fast at regenerating too. Just a guess, it may not change the *amount* but how short of a timeframe between ticks. Because it does seem to regen faster, but not nesecarily the amount. Just a guess.

Also, since I am using the latest versions....are there any custom .html files out that I can grab? I see a couple missing files when I navigate through them. BTW, it completely rocks...so whomever created those...kudos!