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RCPD0715
03-11-2008, 10:42 AM
I have my Character: maxlevel set at 75 but people on my server can only level to 65...I have searched this in the forums, but cannot find a defenitive answer to this problem...please help thanks

Aramid
03-11-2008, 11:25 AM
After you set it to 75, did you restart you server? Also, is it in your table as Character:MaxLevel?

trevius
03-11-2008, 12:11 PM
You have to set the first field on the left to "1" instead of "0" which is the default setting. If you don't change that field, it doesn't apply that rule. You will see any rules set to "1" load as your server starts up when you run world.exe.

jnovo
03-12-2008, 03:45 AM
So you have to set the Ruleset_ID on the Rule_values table? doesn't that just link the active rule set (not individual rules) in the Rule_sets table?

cavedude
03-12-2008, 03:52 AM
Yeah, the ruleset_id column in both rule_sets and rule_values have to match. Meaning, if you have a default ruleset_id 0, then all of the rules need to have a ruleset_id of 0 you want associated with it. It isn't a bool value, it's an id. If you have a rule with ruleset_id 2, then any rules you want associated with that has to have a ruleset_id of 2. It isn't often used, but in this way you can define several rulesets which can be changed in-game. So you could have one rulset where your max level is 65, and another where it is 70. You can then swap them in-game without needing to reboot.

The big issue causing a lot of confusion is the ids in rule_set is set to auto-increment. I never realized this until I finished the installer, however it makes sense. So, that means when the data is loaded with the table schema, if will automatically gives the rules id 1, because MySQL won't give an entry an ID of 0. Now, if you source in the data without the table schema (so the table is already created) you can then give the rules an ID of 0. I corrected this in the installer, and will be updating PEQ's CVS to also account for this.

jnovo
03-12-2008, 03:59 AM
Yeah, thats what I thought, and was confused by Trevious' post.

Thanks for the clarification...

So I'm assuming that if you have multiple rule sets, you can change them on the fly in the server...

If the same rule is part of multiple sets, how do you define the Ruleset_ID in the Rule_values table?

cavedude
03-12-2008, 04:15 AM
You assign it to the ruleset you want it to go with.

So, let's say you have in rule_sets a rule with values 1, default.

And you want that rule_set to have a maxlevel of 65. The values for that in rule_values would be:

1,Character:MaxLevel,65

Now, you have another ruleset with values 2, cavedude.

You want that to have a maxlevel of 75. In rule_values you would have another entry:

2,Character:MaxLevel,75

jnovo
03-12-2008, 04:18 AM
Ahh right..I gotcha..Thanks!!

moydock
03-24-2008, 10:52 AM
I can't get 'Character:HealOnLevel', 'true' to work for the life of me. Is this a broken rule? Any way to get it working? My level cap rule works, and they're both on rule_set 0, Default.

trevius
03-24-2008, 11:00 AM
Default rule set should be 1.

When you load world.exe, it will tell you which rules are loaded before it connects to the login server.

Make sure you don't have an extra space at the end of your rule names or in the values for it. I accidentally did that on one of my rules and got an error when loading the world.exe that the rule could not be found.

If you use Navicat, it shouldn't be hard to check this sort of stuff.

moydock
03-24-2008, 11:19 AM
Oh cool thanks, yeah, it's showing, "Unable to find rule 'Character:HealOnLevel'". Everything else is loading fine.

trevius
03-24-2008, 11:54 AM
Character:HealOnLevel is the correct rule for it. Perhaps you are running an older version of the emu code before that rule was added. What version are you running? Also, maybe the "true" setting is case sensitive. I can't recall for sure since I am not at my server atm, but I think the settings might need to be started with caps like "True". Although I don't think that would cause it to not find the rule itself. I think that would spit out another error.

moydock
03-24-2008, 12:36 PM
i'm running 1070 so pretty recent.

trevius
03-24-2008, 12:48 PM
Welp, that is why. You are 1 update short of that rule lmao! Also, any updates past 1081 have considerable changes to the combat systems. Just a heads-up if you consider updating your code. The new system is cool, but could mean a lot of work to re-balance high level encounters depending on how much high end custom stuff you have.

This is the change log from the 1071 build:

EQEMu Changelog (Started on Sept 24, 2003 15:50)
-------------------------------------------------------

==01/09/2008
KLS: Starting items will now be saved if they are placed in slots other than the primary 8, this includes inside bags and on the character's inventory and bank slots
KLS: Kick at level 55 or higher now has a chance to act as a spell interrupt as bash does.
KLS: (TheLieka) Stun Immunity for Frontal Stuns on Ogres
KLS: (TheLieka) Added out of combat regen to NPCs based on rule NPC:OOCRegen
KLS: NPCs with quests using the Perl Quest Parser should no longer stop if they do not have an EVENT_SAY sub
KLS: /autofire cleaned up some, fixed many situations where it shouldn't fire and it now will auto. use throwing weapons as well as bows
KLS: Ranged and Throwing attacks will break invis. correctly.
KLS: Added the following rules:
Character:HealOnLevel (Default: false)
Character:FeignKillsPet (Default: false)
Character:ItemManaRegenCap (Default: 15)
Character:ItemHealthRegenCap (Default: 15)
Combat:UseIntervalAC (Default: false)
Combat:PetAttackMagicLevel (Default: 30)
NPC:SayPauseTimeInSec (Default: 5)
NPC:OOCRegen (Default: 0)

moydock
03-24-2008, 12:50 PM
I guess this was added recently? I can find it in the most recent source but not 1070. It's in ruletypes.h, which is in the common folder but visual c++ won't pick that file up on a project search for whatever reason.
Anyone know if I could ninja add this to ruletypes.h? Or is there more code somewhere else?

moydock
03-24-2008, 01:35 PM
The new combat code is pretty impressive. I've been trying to figure out what to do with the old one, guess i'll just update!