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Sanayan
02-05-2013, 05:08 PM
Is there anyway to set my server experience rate?

Dunge0nMastr
02-05-2013, 05:14 PM
Character:AAExpMultiplier for aa xp in the server rules table, and Character:ExpMultiplier for regular xp. Those are copy and pasted from my PEQ editor since i dont have direct access to my DB atm, but im pretty sure its the same in the rules table.

Sanayan
02-06-2013, 06:42 AM
Sorry I am new at this What file is that in? And how exactly do I change the experience. I am also wanting to make HotZones if I can, but just want to work on this first.

Burningsoul
02-06-2013, 06:50 AM
Open up HeidiSQL or Navicat, select your database (usually PEQ), scroll to rule_values table, and look for it there. You raise the number for more experience, and lower it for less. Hotzones can be set in the zones table, under zone_exp_multiplier.

Sanayan
02-06-2013, 07:08 AM
Thanks, this is the first time I have actually done this, now I see why I added those files on the server setup.

Sanayan
02-06-2013, 08:37 AM
Ok, I don't know if it is because I modified the exp, but now blue cons are not giving experience like they are to low not even a exp message. How do I fix it?

Akkadius
02-06-2013, 10:19 AM
I recently implemented something that will allow you to set EXP modifiers per level.

Table that rules it is 'level_exp_mods', the feature must be enabled in rules_values table under 'Zone:LevelBasedEXPMods' (set to true).

This gives even more granular control over tweaking per level,

Sanayan
02-06-2013, 04:59 PM
where do I find Zone:LevelBasedEXPMods? I didn't see it in the rules table.

c0ncrete
02-06-2013, 05:04 PM
some of the rules are considered optional and are added to the source without having an entry in the rules table. you have to add them yourself to be able to change them from whatever the default setting is.

Derision
02-06-2013, 05:09 PM
If you type:

#rules store

while in game, that should create rows in the rules_values table for all the ones that are missing and therefore using the defaults.

EDIT: The downside of using #rules store is that it wipes out the notes column, which contains a description of what the rule does, but if you look at the source, common/ruletypes.h has a description of what a lot of them do.

Sanayan
02-06-2013, 08:37 PM
some of the rules are considered optional and are added to the source without having an entry in the rules table. you have to add them yourself to be able to change them from whatever the default setting is.

Yeah, I looked for it but couldn't find it to add. And there are some I can't add for some reason.

Sanayan
02-07-2013, 01:13 AM
I recently implemented something that will allow you to set EXP modifiers per level.

Table that rules it is 'level_exp_mods', the feature must be enabled in rules_values table under 'Zone:LevelBasedEXPMods' (set to true).

This gives even more granular control over tweaking per level,

I can't seem to find it in the rules, I am guessing it is an optional rule, if so wha is the name of the file in need to add to add that rule?

And will it fix the lack of exp from blue cons? Still not sure if I did something while editing or there is something wrong with the server.

c0ncrete
02-07-2013, 01:15 AM
this is a nifty trick:

If you type:

#rules store

while in game, that should create rows in the rules_values table for all the ones that are missing and therefore using the defaults.

EDIT: The downside of using #rules store is that it wipes out the notes column, which contains a description of what the rule does, but if you look at the source, common/ruletypes.h has a description of what a lot of them do.