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-   -   rule_values table descriptions (https://www.eqemulator.org/forums/showthread.php?t=28763)

eqwarrior 07-03-2009 09:02 PM

rule_values table descriptions
 
Would the developers be nice enough to let all of us know the default values and descriptions for the rule_values? You could reply and copy/paste the posted text here and add/edit the descriptions, possible in better format than the code tag I wrapped it with. I'm sure we would all appreciate it. Thanks so much!

Code:

rule_name        rule_value        notes
Aggro:CriticallyWoundedAggroMod        100        notation
Aggro:CurrentTargetAggroMod        0        0 will prefer our current target to any other, > 0 makes it harder for our npcs to switch targets.
Aggro:IncapacitateAggroMod        500        mez:blind:charm etc etc
Aggro:MeleeRangeAggroMod        100        notation
Aggro:MovementImpairAggroMod        175        notation
Aggro:PetSpellAggroMod        50        notation
Aggro:SittingAggroMod        35        notation
Aggro:SlowAggroMod        450        notation
Aggro:SmartAggroList        TRUE        notation
Aggro:SongAggroMod        33        notation
Aggro:SpellAggroMod        100        notation
Aggro:StunAggroMod        750        notation
Character:AAExpMultiplier        2        notation
Character:AutosaveIntervalS        300        0=disabled
Character:BindAnywhere        0        notation
Character:ConsumptionMultiplier        700        item's hunger restored = this value * item's food level:100 = normal:50 = people eat 2x as fast:200 = people eat 2x as slow
Character:CorpseDecayTimeMS        1800000        notation
Character:DeathExpLossLevel        0        notation
Character:DeathExpLossMultiplier        0        Adjust how much exp is lost
Character:DeathItemLossLevel        10        notation
Character:EnduranceRegenMultiplier        100        notation
Character:ExpMultiplier        1        notation
Character:GroupExpMultiplier        0.5        notation
Character:HealOnLevel        TRUE        notation
Character:HPRegenMultiplier        100        notation
Character:ItemAccuracyCap        1500        notation
Character:ItemAvoidanceCap        130        notation
Character:ItemCombatEffectsCap        150        notation
Character:ItemDamageShieldCap        1000        notation
Character:ItemDoTShieldingCap        15        notation
Character:ItemHealthRegenCap        50000        notation
Character:ItemManaRegenCap        50000        notation
Character:ItemShieldingCap        15        notation
Character:ItemSpellShieldingCap        15        notation
Character:ItemStrikethroughCap        90        notation
Character:ItemStunResistCap        35        notation
Character:KillsPerGroupLeadershipAA        50       
Character:KillsPerRaidLeadershipAA        50       
Character:LeaveCorpses        FALSE        notation
Character:LeaveNakedCorpses        TRUE        notation
Character:ManaRegenMultiplier        100        notation
Character:MaxExpLevel        0        Sets the Max Level attainable via Experience
Character:MaxLevel        70        notation
Character:RaidExpMultiplier        0.2        notation
Character:RestRegenPercent        0        Set to >0 to enable rest state bonus HP and mana regen.
Character:RestRegenTimeToActivate        30        Time in seconds for rest state regen to kick in.
Character:SharedBankPlat        FALSE        off by default to prevent duping for now
Character:SkillUpModifier        400        skill ups are at 100%
Character:UseDeathExpLossMult        FALSE        Adjust to use the above multiplier or to use code default.
Chat:EnableVoiceMacros        TRUE        notation
Chat:ServerWideAuction        TRUE        notation
Chat:ServerWideOOC        TRUE        notation
Combat:AdjustProcPerMinute        FALSE        notation
Combat:AgiHitFactor        0.01        notation
Combat:ArcheryHitPenalty        0.25        Archery has a hit penalty to try to help balance it with the plethora of long term +hit modifiers for it
Combat:ArcheryStationaryPenalty        1        Damage Penalty for moving or rooted targets.  1 = 50% penalty (Default), 2 = no penalty, 0 = 100% penalty
Combat:AvgProcsPerMinute        18        notation
Combat:BaseCritChance        0.01        The base crit chance for non warriors:NOTE: This will apply to NPCs as well
Combat:BaseHitChance        75        notation
Combat:BaseProcChance        0.035        notation
Combat:BerserkBaseCritChance        0.01        The bonus base crit chance you get when you're berserk
Combat:CasterHitChanceMod        0.7       
Combat:ClientBaseCritChance        0.01        The base crit chance for all clients:this will stack with warrior's/zerker's crit chance.
Combat:EnableFearPathing        TRUE        notation
Combat:FleeHPRatio        5        notation
Combat:FleeIfNotAlone        0        If false:mobs won't flee if other mobs are in combat with it.
Combat:HeavyAvoidChanceMod        1       
Combat:HitBonusPerLevel        0.4        You gain this % of hit for every level you are above your target
Combat:HitFalloffMajor        50        hit will fall off sharply if we're outside the minor and moderate range
Combat:HitFalloffMinor        5        hit will fall off up to 5% over the initial level range
Combat:HitFalloffModerate        7        hit will fall off up to 7% over the three levels after the initial level range
Combat:HitPerLevelDiff        45       
Combat:LightAvoidChanceMod        0.91       
Combat:MeleeHitChanceMod        1       
Combat:MinRangedAttackDist        25        Minimum Distance to use Ranged Attacks
Combat:ModerateAvoidChanceMod        0.96       
Combat:NPCBashKickLevel        6        The level that npcs can KICK/BASH
Combat:NPCBonusHitChance        -10       
Combat:PriestHitChanceMod        0.85       
Combat:ProcDexDivideBy        11000        notation
Combat:ProcPerMinDexContrib        0.075        notation
Combat:UnarmoredAvoidChanceMod        0.86       
Combat:WarBerBaseCritChance        0.01        The base crit chance for warriors and berserkers:only applies to clients
Combat:WeaponSkillFalloff        0.33        For every weapon skill point that's not maxed you lose this % of hit
EventLog:RecordBuyFromMerchant        FALSE        Record purchases by a player from an NPC merchant in eventlog table
EventLog:RecordSellToMerchant        FALSE        Record sales from a player to an NPC merchant in eventlog table
GM:MinStatusToZoneAnywhere        250        This setting overrides the minstatus setting in the zones table if set
Guild:MaxMembers        2048        Max number of members allowed in a single guild
Map:FindBestZHeightAdjust        1       
Map:UseClosestZ        FALSE       
Merchant:BuyCostMod        0.95        Modifier for NPC buy price.
Merchant:ChaBonusMod        3.45        Determines CHA cap:from 104 CHA. 3.45 is 132 CHA at apprehensive. 0.34 is 400 CHA at apprehensive.
Merchant:ChaPenaltyMod        1.52        Determines CHA bottom:up to 102 CHA. 1.52 is 37 CHA at apprehensive. 0.98 is 0 CHA at apprehensive.
Merchant:PriceBonusPct        4        Determines maximum price bonus from having good faction/CHA. Value is a percent.
Merchant:PricePenaltyPct        4        Determines maximum price penalty from having bad faction/CHA. Value is a percent.
Merchant:SellCostMod        1.05        Modifier for NPC sell price.
Merchant:UsePriceMod        TRUE        Use faction/charisma price modifiers.
NPC:CorpseUnlockTimer        150000        notation
NPC:EmptyNPCCorpseDecayTimeMS        0        notation
NPC:LastFightingDelayMovingMax        20000        Maximum time (in ms) before mob goes home after all aggro loss
NPC:LastFightingDelayMovingMin        10000        Minimum time (in ms) before mob goes home after all aggro loss
NPC:MajorNPCCorpseDecayTimeMS        1200000        level>=55
NPC:MinorNPCCorpseDecayTimeMS        1200000        level<55
NPC:OOCRegen        10        notation
Pathing:Aggro        TRUE       
Pathing:AggroReturnToGrid        TRUE       
Pathing:CandidateNodeRangeXY        400       
Pathing:CandidateNodeRangeZ        10       
Pathing:CullNodesFromEnd        1       
Pathing:CullNodesFromStart        1       
Pathing:Fear        TRUE       
Pathing:Find        TRUE       
Pathing:Guard        TRUE       
Pathing:LOSCheckFrequency        1000       
Pathing:MaxNodesLeftForLOSCheck        4       
Pathing:MinDistanceForLOSCheckLong        1000000       
Pathing:MinDistanceForLOSCheckShort        40000       
Pathing:MinNodesTraversedForLOSCheck        3       
Pathing:RouteUpdateFrequencyLong        5000       
Pathing:RouteUpdateFrequencyNodeCount        5       
Pathing:RouteUpdateFrequencyShort        1000       
Pathing:ZDiffThreshold        10       
Pets:AttackCommandRange        300        Range at which a pet will respond to attack commands
Skills:MaxTrainTradeskills        100        Highest skill level that tradeskills can be trained to from GM Trainers
Spells:AutoResistDiff        30        notation
Spells:BaseCritChance        0        base % chance that everyone has to crit a spell
Spells:BaseCritRatio        100        base % bonus to damage on a successful spell crit. 100 = 2x damage
Spells:PartialHitChance        0.7        The chance when a spell is resisted that it will partial hit.
Spells:PartialHitChanceFear        0.25        The chance when a fear spell is resisted that it will partial hit.
Spells:ResistChance        1        chance to resist given no resists and same level
Spells:ResistMod        0.4        multiplier:chance to resist = this * ResistAmount
Spells:ResistPerLevelDiff        10        8.5 resist per level difference.
Spells:TranslocateTimeLimit        30        If not zero:time in seconds to accept a Translocate.
Spells:WizCritChance        7        wiz's crit chance:on top of BaseCritChance
Spells:WizCritLevel        12        level wizards first get spell crits
Spells:WizCritRatio        0        wiz's crit bonus:on top of BaseCritRatio (should be 0 for Live-like)
TaskSystem:EnableTaskProximity        TRUE        notation
TaskSystem:EnableTaskSystem        TRUE        Globally enable or disable the Task system
TaskSystem:KeepOneRecordPerCompletedTask        TRUE        notation
TaskSystem:PeriodicCheckTimer        5        Seconds between checks for failed tasks. Also used by the 'Touch' activity
TaskSystem:RecordCompletedOptionalActivities        TRUE        notation
TaskSystem:RecordCompletedTasks        TRUE        notation
World:AddMaxClientsPerIP        -1        Maximum number of clients allowed to connect per IP address if account status is < ExemptMaxClientsStatus.  Default value: -1 (feature disabled)
World:AddMaxClientsStatus        -1        Accounts with status >= this rule will be allowed to use the amount of accounts defined in the AddMaxClientsPerIP.  Default value: -1 (feature disabled)
World:ClearTempMerchantlist        TRUE        cavedude: Clears temp merchant items when world boots.
World:ClientKeepaliveTimeoutMS        95000        notation
World:EnableReturnHomeButton        FALSE        notation
World:EnableTutorialButton        FALSE        notation
World:ExemptMaxClientsStatus        -1        Exempt accounts from the MaxClientsPerIP and AddMaxClientsStatus rules:if their status is >= this value.  Default value: -1 (feature disabled)
World:GMAccountIPList        FALSE        Check ip list against GM Accounts:AntiHack GM Accounts.
World:MaxClientsPerIP        -1        Maximum number of clients allowed to connect per IP address if account status is < AddMaxClientsStatus.  Default value: -1 (feature disabled)
World:MaxLevelForTutorial        10        notation
World:MinOfflineTimeToReturnHome        21600        21600 seconds is 6 Hours
World:SoFStartZoneID        -1        Sets the Starting Zone for SoF Clients separate from Titanium Clients (-1 is disabled)
World:TutorialZoneID        3        notation
World:UseBannedIPsTable        0        Toggle whether or not to check incoming client connections against the Banned_IPs table. Set this value to false to disable this feature.
World:ZoneAutobootTimeoutMS        120000        notation
Zone:AutoShutdownDelay        5000        How long a dynamic zone stays loaded while empty
Zone:EnableMQGateDetector        TRUE        Enable the MQGate Detector.  Set to False to disable this feature.
Zone:EnableMQGhostDetector        TRUE        Enable the MQGhost Detector.  Set to False to disable this feature.
Zone:EnableMQWarpDetector        TRUE        Enable the MQWarp Detector.  Set to False to disable this feature.
Zone:EnableMQZoneDetector        FALSE        Enable the MQZone Detector.  Set to False to disable this feature.
Zone:EnableShadowrest        0        enables or disables the shadowrest zone feature for player corpses. Default is turned off.
Zone:GraveyardTimeMS        1200000       
Zone:MQGateExemptStatus        50        Required status level to exempt the MQGateDetector.  Set to -1 to disable this feature.
Zone:MQGhostExemptStatus        50        Required status level to exempt the MGhostDetector.  Set to -1 to disable this feature.
Zone:MQWarpDetectorDistance        150        Distance a player must travel between client to server location updates before a warp is registered.  30 allows for beyond GM speed without lag.
Zone:MQWarpExemptStatus        300        Required status level to exempt the MQWarpDetector.  Set to -1 to disable this feature.
Zone:MQWarpLagThreshold        150        Distance beyond the Zone:MQWarpDetectorDistance that a player must travel within the MQWarpThresholdTimer amount of time before tripping the MQWarp detector.  Set to 0 to disable this feature.
Zone:MQWarpThresholdTimer        90000        Amount of time before the warp_threshold resets to the Zone:MQWarpLagThreshold value.  Default: 90000 (900 seconds/15 minutes).  Set to -1 to disable this feature.
Zone:MQZoneExemptStatus        50        Required status level to exempt the MQZoneDetector.  Set to -1 to disable this feature.
Zone:NPCGlobalPositionUpdateInterval        60000       
Zone:PEQZoneDebuff1        4454        First debuff casted by #peqzone Default is Cursed Keepers Blight.
Zone:PEQZoneDebuff2        2209        Second debuff casted by #peqzone Default is Tendrils of Apathy.
Zone:PEQZoneReuseTime        900        Amount of time, in seconds, before you can reuse the #peqzone command
Zone:UsePEQZoneDebuffs        TRUE        Will determine if #peqzone will debuff players or not when used.


vales 07-04-2009 10:02 PM

This is what I'm assuming it to be. :)

Also, the one you posted is heavily modified/customized. So I tried to use default notes for copy/pasting it for future reference to fill out the SQL tabels. The ones I've edited are in red.


Code:

rule_name        rule_value        notes
Aggro:MovementImpairAggroMod        175        How much aggro you generate according to movement type spells. (i.e. Root, Snare, Darkness, etc.)
Aggro:PetSpellAggroMod        50        How much aggro your pet generates when it procs a spell.
Aggro:SittingAggroMod        35        How much aggro you generate while sitting.
Aggro:SlowAggroMod        450        How much aggro generated when casting slow type spells on a mob. (i.e. Drowsy, Chains, etc.)
Aggro:SmartAggroList        TRUE        Mob uses hate list check to attack targets.
Aggro:SongAggroMod        33        How much hate is generated from Bard Songs.
Aggro:SpellAggroMod        100        How much hate is generated by beneficial spells like Healing, buffs, etc.
Aggro:StunAggroMod        750        How much hate is generated by Stun type spells (i.e. Cease, Stun, etc.)
Character:AAExpMultiplier        2        Alternate Ability experience multiplier.
Character:AutosaveIntervalS        300        0=disabled - Intervals in seconds when the server makes a worldwide save.
Character:BindAnywhere        0        Melee-type players are allowed to Bind anywhere. (Note melee characters can only bind in major cities, so this makes it so that they can bind anywhere if it is available to them. 0=disable)
Character:CorpseDecayTimeMS        1800000        Time in milliseconds on how fast corpses decay after dying.
Character:DeathExpLossLevel        0        Level players are before they start losing experience when dying.
Character:DeathItemLossLevel        10        Level for players that denote naked corpses when dying. 10 indicates that they must be level 10 or above when retrieving their corpses after they die, to get back their inventory.
Character:EnduranceRegenMultiplier        100        How fast players regenerate Endurance.
Character:ExpMultiplier        1        Experience point multiplier.
Character:GroupExpMultiplier        0.5        Experience modifier when grouped with other players. Note that at default settings, players gain a 20% experience bonus for a full group.
Character:HealOnLevel        TRUE        When set to TRUE, players are completely healed with full mana, hit points and endurance when they level.
Character:HPRegenMultiplier        100        How fast players regenerate Hit Points.
Character:LeaveCorpses        FALSE        If set to FALSE, players do not leave corpses when dying.
Character:LeaveNakedCorpses        TRUE        If set to TRUE, players leave naked corpses with no inventory items when dying.
Character:ManaRegenMultiplier        100        How fast players regenerate Mana.
Character:MaxLevel        70        Maximum levels players can achieve in the game. 65 is default.
Character:RaidExpMultiplier        0.2        How much experience is gained when in a Raid Group.
Character:SharedBankPlat        FALSE        Allows players to use the Shared Platinum slot in the Bank. - Off by default to prevent duping for now.
Chat:EnableVoiceMacros        TRUE        Allows players to use the Group Voice options in the game. (Press V in-game for options. Alailable in Titaniium client and newer only.)
Chat:ServerWideAuction        TRUE        Allows the Auction chat  channel to be server wide instead of just the zone players are in.
Chat:ServerWideOOC        TRUE        Allows the OOC chat  channel to be server wide instead of just the zone players are in.
Combat:AgiHitFactor        0.01        Denotes how Agility is used to calculate being able to hit.
Combat:BaseCritChance        0.01        The base crit chance for non warriors. NOTE: This will apply to NPCs as well.
Combat:BaseHitChance        75        Base hit % chance on how players are able to land hits.
Combat:CasterHitChanceMod        0.7        Denotes how often players that play as casters can hit with melee.
Combat:EnableFearPathing        TRUE        Allows mobs to use Fear pathing when Feared.
Combat:FleeHPRatio        5        Percentage when a mob starts to flee from combat when it is low on life. Default is 22.
Combat:FleeIfNotAlone        0        If set to false, mobs will not flee when others are assisting it in combat.
Combat:MeleeHitChanceMod        1        Percentage for Melee players being able to hit.
Combat:NPCBonusHitChance        -10        Percentage where NPCs are able to hit players.
Combat:PriestHitChanceMod        0.85        Percentage on how often Priest players are able to hit with melee attacks.       
NPC:CorpseUnlockTimer        150000        Time in milliseconds where an NPC corpse can be looted by someone that did not kill it.
NPC:EmptyNPCCorpseDecayTimeMS        0        Time in milliseconds where an NPC corpse that contains no loot will decay.
NPC:MajorNPCCorpseDecayTimeMS        1200000        How fast a boss-type NPC corpse will decay if level>=55.
NPC:MinorNPCCorpseDecayTimeMS        1200000        How fast a non boss-type NPC corpse will decay if level<55.
World:ClientKeepaliveTimeoutMS        95000        Time in milliseconds on how long the server should keep a link-dead player online before it kicks them out.
World:EnableReturnHomeButton        FALSE        Allows players to use the Return Home button at the character select screen. This allows them to return to their bind point instead of Gloomingdeep Mines/Crescent Reach.
World:EnableTutorialButton        FALSE        Allows players to enter the tutorial zone at the character select screen.
World:MaxLevelForTutorial        10        Maximum level for players allowed to enter Gloomingdeep Mines tutorial.


vales 07-07-2009 12:24 AM

This was also posted in the EQOffline section and I just remembered it.

Code:

Aggro:SmartAggroList        TRUE        Mob uses hate list check to attack targets.
The above statement where is says TRUE should be changed to FALSE if you are using bots and want them to hold their own aggro.

For example, if you are playing a caster class and have a Warrior bot that can't hold aggro even though it's taunting, you want to change it to FALSE so it can. This way, the bots generate their own hate list and mobs can target them as if they were players, accordingly.

gaeorn 07-07-2009 11:30 AM

The above rule improves the aggro for bots, but does not entirely resolve it. A better solution would be a code change to optionally have bots treated the same as clients for the purposes of aggro. It's on my to do list to implement a rule for exactly this.

vales 07-07-2009 05:33 PM

Ah, thanks for clearing that up. :)

Would revision 751 be something along those lines?

gaeorn 07-07-2009 06:07 PM

I've not implemented anything like that in the code yet. However, if you want to force it on your server, you can make changes to HateList::GetTop in zone/hate_list.cpp.

gaeorn 07-07-2009 06:09 PM

WildcardX is rewriting the bot code to clean it up. A portion of that work was rev 751, but he still has further to go.

vales 07-07-2009 06:52 PM

Awesome. Can't wait. :)

I'll most likey just sit tight. If I break something now, I seriously think I'd be up the creek without a paddle to save my sorry butt. :P


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