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Support::Windows Servers Support forum for Windows EQEMu users. |

02-05-2013, 05:08 PM
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Sarnak
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Join Date: Jan 2013
Posts: 33
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Modify server exp help
Is there anyway to set my server experience rate?
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02-05-2013, 05:14 PM
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Hill Giant
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Join Date: Oct 2002
Location: Rockville, MD
Posts: 124
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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.
__________________
Bront -Server Admin/Owner and Lead Quest Dev for Kildrukaun's Prophecy
http://kpemu.com/
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02-06-2013, 06:42 AM
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Sarnak
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Join Date: Jan 2013
Posts: 33
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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.
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02-06-2013, 06:50 AM
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Banned
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Join Date: Oct 2009
Posts: 312
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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.
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02-06-2013, 07:08 AM
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Sarnak
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Join Date: Jan 2013
Posts: 33
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Thanks, this is the first time I have actually done this, now I see why I added those files on the server setup.
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02-06-2013, 08:37 AM
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Sarnak
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Join Date: Jan 2013
Posts: 33
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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?
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02-06-2013, 10:19 AM
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Administrator
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Join Date: Feb 2009
Location: MN
Posts: 2,072
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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,
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02-06-2013, 04:59 PM
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Sarnak
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Join Date: Jan 2013
Posts: 33
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where do I find Zone:LevelBasedEXPMods? I didn't see it in the rules table.
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02-06-2013, 05:04 PM
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Dragon
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Join Date: Dec 2009
Posts: 719
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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.
__________________
I muck about @ The Forge.
say(rand 99>49?'try '.('0x'.join '',map{unpack 'H*',chr rand 256}1..2):'incoherent nonsense')while our $Noport=1;
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02-06-2013, 05:09 PM
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Developer
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Join Date: Feb 2004
Location: UK
Posts: 1,540
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If you type:
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.
Last edited by Derision; 02-06-2013 at 05:24 PM..
Reason: Noted that #rules store removes the notes column
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02-06-2013, 08:37 PM
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Sarnak
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Join Date: Jan 2013
Posts: 33
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Quote:
Originally Posted by c0ncrete
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.
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Yeah, I looked for it but couldn't find it to add. And there are some I can't add for some reason.
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02-07-2013, 01:13 AM
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Sarnak
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Join Date: Jan 2013
Posts: 33
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Quote:
Originally Posted by Akkadius
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,
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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.
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02-07-2013, 01:15 AM
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Dragon
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Join Date: Dec 2009
Posts: 719
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this is a nifty trick:
Quote:
Originally Posted by Derision
If you type:
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.
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__________________
I muck about @ The Forge.
say(rand 99>49?'try '.('0x'.join '',map{unpack 'H*',chr rand 256}1..2):'incoherent nonsense')while our $Noport=1;
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