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  #1  
Old 12-24-2013, 07:35 PM
haggzor
Fire Beetle
 
Join Date: Nov 2010
Location: Cincinnati, OH
Posts: 27
Default New Server, Couple of Small Issues

Hi Guys,

I got my server up and running (Windows 7, 64-bit) with minimal difficulty (thanks very much for the great Windows CMake guide!), but I'm running into a couple of questions that I just haven't been able to solve on my own by rummaging around in the db.

1.) Which settings do I use to adjust the multipliers for XP gain? The ones in Variables ("EXPMod") or the one in Rule_Values (1, "Character:ExpMultiplier")? I set both to 3.0 for standard XP gain (a little less than 5 times the normal 0.65 that it defaults to), but after restarting the server it seems as though XP gain is the exact same. Am I missing a switch somewhere?

2.) Does the Expansions value in Variables work? How about the (1, World:ExpansionSettings) value in Rules_Values? Do they differ? I set both to 7 (Classic (0), Kunark (1), Velious (2) and Luclin(4)). I would really like to limit as many server / map (ie PoK tomes) and client features (Map display) as possible. Does anyone know if these are implemented yet? Do they just restrict access to zones, or is it more than that?

3.) I'm seeing that Harm Touch (and I'm guessing Lay on Hands) are not working. They are doing nothing and then giving giving me a message saying interrupted. I saw in an old thread, something about that being a stopgap until the issue was fixed. I have the newest code checkout from GIT and the db build from 12-23-2013. Is this still an issue or am I just missing something?

4.) HP and Mana regen. One of the things that I'm adjusting is that I'm upping the standard HP and Mana regen by about 25% (timesaver for casual play). Is this just the setting in Rules_Values for (1, Character:HPRegenMultiplier) or is there something more that I need to do. It doesn't seem as though it's changed.

Any help with any of these numerous (and I'm sure annoying) questions would be incredibly helpful. I spent a few hours googling and pouring over the forums, but I didn't really feel as though I found what I needed.

On an unrelated note, great job on the Install Guide, Global Settings, Schema and Server Command documentation. They have been immensely helpful!
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  #2  
Old 12-25-2013, 01:47 AM
haggzor
Fire Beetle
 
Join Date: Nov 2010
Location: Cincinnati, OH
Posts: 27
Default

Quote:
1.) Which settings do I use to adjust the multipliers for XP gain? The ones in Variables ("EXPMod") or the one in Rule_Values (1, "Character:ExpMultiplier")? I set both to 3.0 for standard XP gain (a little less than 5 times the normal 0.65 that it defaults to), but after restarting the server it seems as though XP gain is the exact same. Am I missing a switch somewhere?
I figured this one out. The "EXPMod" value in the Variables table doesn't appear to do anything (that I've been able to see). I've tested it fairly well. The "Character:ExpMultiplier" value in the Rule_Values table does work, you just need to make sure that you are setting it for the Rule_Set ID that's associated with the zone that you are currently in. Any changes to this value also requires a server restart. That must be the step that I missed when I was doing my initial experimentation. ONE DOWN!
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  #3  
Old 12-25-2013, 01:55 AM
Akkadius's Avatar
Akkadius
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Join Date: Feb 2009
Location: MN
Posts: 2,072
Default

Quote:
Originally Posted by haggzor View Post
I figured this one out. The "EXPMod" value in the Variables table doesn't appear to do anything (that I've been able to see). I've tested it fairly well. The "Character:ExpMultiplier" value in the Rule_Values table does work, you just need to make sure that you are setting it for the Rule_Set ID that's associated with the zone that you are currently in. Any changes to this value also requires a server restart. ONE DOWN!
You can reload a zones rules on the fly for testing using #reload rules

Another thing with EXP Mods, the rule you found will affect things globally, however you can adjust EXP mods per level by using the table:

Code:
mysql> select * from level_exp_mods order by level;
+-------+---------+------------+
| level | exp_mod | aa_exp_mod |
+-------+---------+------------+
|     1 |       6 |          8 |
|     2 |       6 |          8 |
|     3 |       6 |          8 |
|     4 |       6 |          8 |
|     5 |       6 |          8 |
|     6 |       6 |          8 |
|     7 |       6 |          8 |
|     8 |       6 |          8 |
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|   100 |       6 |          7 |
Your table may not look the same, it is probably all 1's. This table multiplies base experience per level. So if you wanted to slow things down you could put for example .3 at level 80 and above for regular experience. You can also adjust AA experience rate all in the same.

Make sure that this rule is set to true in order for this to work:

Code:
Zone:LevelBasedEXPMods true
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  #4  
Old 12-25-2013, 02:11 AM
haggzor
Fire Beetle
 
Join Date: Nov 2010
Location: Cincinnati, OH
Posts: 27
Default

Quote:
2.) Does the Expansions value in Variables work? How about the (1, World:ExpansionSettings) value in Rules_Values? Do they differ? I set both to 7 (Classic (0), Kunark (1), Velious (2) and Luclin(4)). I would really like to limit as many server / map (ie PoK tomes) and client features (Map display) as possible. Does anyone know if these are implemented yet? Do they just restrict access to zones, or is it more than that?
http://www.eqemulator.org/forums/showthread.php?t=36925

I found an article on this, however it dates back to June. Is this still the best way to accomplish this? It would seem they are suggesting that rather than relying on a setting like the Expansions value in Variables work and the World:ExpansionSettings value in Rules_Values, you should just lock people out of those individual zones using status.

Is that still the best way?

Thanks!

EDIT:

Also found http://www.eqemulator.org/forums/sho...ghlight=remove which speaks to removing PoK book functionality. Nice!
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  #5  
Old 12-25-2013, 02:15 AM
haggzor
Fire Beetle
 
Join Date: Nov 2010
Location: Cincinnati, OH
Posts: 27
Default

Quote:
Originally Posted by Akkadius View Post
You can reload a zones rules on the fly for testing using #reload rules

Another thing with EXP Mods, the rule you found will affect things globally, however you can adjust EXP mods per level by using the table:

Code:
mysql> select * from level_exp_mods order by level;
+-------+---------+------------+
| level | exp_mod | aa_exp_mod |
+-------+---------+------------+
|     1 |       6 |          8 |
|     2 |       6 |          8 |
|     3 |       6 |          8 |
|     4 |       6 |          8 |
|     5 |       6 |          8 |
|     6 |       6 |          8 |
|     7 |       6 |          8 |
|     8 |       6 |          8 |
|     9 |       6 |          8 |
|    10 |       6 |          8 |
|    11 |       6 |          8 |
|    12 |       6 |          8 |
|    13 |       6 |          8 |
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|    99 |       6 |          8 |
|   100 |       6 |          7 |
Your table may not look the same, it is probably all 1's. This table multiplies base experience per level. So if you wanted to slow things down you could put for example .3 at level 80 and above for regular experience. You can also adjust AA experience rate all in the same.

Make sure that this rule is set to true in order for this to work:

Code:
Zone:LevelBasedEXPMods true
Awesome! Thanks! That's really useful.

If I decide to define "hell levels", will those values override the Rule_Value setting or vice versa? It sounded like you said that the Rule_Value setting will trump anything in the level_exp_mods table. If that's the case, then I'm probably better off just manually setting each level to what I want and leaving the Rule_Value setting (Character:ExpMultiplier and it's ilk) at the default.

On a side note, do you know why the default is 0.65 instead of 1.00?
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  #6  
Old 12-25-2013, 02:15 AM
Akkadius's Avatar
Akkadius
Administrator
 
Join Date: Feb 2009
Location: MN
Posts: 2,072
Default

Quote:
Originally Posted by haggzor View Post
http://www.eqemulator.org/forums/showthread.php?t=36925

I found an article on this, however it dates back to June. Is this still the best way to accomplish this? It would seem they are suggesting that rather than relying on a setting like the Expansions value in Variables work and the World:ExpansionSettings value in Rules_Values, you should just lock people out of those zones using status.

Is that still the best way?

Thanks!
Yes, this info is here:

http://www.eqemulator.net/wiki/wikka...erverVariables

Quote:
Expansions
Default: 511

Accessible expansions for all players.

0 - Classic
1 - Ruins of Kunark
2 - Scars of Velious
4 - Shadows of Luclin
8 - Planes of Power
16 - Legacy of Ykesha
32 - Lost Dungeons of Norrath
64 - Gates of Discord
128 - Omens of War
256 - Dragons of Norrath
512 - Depths of Darkhallow
1024 - Prophecy of Ro
2048 - Serpent's Spine
4096 - The Burried Sea
8192 - Secrets of Faydwer
To really put a block on it, using the status column can be most effective because it simply requires that status number to traverse.
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  #7  
Old 12-25-2013, 02:28 AM
haggzor
Fire Beetle
 
Join Date: Nov 2010
Location: Cincinnati, OH
Posts: 27
Default

Quote:
To really put a block on it, using the status column can be most effective because it simply requires that status number to traverse.
Great! Thanks! I'll do both, then. I currently have both set to 7 (Classic (0), Kunark (1), Velious (2) and Luclin(4)), so now I'll just manually status block out all of the zones that are associated with later expansions. This should be relatively easy on account of the fact that they use a different rule_set ID for PoP+.
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  #8  
Old 12-25-2013, 03:10 AM
haggzor
Fire Beetle
 
Join Date: Nov 2010
Location: Cincinnati, OH
Posts: 27
Default

Quote:
3.) I'm seeing that Harm Touch (and I'm guessing Lay on Hands) are not working. They are doing nothing and then giving giving me a message saying interrupted. I saw in an old thread, something about that being a stopgap until the issue was fixed. I have the newest code checkout from GIT and the db build from 12-23-2013. Is this still an issue or am I just missing something?
Pretty much everything else is working now (except I still haven't figured out how to turn off access to the client map). This is really the last major thing that I wanted to investigate. Does anyone happen to know the status of Lay on Hands and Harm Touch? Is it just me or is anyone still having this issue?
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  #9  
Old 12-25-2013, 03:59 AM
demonstar55
Demi-God
 
Join Date: Apr 2008
Location: MA
Posts: 1,164
Default

Quote:
Originally Posted by haggzor View Post
Pretty much everything else is working now (except I still haven't figured out how to turn off access to the client map). This is really the last major thing that I wanted to investigate. Does anyone happen to know the status of Lay on Hands and Harm Touch? Is it just me or is anyone still having this issue?
They both work fine on Underfoot for me. The maps thing you kind of have to do some client side hackery to get done I think?
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  #10  
Old 12-25-2013, 12:35 PM
haggzor
Fire Beetle
 
Join Date: Nov 2010
Location: Cincinnati, OH
Posts: 27
Default

Quote:
They both work fine on Underfoot for me. The maps thing you kind of have to do some client side hackery to get done I think?
I noticed in the data that in the Spells_New table, "Harm Touch" is set to ID 88. When I try and use Harm Touch in the game, it creates a row in the Timers table referencing type 89. Is it possible that this issue that I'm experiencing is an ID mapping problem from a constant in the code (I know exactly zero C, so I'm just guessing)? I'd imagine that since I have the newest data model, perhaps others aren't having this issue because they have an older data set?
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  #11  
Old 12-25-2013, 12:53 PM
haggzor
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Location: Cincinnati, OH
Posts: 27
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//some spell IDs which will prolly change, but are needed
#define SPELL_LEECH_TOUCH 2766
#define SPELL_LAY_ON_HANDS 87
#define SPELL_HARM_TOUCH 88
#define SPELL_HARM_TOUCH2 2821
#define SPELL_IMP_HARM_TOUCH 2774
#define SPELL_NPC_HARM_TOUCH 929

I found this in spdat.h. Could that ID mismatch be my problem?
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  #12  
Old 12-25-2013, 01:03 PM
Township EQ
Hill Giant
 
Join Date: Sep 2013
Posts: 118
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Haggzor.. I've noticed that at least on Underfoot restricting expansions broke my LoH/HT. Just a suggestion cause I'm not as knowledgeable about this stuff as demonstar or Akka, but have you tried un restricting your expansions and then trying it? might have something to do with it.
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  #13  
Old 12-25-2013, 01:22 PM
haggzor
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Join Date: Nov 2010
Location: Cincinnati, OH
Posts: 27
Default

I have not tried that! I'll give it a shot and see what it does.
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  #14  
Old 12-25-2013, 01:30 PM
haggzor
Fire Beetle
 
Join Date: Nov 2010
Location: Cincinnati, OH
Posts: 27
Default

I'm going to guess that the expansion level probably determines whether you are using the standard Harm Touch or the IMP (improved?) Harm Touch. Since IMP Harm Touch is correctly mapped, that's probably why it works. I'm going to try updating the ID for the old harm touch and recompiling. We'll see if that works. =D
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  #15  
Old 12-26-2013, 01:14 PM
haggzor
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Join Date: Nov 2010
Location: Cincinnati, OH
Posts: 27
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I reset all of my expansion variables back to 16383 but still no luck with Harm Touch. Nothing is showing in the logs, so I'm sort of at a loss. The entry in the timer table says 89, which still leads me to believe that there is something out of sync between the client and the skill lookup (88 in the spells_new table).
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