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Old 02-06-2013, 05:04 PM
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c0ncrete
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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.
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Old 02-06-2013, 05:09 PM
Derision
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Location: UK
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If you type:
Code:
#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.

Last edited by Derision; 02-06-2013 at 05:24 PM.. Reason: Noted that #rules store removes the notes column
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  #3  
Old 02-07-2013, 01:15 AM
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c0ncrete
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Join Date: Dec 2009
Posts: 719
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this is a nifty trick:

Quote:
Originally Posted by Derision View Post
If you type:
Code:
#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.
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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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  #4  
Old 02-06-2013, 08:37 PM
Sanayan
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Join Date: Jan 2013
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Quote:
Originally Posted by c0ncrete View Post
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.
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