Quote:
Originally Posted by ChaosSlayer
more rules questions:
what do these mean AND how to READ them:
Combat:HitPerLevelDiff
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I am not sure what you are asking about how to read them.
I believe that HitPerLevelDiff adjusts the hit chance modifier for level difference. So, if you wanted to make it so players couldn't fight anything that is higher than them, you could set this high, or if you wanted to make it easier to hit higher level mobs than you are, you set it low.
Quote:
Originally Posted by ChaosSlayer
Combat:AgiHitFactor
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I think this adjusts how much agility factors into hitchance for avoiding damage.
Quote:
Originally Posted by ChaosSlayer
Spells:BaseCritRatio
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This should be the base crit chance for spells. I think this effects both players and NPCs.
Quote:
Originally Posted by ChaosSlayer
How does:
World:AddMaxClientsPerIP
differ from:
World:AccountSessionLimit
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AddMaxClientsPerIP - This one lets you set additional max client IP limiting for accounts with a status that is >= what you set the AddMaxClientsStatus to. So, if your normal MaxClientsPerIP is set to 1, then all normal accounts will just be able to use 1 character at a time per IP (household), but then if you set the account to a status of 2 and AddMaxClientsStatus is set to 2 (or less), and AddMaxClientsPerIP is set to 3, those accounts would be able to log in 3 per IP.
The AccountSessionLimit is something similar, but not related to IP. All that does is ensure that you only have 1 character logged in per account at a time. Since by default, the emu would let you log in as many characters on the same account as you want all at the same time. This causes multiple issues for the player and the server, so the AccountSessionLimit stops those problems from being possible. Basically, it works like Live, in that you can only have 1 character per account logged in at a single time.
I know those last 2 answers are a bit complex, but once you understand them, they can be helpful in configuring your server to how you want it.
Quote:
Originally Posted by ChaosSlayer
insert into rule_values values (0, 'Combat:AdjustProcPerMinute', 'true');
insert into rule_values values (0, 'Combat:AvgProcsPerMinute', '18.0');
insert into rule_values values (0, 'Combat:ProcPerMinDexContrib', '0.075');
insert into rule_values values (0, 'Combat:BaseProcChance', '0.035');
insert into rule_values values (0, 'Combat:ProcDexDivideBy', '11000');
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AvgProcsPerMinute - This lets you adjust the average procs per minute before other modifiers I believe. Not too sure on this one though.
ProcPerMinDexContrib - I think this adjusts how much of a factor DEX is into calculating the average procs per minute.
BaseProcChance - This is the base chance to proc before any modifiers are added in. This should be adjusted in small increments because bonuses can make it cause extremely high proc rates if this is set too high.
ProcDexDivideBy - This directly effects how much Dex is factored into proc rate calculation. This is essentially a bonus that is added to the base chance before other modifiers are calculated.