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Development::Database/World Building World Building forum, dedicated to the EQEmu MySQL Database. Post partial/complete databases for spawns, items, etc. |
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07-03-2009, 09:02 PM
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Sarnak
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Join Date: Jul 2009
Location: United States
Posts: 40
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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.
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07-04-2009, 10:02 PM
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Discordant
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Join Date: May 2006
Posts: 458
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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.
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07-07-2009, 12:24 AM
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Discordant
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Join Date: May 2006
Posts: 458
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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.
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07-07-2009, 11:30 AM
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Developer
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Join Date: Apr 2009
Location: USA
Posts: 478
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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.
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07-07-2009, 05:33 PM
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Discordant
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Join Date: May 2006
Posts: 458
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Ah, thanks for clearing that up.
Would revision 751 be something along those lines?
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07-07-2009, 06:07 PM
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Developer
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Join Date: Apr 2009
Location: USA
Posts: 478
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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.
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07-07-2009, 06:09 PM
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Developer
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Join Date: Apr 2009
Location: USA
Posts: 478
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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.
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07-07-2009, 06:52 PM
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Discordant
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Join Date: May 2006
Posts: 458
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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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