Rules System forums
Posted: Sat Aug 18, 2012 5:27 pm
Hi!
I made this new forum because I feel that the Rules System is extremely underutilized, and overlooked by admins if we do not point it out boldly. As new systems are implemented, any new Rules created for those systems should be posted here so there is a centralized location for all-things-Rules (even though the Wiki would be nice, too... but who uses Wikis?) Not saying we have to duplicate efforts, just treat it like the LUA Scripting forum; It's Server Dev stuff, but requires a little extra love.
That said, What Is the Rule System, you ask?
"Rules" are any value used to dynamically alter anything from status overrides, combat/spell calculations, zone or world global settings, etc. For instance, by default a "chance to hit" might be based on a crazy calculation of a dozen factors -
Some Factor in this terrible example would your rule: R_Combat:ChanceToHitOffset. So on one server this could be 10%, while on other, harder servers it could be .5%, making it more difficult to successfully hit. This is of course NOT a valid example, just demonstrating.
There are 2 types of rules: World and Zone. World Rules apply to every aspect of your world, globally. Zone Rules are tied just to a specific zone. Examples -
- What is the status override value for a player to get into a locked world?
Anyone familiar with EQEmulator's rules system should understand why we stole this idea from them
It is a very helpful system!
Enjoy
I made this new forum because I feel that the Rules System is extremely underutilized, and overlooked by admins if we do not point it out boldly. As new systems are implemented, any new Rules created for those systems should be posted here so there is a centralized location for all-things-Rules (even though the Wiki would be nice, too... but who uses Wikis?) Not saying we have to duplicate efforts, just treat it like the LUA Scripting forum; It's Server Dev stuff, but requires a little extra love.
That said, What Is the Rule System, you ask?
"Rules" are any value used to dynamically alter anything from status overrides, combat/spell calculations, zone or world global settings, etc. For instance, by default a "chance to hit" might be based on a crazy calculation of a dozen factors -
Code: Select all
success = (Your Agility * Your Strength) / Some FactorThere are 2 types of rules: World and Zone. World Rules apply to every aspect of your world, globally. Zone Rules are tied just to a specific zone. Examples -
- What is the status override value for a player to get into a locked world?
- R_World:ServerLockedOverrideStatus = 10 or higher, player can log into Locked server
- R_World:GuildAutoJoin = 1 to put players into a guild at creation
- R_World:GuildAutoJoinID = 495 players join guild ID 495 on creation
- R_Zone:WeatherFrequency = 0.5% chance of rain
- R_Zone:BonusAdventureXP = 10% additional XP in this zone
- R_Zone:MaxPlayers = 100 players before Zone Full
Anyone familiar with EQEmulator's rules system should understand why we stole this idea from them
Enjoy