Random Floating Rates

mybitch

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on the svn there's a floating_rates script. I would like to request it to be changed in to..

During Mondays (0:00) to Friday 16:00 the script provided on the svn will be activated and it doesn't check for time but check for online players..

And during Friday 16:00 to Sunday 22:00 the rates will be flat 5x-5x..

Thanks.

 
This needs more info because of some facts:

  • You want the script to change rates depending only on online users? You also need to delay the check and change of the experience rates. You also make this check every login/logout, but you shouldn't broadcast it because there'd be so many announces.
  • What fashion you want exp rates to change: Arithmetic (A + BX)? Geometric (A + X^
    default_cool.png
    ? Is there a cap?
  • You know idle and autotrade users will count towards this amount? There's no simple way to take them out of this count of online users, but it can still be made

I've thought of other points but don't remember right now. Try to be more descriptive on those requests and anticipate any questions you could get
default_wink.png
.

 
This needs more info because of some facts:

  • You want the script to change rates depending only on online users? You also need to delay the check and change of the experience rates. You also make this check every login/logout, but you shouldn't broadcast it because there'd be so many announces.
  • What fashion you want exp rates to change: Arithmetic (A + BX)? Geometric (A + X^
    default_cool.png
    ? Is there a cap?
  • You know idle and autotrade users will count towards this amount? There's no simple way to take them out of this count of online users, but it can still be made

I've thought of other points but don't remember right now. Try to be more descriptive on those requests and anticipate any questions you could get
default_wink.png
.
1. Yes it checks every player login/logout. If population has been met the rates will automatically changed.

2. The rates cap could be in the range of 400-500 (Current rates: 300)

3. I can remove them using a new source that check online users without the vending.. Its like getusers_novend

 
Working on this. Are drop rates variable too? Which ones?

P.S.: Remember to test on your home server!

P.P.S.: Would be really nice to have that script command on the community since that one's quite popular.

 
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Working on this. Are drop rates variable too? Which ones?

P.S.: Remember to test on your home server!

P.P.S.: Would be really nice to have that script command on the community since that one's quite popular.
no only base and job rates.. hehe.

 
This needs more info because of some facts:

[*]You want the script to change rates depending only on online users? You also need to delay the check and change of the experience rates. You also make this check every login/logout, but you shouldn't broadcast it because there'd be so many announces.

[*]What fashion you want exp rates to change: Arithmetic (A + BX)? Geometric (A + X^
default_cool.png
? Is there a cap?

[*]You know idle and autotrade users will count towards this amount? There's no simple way to take them out of this count of online users, but it can still be made

I've thought of other points but don't remember right now. Try to be more descriptive on those requests and anticipate any questions you could get
default_wink.png
.
 1. Yes it checks every player login/logout. If population has been met the rates will automatically changed.

2. The rates cap could be in the range of 400-500 (Current rates: 300)

3. I can remove them using a new source that check online users without the vending.. Its like getusers_novend
Starting Rate = 300 Users Maximum 500It is according to online player. so 300 players= 300x, hope i haven't misunderstood your question.

ExpEvent.txt

 

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Well, he'll be capable of customizing what he wants because it's fully customizable (except for times, which you have to edit yourself).

Haven't finished yet, but you can take a sneak peek of the OnInit event so far:

OnInit: // Configurations set .dynratetype, 0; // 0 = nothing; 1 = Base rates are dynamic; 2 = Job rates are dynamic; 4 = Drop rates are dynamic. You can add up these, eg: 7 = 1+2+4 = 1|2|4     // If 0, rates will increase in a linear fashion (rate = A + B*x); // If 1, they'll increase in an exponential fashion (rate = A + B^x); // If 2, they'll increase in another exponential fashion (rate = A + x^. // x will be number of people online. If you don't know how they're, you can plot these graphs on http://fooplot.com if you give a value to A and B set .fashion, 0; if (.dynratetype & 1) { //Rates for Base exp. 100 = 1x; 1000 = 10x and so. set .Abase, 500; set .Bbase, 10; set .capbase, 1000; // Max value to base exp, if our calculations take set .flatbase, 500; // For weekends } if (.dynratetype & 2) { //Rates for Job exp. 100 = 1x; 1000 = 10x and so. set .Ajob, 500; set .Bjob, 10; set .capjob, 1000; // Max value to job exp, if our calculations take set .flatjob, 500; // For weekends } if (.dynratetype & 4) { //Rates for Drop percentage. 100 = 1x; 1000 = 10x and so. set .Adrop, 500; set .Bdrop, 10; set .capdrop, 1000; // Max value to drop %, if our calculations take set .flatdrop, 500; // For weekends } // No settings past this point // Initialization of npcs if ( gettime(4) > 0 && (gettime(4) < 5 || (gettime(4) == 5 && gettime(3) < 16)) ) set .dynamic, 1; else donpc strnpcinfo(3)+"::OnFri1600"; end;
Also wanted to make a logarithmic implementation of rates (quite logic since real-life systems have saturation and this has no need for capping), but haven't found any mathematical means to do so. I mean both  A + logx(
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and A + logB(x) methods.

 
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