@Hitcher what i found is that rates from MyExt64.ini are somehow ignored.
For example, if i set:
in L2Server.ini
[event]
adenaamount=0
itemrate=0
spoilrate=0
exprate=0
aiadenarate=0
aiexprate=0
and in MyExt64.ini
[rate]
; Adena rate
AdenaRate = 1.0
; Drop rate
DropRate = 1.0
; Spoil rate
SpoilRate = 1.0
; RB drop rate
BossDropRate = 1.0
; Herb drop rate
HerbRate = 1.0
; For highrate servers turn this on, lowers drop for mobs lvl 19- so you don't get 40 small shields
FixupLowLevel = false
; Items that are not affected by rate change
IgnoredItems = 6656,6657,6658,6659,6660,6661,6662,8191
; Whether dump drop/spoil to a file in DUMP folder
Dump = false
; Seal stone amount rate (multiplier)
SealStoneAmountRate = 1.0
The rates from MyExt64.ini are ignored.
Does anyone know what is the issue here?
I've also tried with the below setting as i read somewhere that 100 would be 1x
[event]
adenaamount=100
itemrate=100
spoilrate=100
exprate=100
aiadenarate=100
aiexprate=100
However, when i set this, the exp/sp/adena is somehow 3x in-game.
I've tested with killing 1 gremlin with lvl 1 char and the exp and sp is x3 the amount in acquire_exp_rate=382.07 acquire_sp=26.
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Question
rujanbarni
Hi to all.
I have a server and when i log in and teleport 1-3 times i got a crit error.. and my members get too
General protection fault!
History: UStruct::SerializeBinGC <- UObject::Serialize <- (ShadowBitmapMaterial Transient.ShadowBitmapMaterial63) <- ObjectTestReach <- (ShadowBitmapMaterial Transient.ShadowBitmapMaterial63) <- UStruct::SerializeBinGC <- UObject::Serialize <- (ShadowProjector Transient.ShadowProjector203) <- AActor::Serialize <- ObjectTestReach <- (ShadowProjector Transient.ShadowProjector203) <- ULevelBase::Serialize <- ULevel::Serialize <- UMasterLevel::Serialize <- ObjectTestReach <- (MasterLevel Transient.MasterLevel0) <- UStruct::SerializeBinGC <- UObject::Serialize <- (GameEngine Transient.GameEngine0) <- UGameEngine::Serialize <- (GameEngine Transient.GameEngine0) <- UGameEngine::Serialize <- (GameEngine Transient.GameEngine0) <- ObjectTestReach <- (GameEngine Transient.GameEngine0) <- TArray<< <- UGameEngine::L2SerializeRootSet <- UGameEngine::L2CollectGarbage <- UMasterLevel::DetachLevel <- UGameEngine::DetachLevel <- UGameEngine::CheckPurgeLevel <- UGameEngine::L2_Teleport <- UGameEngine::ScreenFadeDone <- UGameEngine::Tick <- UpdateWorld <- MainLoop
Can any1 tell me how to fix? plsss
12 answers to this question
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