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RPXP Script
Posted: Sun Apr 20, 2008 3:37 am
by Magile
The current script is ticking twice on Silverymoon. It will award, if you are RPing, and then less than 10 seconds later it will tick again. So a double tap, if you would, every.. 8 minutes, is it? Whether it's actual awarding doubled experience, I'm not too sure. I don't know the system well enough.
Posted: Sun Apr 20, 2008 3:41 am
by Magile
Relogging terminated both loops and started it up again as normal. Whether or not anyone is able to take advantage of it, I don't know. But logging back on brought me with the "Residual RPXP loop terminated" message twice.
Posted: Sun Apr 20, 2008 5:10 am
by Magile
I have reasons to believe server crashing is what causes the script to multiply. I notice I get hit with the double loop every time we have a server crash. Logging off and back on, normally, fixes the issues completely and terminates the script like normal.
Posted: Sun Apr 20, 2008 6:24 am
by Munmun
Also had people lose 5+ in-game days worth of banked RPXP in that first crash earlier.

Posted: Sun Apr 20, 2008 11:22 pm
by AcadiusLost
Munmun wrote:Also had people lose 5+ in-game days worth of banked RPXP in that first crash earlier.

The system backs up RPXP to the persistent database evey 10 RP increments or so, so this shouldn't be happening.
Posted: Mon Apr 21, 2008 4:46 am
by Amar
Trust me it does. I was logged in for 2 hours last night straight, then the server crashed, when i logged back in i got 11 xp.
Posted: Mon Apr 21, 2008 5:23 am
by Zelknolf
AmarSldstill wrote:Trust me it does. I was logged in for 2 hours last night straight, then the server crashed, when i logged back in i got 11 xp.
Ths is to assume that the two hours were worth more than 11 xp. If I understand the scripts properly, it's very possible for one to spend a couple hours in a tavern nursing an ale with minimal emoting and turn up only a few scraps of XP for the time.
Posted: Mon Apr 21, 2008 5:52 am
by AcadiusLost
Two hours of continuously logged RP, would, by the scripts, net you 30 xp.
The scripts back up to the database about once an hour, so you'd by average have 1 update in a 2 hour session. You got credit for a little less than one hour's scripted RP XP (11 xp rather than 15 xp). I'm not seeing the problem? If we back up to the database more often, that's more overall lag, which scales up with the number of PCs on. We're not talking about a lot of XP lost, either, so I think things work pretty well, all things considered.
Posted: Mon Apr 21, 2008 6:36 am
by Munmun
SSM was logged in for 6-7 hours and after the server crashed logged in and got <20xp. Oh well, I guess it happened at a perfect time to lose the most amount of banked xp right before the database write.
Posted: Sat Apr 26, 2008 3:14 pm
by Stefan
It seems that RPXP mechanic doesn't behave as it should in my case. First few evenings when ALFA2 went live, for around 5 RL hours of active play without "no increment" message, upon logging into the game next day I would receive between 19 and 24 XP (number of IG hours mentioned upon logging in, would be somewhere around 14-16). So I decided to run some tests.
Last several days I was logging in and out TSM server every 1 to 2 RL hours. In the end when I summed all the XP I got, until I logged off for the day, it was the correct number. So bottom line is this system works for me as it should, only if I keep logging in and out at certain time periods during my game for the day. It is like server cuts off further counting of the IG hours for RPXP somewhere after two RL hours of continual play. I know that server crash can erase RPXP database but crash occurred only once for me so I didn't that occasion in this observation.
However there is another strange occasion. Upon every this brief logging in and out of mine, time period for "no increment" message to appear was shorter and shorter (much less than those seven minutes mentioned in the manual). Somewhere after third logging, I would literally with every "RP increment" message, receive "no increment" message too, like a package.