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Exp - learningpoints

Started by ProjectX, February 12, 2019, 07:34:31 AM

ProjectX

Hello,

how can i change the rates for exp and LP on my local server? do i need a mod or something.i just want to set up a server with a kind of *happy hour* system (double Exp+double Lp) thx in advance.

ai_enabled

#1
Hello,

you cannot change the rate of exp gain yet (we plan to add a multiplier for this) but you can increase the rate of conversion between gained exp->LP. We have a multiplier for this (which is currently set to 0.01) - SkillExperienceToLearningPointsConversionMultiplier in C# file "<game>\Core\Core.cpk\Scripts\Technologies\Base\TechConstants.cs". To access it you need to extract Core.cpk with Zip tool (it's a regular Zip archive without compression) or by executing the CMD script you will find in the same folder.

You can override this file completely by making a server-side only mod containing this file at the same local path as in the original Core.cpk. For example, you can call it "FasterSkillLeveling.mpk" and place a modified file "Scripts\Technologies\Base\TechConstants.cs" inside it. You will need to add a Header.xml file for it (which could be copied from Core.cpk with minimal changes - <id> and <mod_type_id>). Then you need to edit the ModsConfig.xml file in "<game>\Data" folder to add the mod ID there.
Alas, we don't have a proper step-by-step guide how to make mods for CryoFall but it's very similar with VoidExpanse in this matter - you can follow this wiki page http://wiki.atomictorch.com/VoidExpanse/modding

Please note that it's not required to pack back Core.cpk and your mod .mpk folders as the game could work with extracted files just fine (we're distributing Core.cpk in an archive for faster installation and shorter startup duration). So if you want to use it for your server only it's fine to leave them unpacked.

Regards!

ProjectX


ProjectX

#3
Quote from: ai_enabled on February 12, 2019, 02:18:50 PM
You can override this file completely by making a server-side only mod
Alas, we don't have a proper step-by-step guide how to make mods for CryoFall but it's very similar with VoidExpanse
you cannot change the rate of exp gain yet (we plan to add a multiplier for this) but you can increase the rate of conversion between gained exp->LP. We have a multiplier for this (which is currently set to 0.01) - SkillExperienceToLearningPoin tsConversionMultiplier in C# file "<game>\Core\Core.cpk\Scripts\Technologies\Base\TechConstants.cs". To access it you need to extract Core.cpk with Zip tool (it's a regular Zip archive without compression) or by executing the CMD script you will find in the same folder.


Ok now you got my attention,first question is there any information how to create mpk files for cryofall or is it automatically created by the system (launcher)?.what should i do after the change in Core\Core.cpk\Scripts\Technologies\Base\TechConstants.cs? for example: i changed the conversion rate from 0.01 to 0.03 and i saved ofc,so what are the steps after the change, folder contains core cpk but you said it is not required to pack back im a bit confused very exited to learn new things, but confused hehe.Best regards

Ps: i meant the mpk files for the atomic launcher how were they created?

ai_enabled

Actually, you can keep it this way. The game server is already using the new value you've set in the changed file right in Core.cpk.

If you want to distribute this as a mod you need to create a mod folder. This is very simple - just create a new folder (for example, <game>/Data/Mods/FasterSkillLeveling.mpk" with Header.xml file (as I've described in my previous message) and place here the modified file "Scripts\Technologies\Base\TechConstants.cs" (keeping the correct local path is important). Then you can enable it in ModsConfig.xml as I've described above.

When game server starts it will create a virtual file system by merging files from Core.cpk and all the mod defined in ModsConfig.xml file. So if your mod has a file "Scripts\Technologies\Base\TechConstants.cs" the game will use it instead of the file from Core.cpk.
This way, if we update the game (Core.cpk) you will be able to download the new game server version and overwrite your server with the new version - and your mod will still work fine (as long as there are no breaking changes in TechConstants.cs file).

Regards!

ProjectX

Wow never thought it would be that easy thx a lot for all the information