First run this command in game console
you get an idea of events you can activate..
for lucky hour
Note that the rates are random, its funny but you can fix it inside this file /Mechanics/Rules/LuckyDays/HappyHour.xdb
remove all the random scalers to the default scaler, so it should look like this.
I also included a tiny line here that allows the event to start daily by itself (I HAVEN'T TRIED IT)
another side note: if you want to use the scheduled ones, you can activate rule
knowing the file is already edited /Mechanics/Rules/LuckyDays/ScheduleLuckyTime.xdb
by default only 2 days of the week have a probability of 8 ~ 11% to have a lucky hour.
if you want it to be 100% for all days here's the code :
you can also activate sale for boxes
To disable the event or rule use
Thats it for now, I leave the rest for you to explore
Code:
rules_list
for lucky hour
Code:
rule_activate "/Mechanics/Rules/LuckyDays/HappyHour.xdb"
remove all the random scalers to the default scaler, so it should look like this.
<?xml version="1.0" encoding="UTF-8" ?>
<gameMechanics.world.rules.RuleResource>
<Header>
<resourceId>233996293</resourceId>
</Header>
<name href="HappyHour_Name.txt" />
<description href="HappyHour.txt" />
<ruleKind>LuckyDays</ruleKind>
<effects>
<Item type="itemService.elements.EffectHappyTime">
<defaultScalers>
<Item href="/Mechanics/Rates/MobExp.(RateResource).xdb#xpointer(/gameMechanics.world.globalScalers.RateResource)" />
<Item href="/Mechanics/Rates/QuestExp.(RateResource).xdb#xpointer(/gameMechanics.world.globalScalers.RateResource)" />
<Item href="/Mechanics/Rates/Rep.(RateResource).xdb#xpointer(/gameMechanics.world.globalScalers.RateResource)" />
</defaultScalers>
<factor>2</factor>
<clientData href="HappyHour.(ClientData).xdb#xpointer(/gameMechanics.world.ClientData)" />
<notificationDelayMs>1800000</notificationDelayMs>
</Item>
<Item type="itemService.elements.shardmodifier.EffectShardModifier">
<shardModifier href="MobExp.(ShardModifier).xdb#xpointer(/constructor.basicInterfaces.ShardModifier)" />
</Item>
<Item type="itemService.elements.shardmodifier.EffectShardModifier">
<shardModifier href="QuestExp.(ShardModifier).xdb#xpointer(/constructor.basicInterfaces.ShardModifier)" />
</Item>
<Item type="itemService.elements.shardmodifier.EffectShardModifier">
<shardModifier href="Reputation.(ShardModifier).xdb#xpointer(/constructor.basicInterfaces.ShardModifier)" />
</Item>
<Item type="itemService.elements.AvatarLogonTrigger">
<identifier href="HappyHour.xdb#xpointer(/gameMechanics.world.rules.RuleResource)" />
<impacts>
<Item type="gameMechanics.elements.impacts.ImpactClientDataParams">
<distributor type="gameMechanics.elements.calcers.TargetDistributor" />
<data href="HappyHour.(ClientData).xdb#xpointer(/gameMechanics.world.ClientData)" />
</Item>
</impacts>
</Item>
</effects>
<saveable>true</saveable>
<internal>true</internal>
<canBeScheduled>true</canBeScheduled>
<canBeDisabled>true</canBeDisabled>
</gameMechanics.world.rules.RuleResource>
<gameMechanics.world.rules.RuleResource>
<Header>
<resourceId>233996293</resourceId>
</Header>
<name href="HappyHour_Name.txt" />
<description href="HappyHour.txt" />
<ruleKind>LuckyDays</ruleKind>
<effects>
<Item type="itemService.elements.EffectHappyTime">
<defaultScalers>
<Item href="/Mechanics/Rates/MobExp.(RateResource).xdb#xpointer(/gameMechanics.world.globalScalers.RateResource)" />
<Item href="/Mechanics/Rates/QuestExp.(RateResource).xdb#xpointer(/gameMechanics.world.globalScalers.RateResource)" />
<Item href="/Mechanics/Rates/Rep.(RateResource).xdb#xpointer(/gameMechanics.world.globalScalers.RateResource)" />
</defaultScalers>
<factor>2</factor>
<clientData href="HappyHour.(ClientData).xdb#xpointer(/gameMechanics.world.ClientData)" />
<notificationDelayMs>1800000</notificationDelayMs>
</Item>
<Item type="itemService.elements.shardmodifier.EffectShardModifier">
<shardModifier href="MobExp.(ShardModifier).xdb#xpointer(/constructor.basicInterfaces.ShardModifier)" />
</Item>
<Item type="itemService.elements.shardmodifier.EffectShardModifier">
<shardModifier href="QuestExp.(ShardModifier).xdb#xpointer(/constructor.basicInterfaces.ShardModifier)" />
</Item>
<Item type="itemService.elements.shardmodifier.EffectShardModifier">
<shardModifier href="Reputation.(ShardModifier).xdb#xpointer(/constructor.basicInterfaces.ShardModifier)" />
</Item>
<Item type="itemService.elements.AvatarLogonTrigger">
<identifier href="HappyHour.xdb#xpointer(/gameMechanics.world.rules.RuleResource)" />
<impacts>
<Item type="gameMechanics.elements.impacts.ImpactClientDataParams">
<distributor type="gameMechanics.elements.calcers.TargetDistributor" />
<data href="HappyHour.(ClientData).xdb#xpointer(/gameMechanics.world.ClientData)" />
</Item>
</impacts>
</Item>
</effects>
<saveable>true</saveable>
<internal>true</internal>
<canBeScheduled>true</canBeScheduled>
<canBeDisabled>true</canBeDisabled>
</gameMechanics.world.rules.RuleResource>
I also included a tiny line here that allows the event to start daily by itself (I HAVEN'T TRIED IT)
<?xml version="1.0" encoding="UTF-8" ?>
<gameMechanics.world.rules.RuleResource>
<Header>
<resourceId>233996293</resourceId>
</Header>
<name href="HappyHour_Name.txt" />
<description href="HappyHour.txt" />
<ruleKind>LuckyDays</ruleKind>
<effects>
<Item type="itemService.elements.EffectHappyTime">
<defaultScalers>
<Item href="/Mechanics/Rates/MobExp.(RateResource).xdb#xpointer(/gameMechanics.world.globalScalers.RateResource)" />
<Item href="/Mechanics/Rates/QuestExp.(RateResource).xdb#xpointer(/gameMechanics.world.globalScalers.RateResource)" />
<Item href="/Mechanics/Rates/Rep.(RateResource).xdb#xpointer(/gameMechanics.world.globalScalers.RateResource)" />
</defaultScalers>
<factor>2</factor>
<clientData href="HappyHour.(ClientData).xdb#xpointer(/gameMechanics.world.ClientData)" />
<notificationDelayMs>1800000</notificationDelayMs>
</Item>
<Item type="itemService.elements.shardmodifier.EffectShardModifier">
<shardModifier href="MobExp.(ShardModifier).xdb#xpointer(/constructor.basicInterfaces.ShardModifier)" />
</Item>
<Item type="itemService.elements.shardmodifier.EffectShardModifier">
<shardModifier href="QuestExp.(ShardModifier).xdb#xpointer(/constructor.basicInterfaces.ShardModifier)" />
</Item>
<Item type="itemService.elements.shardmodifier.EffectShardModifier">
<shardModifier href="Reputation.(ShardModifier).xdb#xpointer(/constructor.basicInterfaces.ShardModifier)" />
</Item>
<Item type="itemService.elements.AvatarLogonTrigger">
<identifier href="HappyHour.xdb#xpointer(/gameMechanics.world.rules.RuleResource)" />
<impacts>
<Item type="gameMechanics.elements.impacts.ImpactClientDataParams">
<distributor type="gameMechanics.elements.calcers.TargetDistributor" />
<data href="HappyHour.(ClientData).xdb#xpointer(/gameMechanics.world.ClientData)" />
</Item>
</impacts>
</Item>
</effects>
<saveable>true</saveable>
<internal>true</internal>
<canBeScheduled>true</canBeScheduled>
<canBeDisabled>true</canBeDisabled>
<schedule>
<Item type="gameMechanics.world.schedule.OneTimeSchedule">
<startTime>now</startTime>
<endTime>now + 1h</endTime>
</Item>
</schedule>
</gameMechanics.world.rules.RuleResource>
<gameMechanics.world.rules.RuleResource>
<Header>
<resourceId>233996293</resourceId>
</Header>
<name href="HappyHour_Name.txt" />
<description href="HappyHour.txt" />
<ruleKind>LuckyDays</ruleKind>
<effects>
<Item type="itemService.elements.EffectHappyTime">
<defaultScalers>
<Item href="/Mechanics/Rates/MobExp.(RateResource).xdb#xpointer(/gameMechanics.world.globalScalers.RateResource)" />
<Item href="/Mechanics/Rates/QuestExp.(RateResource).xdb#xpointer(/gameMechanics.world.globalScalers.RateResource)" />
<Item href="/Mechanics/Rates/Rep.(RateResource).xdb#xpointer(/gameMechanics.world.globalScalers.RateResource)" />
</defaultScalers>
<factor>2</factor>
<clientData href="HappyHour.(ClientData).xdb#xpointer(/gameMechanics.world.ClientData)" />
<notificationDelayMs>1800000</notificationDelayMs>
</Item>
<Item type="itemService.elements.shardmodifier.EffectShardModifier">
<shardModifier href="MobExp.(ShardModifier).xdb#xpointer(/constructor.basicInterfaces.ShardModifier)" />
</Item>
<Item type="itemService.elements.shardmodifier.EffectShardModifier">
<shardModifier href="QuestExp.(ShardModifier).xdb#xpointer(/constructor.basicInterfaces.ShardModifier)" />
</Item>
<Item type="itemService.elements.shardmodifier.EffectShardModifier">
<shardModifier href="Reputation.(ShardModifier).xdb#xpointer(/constructor.basicInterfaces.ShardModifier)" />
</Item>
<Item type="itemService.elements.AvatarLogonTrigger">
<identifier href="HappyHour.xdb#xpointer(/gameMechanics.world.rules.RuleResource)" />
<impacts>
<Item type="gameMechanics.elements.impacts.ImpactClientDataParams">
<distributor type="gameMechanics.elements.calcers.TargetDistributor" />
<data href="HappyHour.(ClientData).xdb#xpointer(/gameMechanics.world.ClientData)" />
</Item>
</impacts>
</Item>
</effects>
<saveable>true</saveable>
<internal>true</internal>
<canBeScheduled>true</canBeScheduled>
<canBeDisabled>true</canBeDisabled>
<schedule>
<Item type="gameMechanics.world.schedule.OneTimeSchedule">
<startTime>now</startTime>
<endTime>now + 1h</endTime>
</Item>
</schedule>
</gameMechanics.world.rules.RuleResource>
Code:
rule_activate "/Mechanics/Rules/LuckyDays/ScheduleLuckyTime.xdb"
by default only 2 days of the week have a probability of 8 ~ 11% to have a lucky hour.
if you want it to be 100% for all days here's the code :
<luckyDays>
<Item>
<dayOfWeek>Monday</dayOfWeek>
<luckyDayChance>1.0</luckyDayChance>
<luckyHourWeight>1</luckyHourWeight>
</Item>
<Item>
<dayOfWeek>Tuesday</dayOfWeek>
<luckyDayChance>1.0</luckyDayChance>
<luckyHourWeight>1</luckyHourWeight>
</Item>
<Item>
<dayOfWeek>Wednesday</dayOfWeek>
<luckyDayChance>1.0</luckyDayChance>
<luckyHourWeight>1</luckyHourWeight>
</Item>
<Item>
<dayOfWeek>Thursday</dayOfWeek>
<luckyDayChance>1.0</luckyDayChance>
<luckyHourWeight>1</luckyHourWeight>
</Item>
<Item>
<dayOfWeek>Friday</dayOfWeek>
<luckyDayChance>1.0</luckyDayChance>
<luckyHourWeight>1</luckyHourWeight>
</Item>
<Item>
<dayOfWeek>Saturday</dayOfWeek>
<luckyDayChance>1.0</luckyDayChance>
<luckyHourWeight>1</luckyHourWeight>
</Item>
<Item>
<dayOfWeek>Sunday</dayOfWeek>
<luckyDayChance>1.0</luckyDayChance>
<luckyHourWeight>1</luckyHourWeight>
</Item>
</luckyDays>
<Item>
<dayOfWeek>Monday</dayOfWeek>
<luckyDayChance>1.0</luckyDayChance>
<luckyHourWeight>1</luckyHourWeight>
</Item>
<Item>
<dayOfWeek>Tuesday</dayOfWeek>
<luckyDayChance>1.0</luckyDayChance>
<luckyHourWeight>1</luckyHourWeight>
</Item>
<Item>
<dayOfWeek>Wednesday</dayOfWeek>
<luckyDayChance>1.0</luckyDayChance>
<luckyHourWeight>1</luckyHourWeight>
</Item>
<Item>
<dayOfWeek>Thursday</dayOfWeek>
<luckyDayChance>1.0</luckyDayChance>
<luckyHourWeight>1</luckyHourWeight>
</Item>
<Item>
<dayOfWeek>Friday</dayOfWeek>
<luckyDayChance>1.0</luckyDayChance>
<luckyHourWeight>1</luckyHourWeight>
</Item>
<Item>
<dayOfWeek>Saturday</dayOfWeek>
<luckyDayChance>1.0</luckyDayChance>
<luckyHourWeight>1</luckyHourWeight>
</Item>
<Item>
<dayOfWeek>Sunday</dayOfWeek>
<luckyDayChance>1.0</luckyDayChance>
<luckyHourWeight>1</luckyHourWeight>
</Item>
</luckyDays>
Code:
rule_activate "/Mechanics/Rules/BoxContest/07_2015_JewellerContest/MainRule.(RuleResource).xdb"
There are many boxes of the same name
to get the same box for the contest use :
create_item "/ItemMall/Rares/ChestsAdvanced/Jeweller/Chest_01_2015/Chest.(ItemResource).xdb"
To disable the event or rule use
Code:
rule_disable "/Mechanics/Rules/LuckyDays/HappyHour.xdb"
rule_disable "/Mechanics/Rules/BoxContest/07_2015_JewellerContest/MainRule.(RuleResource).xdb"
Thats it for now, I leave the rest for you to explore
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