- summary: The server's experience multipliers and your experience limit, sent early in the session.
- area: Game.Server
The server's experience multipliers and your experience limit, sent early in the session.
Kind event · Area Game.Server
THE SERVER'S EXPERIENCE MULTIPLIERS, sent early in the session. Nothing requests it at login - it arrives unprompted.
IT ALSO CARRIES YOUR EXPERIENCE LIMIT, and the official client learns the limit
only from here. After PlayerExperienceSetRequest the client does not store
the value it sent, so expect this message again to confirm the new limit.
THE NUMBERS ARE OFFSET BY 100 - MOSTLY
Two of the values are percentages expressed as a multiplier over normal, and the client subtracts 100 from each before storing them. A wire value of 200 becomes a stored 100, i.e. "+100%". A third value is stored exactly as sent: it is the experience limit (0 to 100, 100 = no limit) that the client copies into its own limit option. If you read these raw and show them to a user you will overstate every bonus by 100 points.
WHAT IS NAMED. experience_limit is the raw value: your received-experience cap in percent
(0 to 100, 100 = no limit). The official client copies it into its own option
limitReceivedExperience, the setting PlayerExperienceSetRequest changes. The two
offset-by-100 multipliers are stored into played-character state that no client code reads
back, so nothing tells them apart and they keep their obfuscated names: read both, subtract
100, and treat them as "server XP bonus" values.
A FOURTH DECLARED MEMBER IS PADDING and no dumped client has ever read it.
If you need one of these values specifically, capture it against a server whose rates you know - the transform above tells you how to interpret what you see.
When you may send it
- Requires
context_readyobserved
Related messages
- Answers
PlayerExperienceSetRequest - Reply not yet recovered: the message carries three live members and only one canonical member name exists for it; the members are therefore left with their obfuscated names. See the notes.
Fields
| # | Field | Type | Meaning | You set it |
|---|---|---|---|---|
| 5 | experience_limit | int32 | Your received-experience cap, in percent (0 to 100); 100 means no limit. (percent) The client copies it into its own option limitReceivedExperience, the value PlayerExperienceSetRequest changes. | never |