- summary: The server's experience multipliers, sent once and kept for the session.
- area: Game.Server
- confidence: 0.88
The server's experience multipliers, sent once and kept for the session.
- Kind event
- Area Game.Server
- Named by beta, gamemapping
THE SERVER'S EXPERIENCE MULTIPLIERS, sent once and kept for the session. There is no request for it and no refresh - it arrives unprompted early on.
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. If you read these raw and show them to a user you will overstate every bonus by 100 points.
WHICH IS WHICH IS NOT SETTLED, AND THIS RECORD DOES NOT PRETEND OTHERWISE. The reference build declares this message with a SINGLE field; the current one carries three the client actually reads. Only one canonical member name exists, so none of the three is named here - they keep their obfuscated names rather than being given a label by guesswork. What IS established is the shape: two offset-by-100 values and one raw one, all three stored into played-character state and read back from there.
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
- 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.
No fields you may set.
Recovered with score 215, confidence 0.88, margin 215 over the runner-up. A margin close to the score means nothing else came near; a thin margin means a decoy nearly won. Members recovered: 0 of 4.
Aucun avis à afficher.