The original version of this module included logic that made it possible to levy any specific behavior for a specific period of time. For example, if during a period of time you wish to reward double points for blogs, you could do that. From the moment you change the value to the new doubled value, until you change it again, those points will always be the doubled value.
When this code was first updated to be ready for using on the community website, that logic was removed. This means that if we change the value for any behavior, it not only changes it for right now, but also for every single instance of that behavior in history. This doesn't allow for any kind of gamification to be performed.
I have the original source code where this can be pulled from. If someone else gets to this before I can find the time to uncross all of these wires, let me know and I'll provide it to you.
The original version of this module included logic that made it possible to levy any specific behavior for a specific period of time. For example, if during a period of time you wish to reward double points for blogs, you could do that. From the moment you change the value to the new doubled value, until you change it again, those points will always be the doubled value.
When this code was first updated to be ready for using on the community website, that logic was removed. This means that if we change the value for any behavior, it not only changes it for right now, but also for every single instance of that behavior in history. This doesn't allow for any kind of gamification to be performed.
I have the original source code where this can be pulled from. If someone else gets to this before I can find the time to uncross all of these wires, let me know and I'll provide it to you.