Fix for the Fix for the Fix: Rule Combat:OneProcPerWeapon was created so that you can revert to the original proc functionality

for custom servers that have balanced their content around having more than 1 aug proc on weapons. By having this rule set to 'false' you revert this functionality.
	This rule is set to 'true' by default as the original functionality from Live was intended to be
This commit is contained in:
Akkadius 2014-04-05 18:09:12 -05:00
parent 07625336fd
commit 11d5e4b6ca
2 changed files with 4 additions and 18 deletions

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@ -1,27 +1,13 @@
EQEMu Changelog (Started on Sept 24, 2003 15:50)
-------------------------------------------------------
== 04/05/2014 ==
Akkadius: Fix for the Fix for the Fix: Rule Combat:OneProcPerWeapon was created so that you can revert to the original proc functionality
for custom servers that have balanced their content around having more than 1 aug proc on weapons. By having this rule set to 'false' you revert this functionality.
This rule is set to 'true' by default as the original functionality from Live was intended to be
Akkadius: (Performance Adjustment) Removed AsyncLoadVariables from InterserverTimer.Check() in both zone and world. By watching the MySQL general.log file on mass zone idle activity, you can
see that the query 'SELECT varname, value, unix_timestamp() FROM variables where unix_timestamp(ts) >= timestamp' is called every 10 seconds. This function is loading
variables that are initially loaded on World and Zone bootup. When running a large amount of zone servers, the amount of MySQL chatter that is produced is enormous and
unnecessary. For example, if I ran 400 zone servers, I would see 3,456,000 unnecessary queries from all idle or active zone processes in a 24 hour interval.
Secrets: Added a rule to enable multiple procs from the same weapon's other slots if a proc is deemed to trigger, Defaults to true.
If Combat:OneProcPerWeapon is not enabled, we reset the try for that weapon regardless of if we procced or not.
This is for some servers that may want to have as many procs triggering from weapons as possible in a single round.
Optional SQL: utils/sql/git/optional/2014_04_05_ProcRules.sql
== 04/04/2014 ==
Kayen: Implemented 'Physical Resists' (Resist Type 9) to be consistent with live based on extensive parsing.
SQL will add new field to npc_types 'PhR' and fill in database with values consistent with observations.
Required SQL: utils/sql/git/optional/2014_04_04_PhysicalResists.sql
== 04/03/2014 ==
Kayen: Implemented live like spell projectiles (ie. Mage Bolts).
Optional SQL: utils/sql/git/optional/2014_04_03_SpellProjectileRules.sql
Note: The rules in this SQL are for setting the item id for the graphic used by the projectile on different clients.
== 04/01/2014 ==
demonstar55: Implemented ability for a merchant to open and close shop.

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@ -4113,7 +4113,7 @@ void Mob::TryWeaponProc(const ItemInst *inst, const Item_Struct *weapon, Mob *on
}
} else {
ExecWeaponProc(aug_i, aug->Proc.Effect, on);
if (!RuleB(Combat, OneProcPerWeapon))
if (RuleB(Combat, OneProcPerWeapon))
break;
}
}