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Added new rule to make the UnmemSpellAll on death optional.
- New Rule: Character:UnmemSpellsOnDeath (default true)
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@ -102,6 +102,7 @@ RULE_INT ( Character, BaseInstrumentSoftCap, 36) // Softcap for instrument mods,
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RULE_INT ( Character, BaseRunSpeedCap, 158) // Base Run Speed Cap, on live it's 158% which will give you a runspeed of 1.580 hard capped to 225.
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RULE_INT ( Character, BaseRunSpeedCap, 158) // Base Run Speed Cap, on live it's 158% which will give you a runspeed of 1.580 hard capped to 225.
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RULE_INT ( Character, OrnamentationAugmentType, 20) //Ornamentation Augment Type
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RULE_INT ( Character, OrnamentationAugmentType, 20) //Ornamentation Augment Type
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RULE_REAL(Character, EnvironmentDamageMulipliter, 1)
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RULE_REAL(Character, EnvironmentDamageMulipliter, 1)
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RULE_BOOL(Character, UnmemSpellsOnDeath, true)
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RULE_CATEGORY_END()
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RULE_CATEGORY_END()
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RULE_CATEGORY( Mercs )
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RULE_CATEGORY( Mercs )
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@ -1584,10 +1584,12 @@ bool Client::Death(Mob* killerMob, int32 damage, uint16 spell, SkillUseTypes att
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//this generates a lot of 'updates' to the client that the client does not need
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//this generates a lot of 'updates' to the client that the client does not need
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BuffFadeNonPersistDeath();
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BuffFadeNonPersistDeath();
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if((GetClientVersionBit() & BIT_SoFAndLater) && RuleB(Character, RespawnFromHover))
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if (RuleB(Character, UnmemSpellsOnDeath)) {
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UnmemSpellAll(true);
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if((GetClientVersionBit() & BIT_SoFAndLater) && RuleB(Character, RespawnFromHover))
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else
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UnmemSpellAll(true);
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UnmemSpellAll(false);
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else
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UnmemSpellAll(false);
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}
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if((RuleB(Character, LeaveCorpses) && GetLevel() >= RuleI(Character, DeathItemLossLevel)) || RuleB(Character, LeaveNakedCorpses))
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if((RuleB(Character, LeaveCorpses) && GetLevel() >= RuleI(Character, DeathItemLossLevel)) || RuleB(Character, LeaveNakedCorpses))
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{
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{
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