-Implemented live like spell projectiles (ie mage bolts).

-See function in spells.cpp for more info on bolt behavior.
-This works reasonably well, but still room for improvements.
-Rules are for setting what item id is used for the projectile
since live uses an item id from SOF+ I added alternate item graphic
for titanium clients.
-Note: Max number of projectiles (set at 10) is a made up value in most
situations it would be nearly impossible to have more than 3 bolts
in the air at the same time. This values gives enough wiggle room that no
server should have an issue though.
-Small fix to SE_CompleteHeal
This commit is contained in:
KayenEQ
2014-04-03 04:25:45 -04:00
parent bb541eeb60
commit 2cdd50b9e9
10 changed files with 149 additions and 2 deletions
+3
View File
@@ -304,6 +304,9 @@ RULE_BOOL ( Spells, BuffLevelRestrictions, true) //Buffs will not land on low le
RULE_INT ( Spells, RootBreakCheckChance, 70) //Determines chance for a root break check to occur each buff tick.
RULE_INT ( Spells, FearBreakCheckChance, 70) //Determines chance for a fear break check to occur each buff tick.
RULE_INT ( Spells, SuccorFailChance, 2) //Determines chance for a succor spell not to teleport an invidual player
RULE_INT ( Spells, FRProjectileItem_Titanium, 1113) // Item id for Titanium clients for Fire 'spell projectile'.
RULE_INT ( Spells, FRProjectileItem_SOF, 80684) // Item id for SOF clients for Fire 'spell projectile'.
RULE_INT ( Spells, FRProjectileItem_NPC, 80684) // Item id for NPC Fire 'spell projectile'.
RULE_CATEGORY_END()
RULE_CATEGORY( Combat )