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-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
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@@ -304,6 +304,9 @@ RULE_BOOL ( Spells, BuffLevelRestrictions, true) //Buffs will not land on low le
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RULE_INT ( Spells, RootBreakCheckChance, 70) //Determines chance for a root break check to occur each buff tick.
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RULE_INT ( Spells, FearBreakCheckChance, 70) //Determines chance for a fear break check to occur each buff tick.
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RULE_INT ( Spells, SuccorFailChance, 2) //Determines chance for a succor spell not to teleport an invidual player
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RULE_INT ( Spells, FRProjectileItem_Titanium, 1113) // Item id for Titanium clients for Fire 'spell projectile'.
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RULE_INT ( Spells, FRProjectileItem_SOF, 80684) // Item id for SOF clients for Fire 'spell projectile'.
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RULE_INT ( Spells, FRProjectileItem_NPC, 80684) // Item id for NPC Fire 'spell projectile'.
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RULE_CATEGORY_END()
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RULE_CATEGORY( Combat )
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