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-Implemented the ability to properly use live spell projectile graphics.
This data is found in the player_1 field of the spells_new table. -Rule for this set to be disabled by default. -Enable IF your server uses an UF+ spell file and your players use UF+ clients -Otherwise your better off with alternative method/rules already implemented so that all players can see the effect. -Added ability for PERL ProjectileAnim function to only need an IT#### and not an actual item id. -If you want it in LUA somebody needs to add it. - Change to wizard innate critical ratios based on parse data.
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EQEMu Changelog (Started on Sept 24, 2003 15:50)
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-------------------------------------------------------
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== 04/09/2014 ==
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Kayen: Implemented ability to use the actual live spell projectile graphics that are defined in the modern spell file.
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*This is disabled by default. Recommend enabling if your server uses an UF+ spell file AND most of your players use UF+ clients.
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Kayen: Expanded the PERL ProjectileAnim(mob, item_id, [IsArrow?, speed, angle, tilt, arc, IDFile]) so you can now just set the weapon model graphic IT####
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Example: ProjectileAnim($npc, 0, 0, 1, 0, 0, 0, "IT10747") This will shoot an SK 2.0 sword.
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Kayen: Updated wizard innate critical damage modifier to be from 20-70% of base damage (based on live parses)
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Optional SQL: utils/sql/git/optional/2014_04_09_SpellProjectileRule.sql
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Note: This sql also contains a query to check if your spell file is compatible.
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== 04/06/2014 ==
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Uleat: Changed Mob::CanThisClassDualWield() behavior. This should let non-monk/beastlord dual-wielding classes attack with either fist as long as the other hand is occupied.
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Notes:
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See this thread for more information and to provide feedback: http://www.eqemulator.org/forums/showthread.php?p=229328#post229328
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== 04/05/2014 ==
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Akkadius: Fix for the Fix for the Fix: Rule Combat:OneProcPerWeapon was created so that you can revert to the original proc functionality
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