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Added a rule to enable multiple procs from the same weapon's other slots if a proc is deemed to trigger, Defaults to true.
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@ -5,7 +5,12 @@ Akkadius: (Performance Adjustment) Removed AsyncLoadVariables from InterserverTi
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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
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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
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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
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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
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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.
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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.
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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.
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If Combat:OneProcPerWeapon is not enabled, we reset the try for that weapon regardless of if we procced or not.
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This is for some servers that may want to have as many procs triggering from weapons as possible in a single round.
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Optional SQL: utils/sql/git/optional/2014_04_05_ProcRules.sql
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== 04/04/2014 ==
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== 04/04/2014 ==
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Kayen: Implemented 'Physical Resists' (Resist Type 9) to be consistent with live based on extensive parsing.
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Kayen: Implemented 'Physical Resists' (Resist Type 9) to be consistent with live based on extensive parsing.
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SQL will add new field to npc_types 'PhR' and fill in database with values consistent with observations.
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SQL will add new field to npc_types 'PhR' and fill in database with values consistent with observations.
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@ -396,6 +396,7 @@ RULE_BOOL ( Combat, UseArcheryBonusRoll, false) //Make the 51+ archery bonus req
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RULE_INT ( Combat, ArcheryBonusChance, 50)
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RULE_INT ( Combat, ArcheryBonusChance, 50)
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RULE_INT ( Combat, BerserkerFrenzyStart, 35)
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RULE_INT ( Combat, BerserkerFrenzyStart, 35)
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RULE_INT ( Combat, BerserkerFrenzyEnd, 45)
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RULE_INT ( Combat, BerserkerFrenzyEnd, 45)
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RULE_BOOL ( Combat, OneProcPerWeapon, true) //If enabled, One proc per weapon per round
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RULE_CATEGORY_END()
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RULE_CATEGORY_END()
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RULE_CATEGORY( NPC )
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RULE_CATEGORY( NPC )
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1
utils/sql/git/optional/2014_04_05_ProcRules.sql
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1
utils/sql/git/optional/2014_04_05_ProcRules.sql
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@ -0,0 +1 @@
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INSERT INTO `rule_values` (`ruleset_id`, `rule_name`, `rule_value`, `notes`) VALUES (1, 'Combat:OneProcPerWeapon', 'true', 'If OneProcPerWeapon is not enabled, we reset the proc try for that weapon regardless of if we procced or not.');
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@ -4085,6 +4085,10 @@ void Mob::TryWeaponProc(const ItemInst *inst, const Item_Struct *weapon, Mob *on
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}
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}
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}
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}
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}
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}
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//If OneProcPerWeapon is not enabled, we reset the try for that weapon regardless of if we procced or not.
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//This is for some servers that may want to have as many procs triggering from weapons as possible in a single round.
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if(!RuleB(Combat, OneProcPerWeapon))
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proced = false;
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if (!proced && inst) {
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if (!proced && inst) {
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for (int r = 0; r < MAX_AUGMENT_SLOTS; r++) {
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for (int r = 0; r < MAX_AUGMENT_SLOTS; r++) {
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