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Implemented new table 'npc_spells_effects' and 'npc_spells_effects_entires'.
Implemented new field in 'npc_spell_effects_id' in npc_types. These are used to directly apply spell effect bonuses to NPC's without requirings spells/buffs. Example: Allow an npc to spawn with an innate 50 pt damage shield and a 5% chance to critical hit. Please see the wiki page: http://wiki.eqemulator.org/p?npc_spell_effects_entries for details. *NPC's can now do critical heals / damage spells if bonus is applied from table. Required SQL: utils/sql/git/required/2014_04_27_AISpellEffects.sql Note: 30 examples of spell effects have been included by default in this sql. Edited/removed as needed.
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EQEMu Changelog (Started on Sept 24, 2003 15:50)
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-------------------------------------------------------
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== 04/27/2014 ==
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Kayen: Implemented new table 'npc_spells_effects' and 'npc_spells_effects_entires'.
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Implemented new field in 'npc_spell_effects_id' in npc_types.
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These are used to directly apply spell effect bonuses to NPC's without requirings spells/buffs.
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Example: Allow an npc to spawn with an innate 50 pt damage shield and a 5% chance to critical hit.
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Please see the wiki page: http://wiki.eqemulator.org/p?npc_spell_effects_entries for details.
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*NPC's can now do critical heals / damage spells if bonus is applied from table.
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Required SQL: utils/sql/git/required/2014_04_27_AISpellEffects.sql
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Note: 30 examples of spell effects have been included by default in this sql. Edited/removed as needed.
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== 04/25/2014 ==
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cavedude: Corrected a crash in spawn_conditions caused by NPCs on a one way path.
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cavedude: Added strict column to spawn_events which will prevent an event from enabling if it's mid-cycle.
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