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Make high STR race rez effects a rule
They stopped using this one at some point it seems
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@ -44,6 +44,7 @@ RULE_INT(Character, DeathExpLossMaxLevel, 255) // Any level greater than this wi
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RULE_INT(Character, DeathItemLossLevel, 10)
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RULE_INT(Character, DeathExpLossMultiplier, 3) //Adjust how much exp is lost
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RULE_BOOL(Character, UseDeathExpLossMult, false) //Adjust to use the above multiplier or to use code default.
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RULE_BOOL(Character, UseOldRaceRezEffects, false) // older clients had ID 757 for races with high starting STR, but it doesn't seem used anymore
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RULE_INT(Character, CorpseDecayTimeMS, 10800000)
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RULE_INT(Character, CorpseResTimeMS, 10800000) // time before cant res corpse(3 hours)
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RULE_BOOL(Character, LeaveCorpses, true)
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@ -1055,7 +1055,8 @@ void Client::OPRezzAnswer(uint32 Action, uint32 SpellID, uint16 ZoneID, uint16 I
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SetMana(0);
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SetHP(GetMaxHP()/5);
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int rez_eff = 756;
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if (GetRace() == BARBARIAN || GetRace() == DWARF || GetRace() == TROLL || GetRace() == OGRE)
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if (RuleB(Character, UseOldRaceRezEffects) &&
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(GetRace() == BARBARIAN || GetRace() == DWARF || GetRace() == TROLL || GetRace() == OGRE))
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rez_eff = 757;
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SpellOnTarget(rez_eff, this); // Rezz effects
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}
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