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Adds ability to use the ~~old~~ proper 2HB animation and also allows you to do it on a per-zone basis since its rule-based. (#1420)
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@ -450,9 +450,9 @@ RULE_REAL(Combat, AvgDefProcsPerMinute, 2.0, "Average defense procs per minute")
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RULE_REAL(Combat, DefProcPerMinAgiContrib, 0.075, "How much agility contributes to defensive proc rate")
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RULE_INT(Combat, SpecialAttackACBonus, 15, "Percent amount of damage per AC gained for certain special attacks (damage = AC*SpecialAttackACBonus/100)")
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RULE_INT(Combat, NPCFlurryChance, 20, "Chance for NPC to flurry")
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RULE_BOOL (Combat,TauntOverLevel, 1, "Allows you to taunt NPC's over warriors level")
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RULE_REAL (Combat,TauntSkillFalloff, 0.33, "For every taunt skill point that's not maxed you lose this percentage chance to taunt")
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RULE_BOOL (Combat,EXPFromDmgShield, false, "Determine if damage from a damage shield counts for experience gain")
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RULE_BOOL(Combat, TauntOverLevel, 1, "Allows you to taunt NPC's over warriors level")
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RULE_REAL(Combat, TauntSkillFalloff, 0.33, "For every taunt skill point that's not maxed you lose this percentage chance to taunt")
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RULE_BOOL(Combat, EXPFromDmgShield, false, "Determine if damage from a damage shield counts for experience gain")
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RULE_INT(Combat, MonkACBonusWeight, 15, "Usually, a monk under this weight threshold gets an AC bonus")
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RULE_INT(Combat, QuiverHasteCap, 1000, "Quiver haste cap 1000 on live for a while, currently 700 on live")
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RULE_INT(Combat, BerserkerFrenzyStart, 35, "Percentage Health Points below which Warrior and Berserker start frenzy")
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@ -474,6 +474,7 @@ RULE_BOOL(Combat, UseNPCDamageClassLevelMods, true, "Uses GetClassLevelDamageMod
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RULE_BOOL(Combat, UseExtendedPoisonProcs, false, "Allow old school poisons to last until characrer zones, at a lower proc rate")
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RULE_BOOL(Combat, EnableSneakPull, false, "Enable implementation of Sneak Pull")
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RULE_INT(Combat, SneakPullAssistRange, 400, "Modified range of assist for sneak pull")
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RULE_BOOL(Combat, Classic2HBAnimation, false, "2HB will use the 2 hand piercing animation instead of the overhead slashing animation")
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RULE_CATEGORY_END()
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RULE_CATEGORY(NPC)
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@ -87,7 +87,7 @@ EQ::skills::SkillType Mob::AttackAnimation(int Hand, const EQ::ItemInstance* wea
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break;
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case EQ::item::ItemType2HBlunt: // 2H Blunt
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skillinuse = EQ::skills::Skill2HBlunt;
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type = anim2HSlashing; //anim2HWeapon
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type = RuleB(Combat, Classic2HBAnimation) ? anim2HWeapon : anim2HSlashing;
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break;
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case EQ::item::ItemType2HPiercing: // 2H Piercing
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if (IsClient() && CastToClient()->ClientVersion() < EQ::versions::ClientVersion::RoF2)
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