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Updates to npc_spells and npc_types table.
Implemented innate defensive and range procs Implemented ability to fine tune AI casting behavior/timers Global rules for AI casting behavior/timers NPC Ranged attack updates, set skill and ammo type in npc_types Various clean ups in attack related functions. Other minor fixes. See Change Log, +required, +optional SQL
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@@ -311,6 +311,19 @@ RULE_INT ( Spells, FRProjectileItem_NPC, 80684) // Item id for NPC Fire 'spell p
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RULE_BOOL ( Spells, UseLiveSpellProjectileGFX, false) // Use spell projectile graphics set in the spells_new table (player_1). Server must be using UF+ spell file.
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RULE_BOOL ( Spells, FocusCombatProcs, false) //Allow all combat procs to receive focus effects.
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RULE_BOOL ( Spells, PreNerfBardAEDoT, false) //Allow bard AOE dots to damage targets when moving.
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RULE_INT ( Spells, AI_SpellCastFinishedFailRecast, 800) // AI spell recast time(MS) when an spell is cast but fails (ie stunned).
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RULE_INT ( Spells, AI_EngagedNoSpellMinRecast, 500) // AI spell recast time(MS) check when no spell is cast while engaged. (min time in random)
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RULE_INT ( Spells, AI_EngagedNoSpellMaxRecast, 1000) // AI spell recast time(MS) check when no spell is cast engaged.(max time in random)
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RULE_INT ( Spells, AI_EngagedBeneficialSelfChance, 100) // Chance during first AI Cast check to do a beneficial spell on self.
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RULE_INT ( Spells, AI_EngagedBeneficialOtherChance, 25) // Chance during second AI Cast check to do a beneficial spell on others.
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RULE_INT ( Spells, AI_EngagedDetrimentalChance, 20) // Chance during third AI Cast check to do a determental spell on others.
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RULE_INT ( Spells, AI_PursueNoSpellMinRecast, 500) // AI spell recast time(MS) check when no spell is cast while chasing target. (min time in random)
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RULE_INT ( Spells, AI_PursueNoSpellMaxRecast, 2000) // AI spell recast time(MS) check when no spell is cast while chasing target. (max time in random)
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RULE_INT ( Spells, AI_PursueDetrimentalChance, 90) // Chance while chasing target to cast a detrimental spell.
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RULE_INT ( Spells, AI_IdleNoSpellMinRecast, 500) // AI spell recast time(MS) check when no spell is cast while idle. (min time in random)
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RULE_INT ( Spells, AI_IdleNoSpellMaxRecast, 2000) // AI spell recast time(MS) check when no spell is cast while chasing target. (max time in random)
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RULE_INT ( Spells, AI_IdleBeneficialChance, 100) // Chance while idle to do a beneficial spell on self or others.
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RULE_CATEGORY_END()
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RULE_CATEGORY( Combat )
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