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Implemented a better method for developers who want to have additivie
worn bonuses than what was prior implemented. Removed old rule RuleB(Spells, AdditiveBonusValues) Replaced with new rule RuleI(AdditiveBonusWornType) The rule value denotes a specific 'worntype' that is to be checked on items. If the items 'worntype' matches the rules worntype then any worn effect on that item will be cacluated additively instead of taking the highest value. This will also stack with regular worn effects that take highest value. Unless the value is set to (2) which is what all live items use. If set to 2 then all worn effects will be calculated additively (same as what the old rule did). In laymans terms. You can take 3 Cleave I items and put them on a character and they will all add together if you set the worn type = 3 and the rule = 3. Which would also add to any regular cleave set to worn type = 2. Hope you enjoyed the novel.
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@@ -300,7 +300,7 @@ RULE_INT ( Spells, MaxCastTimeReduction, 50) //Max percent your spell cast time
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RULE_INT ( Spells, RootBreakFromSpells, 55) //Chance for root to break when cast on.
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RULE_INT ( Spells, DeathSaveCharismaMod, 3) //Determines how much charisma effects chance of death save firing.
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RULE_INT ( Spells, DivineInterventionHeal, 8000) //Divine intervention heal amount.
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RULE_BOOL ( Spells, AdditiveBonusValues, false) //Allow certain bonuses to be calculated by adding together the value from each item, instead of taking the highest value. (ie Add together all Cleave Effects)
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RULE_INT ( Spells, AdditiveBonusWornType, 0) //Calc worn bonuses to add together (instead of taking highest) if set to THIS worn type. (2=Will covert live items automatically)
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RULE_BOOL ( Spells, UseCHAScribeHack, false) //ScribeSpells and TrainDiscs quest functions will ignore entries where field 12 is CHA. What's the best way to do this?
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RULE_BOOL ( Spells, BuffLevelRestrictions, true) //Buffs will not land on low level toons like live
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RULE_INT ( Spells, RootBreakCheckChance, 70) //Determines chance for a root break check to occur each buff tick.
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