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.
This commit is contained in:
KayenEQ
2015-02-06 02:49:42 -05:00
parent b96e5a7f4d
commit bc6199a86f
8 changed files with 92 additions and 33 deletions
@@ -0,0 +1,4 @@
INSERT INTO `rule_values` (`ruleset_id`, `rule_name`, `rule_value`, `notes`) VALUES (1, 'Spells:AdditiveBonusWornType', '0', 'Calcs worn bonuses to add together (instead of taking highest) if item set to THIS worn type. Will stack with regular worn bonuses. (2=Will cause all live items to use this behavior)');
-- This is no longer used - Set the above value equal to 2 to achieve the same effect.
DELETE FROM `rule_values` WHERE rule_name LIKE "Spells:AdditiveBonusValues";