Implemented non-live like feature to allow focus effects to be placed in worn slot

to provide an additive focus bonus that stacks with regular focus effects.
This is opposed to how regular focus effects work in which the highest
value is always taken. Please note, focus calculated from worn slot
will only use only the focuses base value (ie ignores all limit checks).

Example (Hypothetical).
Improved Heal I (10 pct focus) in Helm Worn Slot
Improved Heal I (10 pct focus) in Glove Worn Slot
Improved Heal V (50 pct focus) in Glove Focus Slot
Total Heal Focus would be 50 + 10 + 10

Added optional rule which is OFF by default.
UseAdditiveFocusFromWornSlot
This commit is contained in:
KayenEQ
2015-02-05 04:27:33 -05:00
parent 4bd2e04482
commit dd17597c92
5 changed files with 21 additions and 9 deletions
+1
View File
@@ -329,6 +329,7 @@ RULE_BOOL ( Spells, Jun182014HundredHandsRevamp, false) // this should be true f
RULE_BOOL ( Spells, SwarmPetTargetLock, false) // Use old method of swarm pets target locking till target dies then despawning.
RULE_BOOL ( Spells, NPC_UseFocusFromSpells, true) // Allow npcs to use most spell derived focus effects.
RULE_BOOL ( Spells, NPC_UseFocusFromItems, false) // Allow npcs to use most item derived focus effects.
RULE_BOOL ( Spells, UseAdditiveFocusFromWornSlot, false) // Allows an additive focus effect to be calculated from worn slot.
RULE_CATEGORY_END()
RULE_CATEGORY( Combat )