diff --git a/common/ruletypes.h b/common/ruletypes.h index d06f9280c..159eedd5d 100644 --- a/common/ruletypes.h +++ b/common/ruletypes.h @@ -150,8 +150,6 @@ RULE_INT(Character, InvSnapshotMinRetryM, 30, "Time to re-attempt an inventory s RULE_INT(Character, InvSnapshotHistoryD, 30, "Time to keep snapshot entries (days)") RULE_BOOL(Character, RestrictSpellScribing, false, "Setting whether to restrict spell scribing to allowable races/classes of spell scroll") RULE_BOOL(Character, UseStackablePickPocketing, true, "Allows stackable pickpocketed items to stack instead of only being allowed in empty inventory slots") -RULE_BOOL(Character, EnableAvoidanceCap, false, "Setting whether the avoidance cap should be activated") -RULE_INT(Character, AvoidanceCap, 750, "750 Is a pretty good value, seen people dodge all attacks beyond 1,000 Avoidance") RULE_BOOL(Character, AllowMQTarget, false, "Disables putting players in the 'hackers' list for targeting beyond the clip plane or attempting to target something untargetable") RULE_BOOL(Character, UseOldBindWound, false, "Uses the original bind wound behavior") RULE_BOOL(Character, GrantHoTTOnCreate, false, "Grant Health of Target's Target leadership AA on character creation") @@ -350,7 +348,6 @@ RULE_INT(Spells, MaxTotalSlotsPET, 30, "Maximum total of pet slots. The default RULE_BOOL (Spells, EnableBlockedBuffs, true, "Allow blocked spells") RULE_INT(Spells, ReflectType, 4, "Reflect type. 0=disabled, 1=single target player spells only, 2=all player spells, 3=all single target spells, 4=all spells") RULE_BOOL(Spells, ReflectMessagesClose, true, "True (Live functionality) is for Reflect messages to show to players within close proximity. False shows just player reflecting") -RULE_INT(Spells, VirusSpreadDistance, 30, "The distance a viral spell will jump to its next victim") RULE_BOOL(Spells, LiveLikeFocusEffects, true, "Determines whether specific healing, dmg and mana reduction focuses are randomized") RULE_INT(Spells, BaseImmunityLevel, 55, "The level that targets start to be immune to stun, fear and mez spells with a maximum level of 0") RULE_BOOL(Spells, NPCIgnoreBaseImmunity, true, "Whether or not NPC get to ignore the BaseImmunityLevel for their spells") @@ -441,17 +438,6 @@ RULE_REAL(Combat, AvgProcsPerMinute, 2.0, "Average proc rate per minute") RULE_REAL(Combat, ProcPerMinDexContrib, 0.075, "Increases the probability of a proc increased by DEX by the value indicated") RULE_REAL(Combat, BaseProcChance, 0.035, "Base chance for procs") RULE_REAL(Combat, ProcDexDivideBy, 11000, "Divisor for the probability of a proc increased by dexterity") -RULE_REAL(Combat, BaseHitChance, 69.0, "Base chance to hit") -RULE_REAL(Combat, NPCBonusHitChance, 26.0, "Bonus chance to hit for NPC") -RULE_REAL(Combat, HitFalloffMinor, 5.0, "Hit will fall off up to value over the initial level range (percent)") -RULE_REAL(Combat, HitFalloffModerate, 7.0, "Hit will fall off up to value over the three levels after the initial level range (percent)") -RULE_REAL(Combat, HitFalloffMajor, 50.0, "Hit will fall off sharply if we're outside the minor and moderate range") -RULE_REAL(Combat, HitBonusPerLevel, 1.2, "You gain this percentage of hit for every level you are above your target") -RULE_REAL(Combat, WeaponSkillFalloff, 0.33, "For every weapon skill point that's not maxed you lose this percentage of hit") -RULE_REAL(Combat, ArcheryHitPenalty, 0.25, "Archery has a hit penalty to try to help balance it with the plethora of long term +hit modifiers for it") -RULE_REAL(Combat, AgiHitFactor, 0.01, "Factor with which agility is taken into account in the hit probability. Higher is better") -RULE_REAL(Combat, MinChancetoHit, 5.0, "Minimum percentage chance to hit with regular melee/ranged") -RULE_REAL(Combat, MaxChancetoHit, 95.0, "Maximum percentage chance to hit with regular melee/ranged") RULE_INT(Combat, MinRangedAttackDist, 25, "Minimum Distance to use Ranged Attacks") RULE_BOOL(Combat, ArcheryBonusRequiresStationary, true, "does the 2x archery bonus chance require a stationary npc") RULE_REAL(Combat, ArcheryNPCMultiplier, 1.0, "Value is multiplied by the regular dmg to get the archery dmg") @@ -460,40 +446,13 @@ RULE_INT(Combat, MaxRampageTargets, 3, "Maximum number of people hit with rampag RULE_INT(Combat, DefaultRampageTargets, 1, "Default number of people to hit with rampage") RULE_BOOL(Combat, RampageHitsTarget, false, "Rampage will hit the target if it still has targets left") RULE_INT(Combat, MaxFlurryHits, 2, "Maximum number of extra hits from flurry") -RULE_REAL(Combat, NPCACFactor, 2.25, "If UseIntervalAC is enabled, the armor class for NPC is divided by this value") -RULE_INT(Combat, ClothACSoftcap, 75, "If OldACSoftcapRules is true: armorclass softcap for cloth armor") -RULE_INT(Combat, LeatherACSoftcap, 100, "If OldACSoftcapRules is true: armorclass softcap for leather armor") -RULE_INT(Combat, MonkACSoftcap, 120, "If OldACSoftcapRules is true: armorclass softcap for monks") -RULE_INT(Combat, ChainACSoftcap, 200, "If OldACSoftcapRules is true: armorclass softcap for chain armor") -RULE_INT(Combat, PlateACSoftcap, 300, "If OldACSoftcapRules is true: armorclass softcap for plate armor") -RULE_REAL(Combat, AAMitigationACFactor, 3.0, "If OldACSoftcapRules: AA mitgation armorclass factor") -RULE_REAL(Combat, WarriorACSoftcapReturn, 0.45, "If OldACSoftcapRules: warrior armorclass softcap increase-factor") -RULE_REAL(Combat, KnightACSoftcapReturn, 0.33, "If OldACSoftcapRules: SHD/PAL/MNK armorclass softcap increase-factor") -RULE_REAL(Combat, LowPlateChainACSoftcapReturn, 0.23, "If OldACSoftcapRules: CLR/BRD/BSK/ROG/SHA/MNK armorclass softcap increase-factor") -RULE_REAL(Combat, LowChainLeatherACSoftcapReturn, 0.17, "If OldACSoftcapRules: RNG/BST armorclass softcap increase-factor") -RULE_REAL(Combat, CasterACSoftcapReturn, 0.06, "If OldACSoftcapRules: WIZ/MAG/NEC/ENC/DRU armorclass softcap increase-factor") -RULE_REAL(Combat, MiscACSoftcapReturn, 0.3, "If OldACSoftcapRules true/false: unspecified classes armorclass softcap increase-factor") -RULE_BOOL(Combat, OldACSoftcapRules, false, "Setting if the old softcap values should be used") -RULE_BOOL(Combat, UseOldDamageIntervalRules, false, "Use old damage formulas for everything") -RULE_REAL(Combat, WarACSoftcapReturn, 0.3448, "WAR armorclass softcap increase-factor") -RULE_REAL(Combat, ClrRngMnkBrdACSoftcapReturn, 0.3030, "CLR/RNG/MNK/BRD armorclass softcap increase-factor") -RULE_REAL(Combat, PalShdACSoftcapReturn, 0.3226, "SHD/PAL armorclass softcap increase-factor") -RULE_REAL(Combat, DruNecWizEncMagACSoftcapReturn, 0.2000, "DRU/NEC/WIZ/ENC/MAG softcap increase-factor") -RULE_REAL(Combat, RogShmBstBerACSoftcapReturn, 0.2500, "ROG/SHM/BST/BER softcap increase-factor") -RULE_REAL(Combat, SoftcapFactor, 1.88, "When UseIntervalAC is enabled, the softcap for mitigation capability is multiplied by this value") -RULE_REAL(Combat, ACthac0Factor, 0.55, "If a mob is attacked and the attack roll is greater than his defense roll, the attack rating is multiplied by this value") -RULE_REAL(Combat, ACthac20Factor, 0.55, "If a mob is attacked and his defense roll is greater than the attack roll, the attack rating is multiplied by this value") -RULE_INT(Combat, HitCapPre20, 40, "Hit cap before level 20. Live has it capped at 40") -RULE_INT(Combat, HitCapPre10, 20, "Hit cap before level 10. Live has it capped at 20") RULE_INT(Combat, MinHastedDelay, 400, "Minimum hasted combat delay") RULE_REAL(Combat, AvgDefProcsPerMinute, 2.0, "Average defense procs per minute") RULE_REAL(Combat, DefProcPerMinAgiContrib, 0.075, "How much agility contributes to defensive proc rate") -RULE_INT(Combat, SpecialAttackACBonus, 15, "Percent amount of damage per AC gained for certain special attacks (damage = AC*SpecialAttackACBonus/100)") RULE_INT(Combat, NPCFlurryChance, 20, "Chance for NPC to flurry") RULE_BOOL(Combat, TauntOverLevel, 1, "Allows you to taunt NPC's over warriors level") RULE_REAL(Combat, TauntSkillFalloff, 0.33, "For every taunt skill point that's not maxed you lose this percentage chance to taunt") RULE_BOOL(Combat, EXPFromDmgShield, false, "Determine if damage from a damage shield counts for experience gain") -RULE_INT(Combat, MonkACBonusWeight, 15, "Usually, a monk under this weight threshold gets an AC bonus") RULE_INT(Combat, QuiverHasteCap, 1000, "Quiver haste cap 1000 on live for a while, currently 700 on live") RULE_INT(Combat, BerserkerFrenzyStart, 35, "Percentage Health Points below which Warrior and Berserker start frenzy") RULE_INT(Combat, BerserkerFrenzyEnd, 45, "Percentage Health Points above which Warrior and Berserker end frenzy") diff --git a/zone/mod_functions.cpp b/zone/mod_functions.cpp index 8e5e7316a..523302495 100644 --- a/zone/mod_functions.cpp +++ b/zone/mod_functions.cpp @@ -128,7 +128,6 @@ float Mob::mod_parry_chance(float parrychance, Mob* attacker) { return(parrychan //Final dodge chance float Mob::mod_dodge_chance(float dodgechance, Mob* attacker) { return(dodgechance); } -//Monk AC Bonus weight cap. Defined in Combat:MonkACBonusWeight //Usually 15, a monk under this weight threshold gets an AC bonus float Mob::mod_monk_weight(float monkweight, Mob* attacker) { return(monkweight); } diff --git a/zone/mod_functions_base.cpp b/zone/mod_functions_base.cpp index a328a868f..3f30b066a 100644 --- a/zone/mod_functions_base.cpp +++ b/zone/mod_functions_base.cpp @@ -129,7 +129,6 @@ float Mob::mod_parry_chance(float parrychance, Mob* attacker) { return(parrychan //Final dodge chance float Mob::mod_dodge_chance(float dodgechance, Mob* attacker) { return(dodgechance); } -//Monk AC Bonus weight cap. Defined in Combat:MonkACBonusWeight //Usually 15, a monk under this weight threshold gets an AC bonus float Mob::mod_monk_weight(float monkweight, Mob* attacker) { return(monkweight); }