[Rules] Cleanup all unused rules. (#2184)

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Kinglykrab 2022-05-23 19:56:03 -04:00 committed by GitHub
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commit eeacc62a91
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3 changed files with 0 additions and 43 deletions

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@ -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")

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@ -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); }

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@ -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); }