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Minor ortographic corrections of ruletypes.h (#1147)
* Update ruletypes.h * Update ruletypes.h
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@ -36,7 +36,7 @@
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RULE_CATEGORY(Character)
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RULE_CATEGORY(Character)
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RULE_INT(Character, MaxLevel, 65, "Sets the highest level attainable by experience for players")
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RULE_INT(Character, MaxLevel, 65, "Sets the highest level for players that can be reached through experience")
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RULE_BOOL(Character, PerCharacterQglobalMaxLevel, false, "Check for qglobal 'CharMaxLevel' character qglobal (Type 5, \"\"), if player tries to level beyond that point, it will not go beyond that level")
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RULE_BOOL(Character, PerCharacterQglobalMaxLevel, false, "Check for qglobal 'CharMaxLevel' character qglobal (Type 5, \"\"), if player tries to level beyond that point, it will not go beyond that level")
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RULE_BOOL(Character, PerCharacterBucketMaxLevel, false, "Check for data bucket 'CharMaxLevel', if player tries to level beyond that point, it will not go beyond that level")
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RULE_BOOL(Character, PerCharacterBucketMaxLevel, false, "Check for data bucket 'CharMaxLevel', if player tries to level beyond that point, it will not go beyond that level")
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RULE_INT(Character, MaxExpLevel, 0, "Defines the maximum level that can be reached through experience")
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RULE_INT(Character, MaxExpLevel, 0, "Defines the maximum level that can be reached through experience")
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@ -57,8 +57,8 @@ RULE_REAL(Character, ExpMultiplier, 0.5, "If greater than 0, the experience gain
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RULE_REAL(Character, AAExpMultiplier, 0.5, "If greater than 0, the AA experience gained is multiplied by this value. ")
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RULE_REAL(Character, AAExpMultiplier, 0.5, "If greater than 0, the AA experience gained is multiplied by this value. ")
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RULE_REAL(Character, GroupExpMultiplier, 0.5, "The experience in a group is multiplied by this value in addition to the group multiplier. The group multiplier is: 2 members=x 1.2, 3=x1.4, 4=x1.6, 5=x1.8, 6=x2.16")
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RULE_REAL(Character, GroupExpMultiplier, 0.5, "The experience in a group is multiplied by this value in addition to the group multiplier. The group multiplier is: 2 members=x 1.2, 3=x1.4, 4=x1.6, 5=x1.8, 6=x2.16")
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RULE_REAL(Character, RaidExpMultiplier, 0.2, "The experience gained in raids is multiplied by (1-RaidExpMultiplier) ")
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RULE_REAL(Character, RaidExpMultiplier, 0.2, "The experience gained in raids is multiplied by (1-RaidExpMultiplier) ")
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RULE_BOOL(Character, UseXPConScaling, true, "When activated, the experience is modified depending on the difference between player level and NPC level. The settings Green/LightBlue/Blue//White/Yellow and RedModifier are used")
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RULE_BOOL(Character, UseXPConScaling, true, "When activated, the experience is modified depending on the difference between player level and NPC level. The values from the rules GreenModifier to RedModifier are used")
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RULE_INT(Character, ShowExpValues, 0, "Show expirience values. 0=normal, 1=show raw experience values, 2=show raw experience values and percent")
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RULE_INT(Character, ShowExpValues, 0, "Show experience values. 0=normal, 1=show raw experience values, 2=show raw experience values and percent")
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RULE_INT(Character, GreenModifier, 20, "The experience obtained for green con mobs is multiplied by value/100")
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RULE_INT(Character, GreenModifier, 20, "The experience obtained for green con mobs is multiplied by value/100")
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RULE_INT(Character, LightBlueModifier, 40, "The experience obtained for light-blue con mobs is multiplied by value/100")
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RULE_INT(Character, LightBlueModifier, 40, "The experience obtained for light-blue con mobs is multiplied by value/100")
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RULE_INT(Character, BlueModifier, 90, "The experience obtained for blue con mobs is multiplied by value/100")
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RULE_INT(Character, BlueModifier, 90, "The experience obtained for blue con mobs is multiplied by value/100")
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@ -80,7 +80,7 @@ RULE_INT(Character, ItemAccuracyCap, 150, "Limit on accuracy granted by items")
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RULE_INT(Character, ItemAvoidanceCap, 100, "Limit on avoidance granted by items")
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RULE_INT(Character, ItemAvoidanceCap, 100, "Limit on avoidance granted by items")
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RULE_INT(Character, ItemCombatEffectsCap, 100, "Limit on combat effects granted by items")
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RULE_INT(Character, ItemCombatEffectsCap, 100, "Limit on combat effects granted by items")
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RULE_INT(Character, ItemShieldingCap, 35, "Limit on shielding granted by items")
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RULE_INT(Character, ItemShieldingCap, 35, "Limit on shielding granted by items")
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RULE_INT(Character, ItemSpellShieldingCap, 35, "Limit on spell shieldung granted by items")
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RULE_INT(Character, ItemSpellShieldingCap, 35, "Limit on spell shielding granted by items")
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RULE_INT(Character, ItemDoTShieldingCap, 35, "Limit on DoT shielding granted by items")
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RULE_INT(Character, ItemDoTShieldingCap, 35, "Limit on DoT shielding granted by items")
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RULE_INT(Character, ItemStunResistCap, 35, "Limit on resistance granted by items")
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RULE_INT(Character, ItemStunResistCap, 35, "Limit on resistance granted by items")
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RULE_INT(Character, ItemStrikethroughCap, 35, "Limit on strikethrough granted by items")
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RULE_INT(Character, ItemStrikethroughCap, 35, "Limit on strikethrough granted by items")
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@ -119,7 +119,7 @@ RULE_BOOL(Character, MaintainIntoxicationAcrossZones, true, "If true, alcohol ef
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RULE_BOOL(Character, EnableDiscoveredItems, true, "If enabled, it enables EVENT_DISCOVER_ITEM and also saves character names and timestamps for the first time an item is discovered")
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RULE_BOOL(Character, EnableDiscoveredItems, true, "If enabled, it enables EVENT_DISCOVER_ITEM and also saves character names and timestamps for the first time an item is discovered")
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RULE_BOOL(Character, EnableXTargetting, true, "Enable Extended Targeting Window, for users with UF and later clients")
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RULE_BOOL(Character, EnableXTargetting, true, "Enable Extended Targeting Window, for users with UF and later clients")
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RULE_BOOL(Character, EnableAggroMeter, true, "Enable Aggro Meter, for users with RoF and later clients")
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RULE_BOOL(Character, EnableAggroMeter, true, "Enable Aggro Meter, for users with RoF and later clients")
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RULE_BOOL(Character, KeepLevelOverMax, false, "Don't delevel a character that has somehow gone over the level cap")
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RULE_BOOL(Character, KeepLevelOverMax, false, "Don't de-level a character that has somehow gone over the level cap")
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RULE_INT(Character, FoodLossPerUpdate, 32, "How much food/water you lose per stamina update")
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RULE_INT(Character, FoodLossPerUpdate, 32, "How much food/water you lose per stamina update")
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RULE_BOOL(Character, EnableHungerPenalties, false, "Being hungry/thirsty has negative effects -- it does appear normal live servers do not have penalties")
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RULE_BOOL(Character, EnableHungerPenalties, false, "Being hungry/thirsty has negative effects -- it does appear normal live servers do not have penalties")
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RULE_BOOL(Character, EnableFoodRequirement, true, "If disabled, food is no longer required")
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RULE_BOOL(Character, EnableFoodRequirement, true, "If disabled, food is no longer required")
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@ -129,16 +129,16 @@ RULE_INT(Character, BaseRunSpeedCap, 158, "Base Run Speed Cap, on live it's 158%
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RULE_INT(Character, OrnamentationAugmentType, 20, "Ornamentation Augment Type")
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RULE_INT(Character, OrnamentationAugmentType, 20, "Ornamentation Augment Type")
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RULE_REAL(Character, EnvironmentDamageMulipliter, 1, "Multiplier for environmental damage like fall damage.")
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RULE_REAL(Character, EnvironmentDamageMulipliter, 1, "Multiplier for environmental damage like fall damage.")
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RULE_BOOL(Character, UnmemSpellsOnDeath, true, "Setting whether at death all memorized Spells are forgotten")
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RULE_BOOL(Character, UnmemSpellsOnDeath, true, "Setting whether at death all memorized Spells are forgotten")
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RULE_INT(Character, TradeskillUpAlchemy, 2, "Alchemy skillup rate adjust. Lower is faster")
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RULE_INT(Character, TradeskillUpAlchemy, 2, "Alchemy skillup rate adjustment. Lower is faster")
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RULE_INT(Character, TradeskillUpBaking, 2, "Baking skillup rate adjust. Lower is faster")
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RULE_INT(Character, TradeskillUpBaking, 2, "Baking skillup rate adjustment. Lower is faster")
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RULE_INT(Character, TradeskillUpBlacksmithing, 2, "Blacksmithing skillup rate adjust. Lower is faster")
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RULE_INT(Character, TradeskillUpBlacksmithing, 2, "Blacksmithing skillup rate adjustment. Lower is faster")
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RULE_INT(Character, TradeskillUpBrewing, 3, "Brewing skillup rate adjust. Lower is faster")
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RULE_INT(Character, TradeskillUpBrewing, 3, "Brewing skillup rate adjustment. Lower is faster")
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RULE_INT(Character, TradeskillUpFletching, 2, "Fletching skillup rate adjust. Lower is faster")
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RULE_INT(Character, TradeskillUpFletching, 2, "Fletching skillup rate adjustment. Lower is faster")
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RULE_INT(Character, TradeskillUpJewelcrafting, 2, "Jewelcrafting skillup rate adjust. Lower is faster")
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RULE_INT(Character, TradeskillUpJewelcrafting, 2, "Jewelcrafting skillup rate adjustment. Lower is faster")
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RULE_INT(Character, TradeskillUpMakePoison, 2, "Make Poison skillup rate adjust. Lower is faster")
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RULE_INT(Character, TradeskillUpMakePoison, 2, "Make Poison skillup rate adjustment. Lower is faster")
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RULE_INT(Character, TradeskillUpPottery, 4, "Pottery skillup rate adjust. Lower is faster")
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RULE_INT(Character, TradeskillUpPottery, 4, "Pottery skillup rate adjustment. Lower is faster")
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RULE_INT(Character, TradeskillUpResearch, 1, "Research skillup rate adjust. Lower is faster")
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RULE_INT(Character, TradeskillUpResearch, 1, "Research skillup rate adjustment. Lower is faster")
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RULE_INT(Character, TradeskillUpTinkering, 2, "Tinkering skillup rate adjust. Lower is faster")
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RULE_INT(Character, TradeskillUpTinkering, 2, "Tinkering skillup rate adjustment. Lower is faster")
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RULE_BOOL(Character, MarqueeHPUpdates, false, "Will show health percentage in center of screen if health lesser than 100%")
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RULE_BOOL(Character, MarqueeHPUpdates, false, "Will show health percentage in center of screen if health lesser than 100%")
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RULE_INT(Character, IksarCommonTongue, 95, "Starting value for Common Tongue for Iksars")
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RULE_INT(Character, IksarCommonTongue, 95, "Starting value for Common Tongue for Iksars")
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RULE_INT(Character, OgreCommonTongue, 95, "Starting value for Common Tongue for Ogres")
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RULE_INT(Character, OgreCommonTongue, 95, "Starting value for Common Tongue for Ogres")
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@ -147,7 +147,7 @@ RULE_BOOL(Character, ActiveInvSnapshots, false, "Takes a periodic snapshot of in
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RULE_INT(Character, InvSnapshotMinIntervalM, 180, "Minimum time between inventory snapshots (minutes)")
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RULE_INT(Character, InvSnapshotMinIntervalM, 180, "Minimum time between inventory snapshots (minutes)")
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RULE_INT(Character, InvSnapshotMinRetryM, 30, "Time to re-attempt an inventory snapshot after a failure (minutes)")
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RULE_INT(Character, InvSnapshotMinRetryM, 30, "Time to re-attempt an inventory snapshot after a failure (minutes)")
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RULE_INT(Character, InvSnapshotHistoryD, 30, "Time to keep snapshot entries (days)")
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RULE_INT(Character, InvSnapshotHistoryD, 30, "Time to keep snapshot entries (days)")
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RULE_BOOL(Character, RestrictSpellScribing, false, "Setting whether to testricts spell scribing to allowable races/classes of spell scroll")
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RULE_BOOL(Character, RestrictSpellScribing, false, "Setting whether to restrict spell scribing to allowable races/classes of spell scroll")
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RULE_BOOL(Character, UseStackablePickPocketing, true, "Allows stackable pickpocketed items to stack instead of only being allowed in empty inventory slots")
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RULE_BOOL(Character, UseStackablePickPocketing, true, "Allows stackable pickpocketed items to stack instead of only being allowed in empty inventory slots")
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RULE_BOOL(Character, EnableAvoidanceCap, false, "Setting whether the avoidance cap should be activated")
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RULE_BOOL(Character, EnableAvoidanceCap, false, "Setting whether the avoidance cap should be activated")
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RULE_INT(Character, AvoidanceCap, 750, "750 Is a pretty good value, seen people dodge all attacks beyond 1,000 Avoidance")
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RULE_INT(Character, AvoidanceCap, 750, "750 Is a pretty good value, seen people dodge all attacks beyond 1,000 Avoidance")
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@ -197,7 +197,7 @@ RULE_INT(Skills, MaxTrainSpecializations, 50, "Maximum level a GM trainer will t
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RULE_INT(Skills, SwimmingStartValue, 100, "Start value of swimming skill")
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RULE_INT(Skills, SwimmingStartValue, 100, "Start value of swimming skill")
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RULE_BOOL(Skills, TrainSenseHeading, false, "Switch whether SenseHeading is trained by use")
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RULE_BOOL(Skills, TrainSenseHeading, false, "Switch whether SenseHeading is trained by use")
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RULE_INT(Skills, SenseHeadingStartValue, 200, "Start value of sense heading skill")
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RULE_INT(Skills, SenseHeadingStartValue, 200, "Start value of sense heading skill")
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RULE_BOOL(Skills, SelfLanguageLearning, true, "Enabling self learning of languages")
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RULE_BOOL(Skills, SelfLanguageLearning, true, "Enabling self-learning of languages")
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RULE_BOOL(Skills, RequireTomeHandin, false, "Disable click-to-learn and force hand in to Guild Master")
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RULE_BOOL(Skills, RequireTomeHandin, false, "Disable click-to-learn and force hand in to Guild Master")
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RULE_CATEGORY_END()
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RULE_CATEGORY_END()
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@ -397,7 +397,7 @@ RULE_INT(Combat, PetBaseCritChance, 0, "Pet base crit chance")
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RULE_INT(Combat, NPCBashKickLevel, 6, "The level that NPCcan KICK/BASH")
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RULE_INT(Combat, NPCBashKickLevel, 6, "The level that NPCcan KICK/BASH")
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RULE_INT(Combat, NPCBashKickStunChance, 15, "Percent chance that a bash/kick will stun")
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RULE_INT(Combat, NPCBashKickStunChance, 15, "Percent chance that a bash/kick will stun")
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RULE_INT(Combat, MeleeCritDifficulty, 8900, "Value against which is rolled to check if a melee crit is triggered. Lower is easier")
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RULE_INT(Combat, MeleeCritDifficulty, 8900, "Value against which is rolled to check if a melee crit is triggered. Lower is easier")
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RULE_INT(Combat, ArcheryCritDifficulty, 3400, "Value against which is rolled to check if a archery crit is triggered. Lower is easier")
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RULE_INT(Combat, ArcheryCritDifficulty, 3400, "Value against which is rolled to check if an archery crit is triggered. Lower is easier")
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RULE_INT(Combat, ThrowingCritDifficulty, 1100, "Value against which is rolled to check if a throwing crit is triggered. Lower is easier")
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RULE_INT(Combat, ThrowingCritDifficulty, 1100, "Value against which is rolled to check if a throwing crit is triggered. Lower is easier")
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RULE_BOOL(Combat, NPCCanCrit, false, "Setting whether an NPC can land critical hits")
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RULE_BOOL(Combat, NPCCanCrit, false, "Setting whether an NPC can land critical hits")
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RULE_BOOL(Combat, UseIntervalAC, true, "Switch whether bonuses, armour class, multipliers, classes and caps should be considered in the calculation of damage values")
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RULE_BOOL(Combat, UseIntervalAC, true, "Switch whether bonuses, armour class, multipliers, classes and caps should be considered in the calculation of damage values")
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@ -416,7 +416,7 @@ RULE_REAL(Combat, BaseProcChance, 0.035, "Base chance for procs")
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RULE_REAL(Combat, ProcDexDivideBy, 11000, "Divisor for the probability of a proc increased by dexterity")
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RULE_REAL(Combat, ProcDexDivideBy, 11000, "Divisor for the probability of a proc increased by dexterity")
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RULE_BOOL(Combat, AdjustSpecialProcPerMinute, true, "Set PPM for special abilities like HeadShot (Live does this as of 4-14)")
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RULE_BOOL(Combat, AdjustSpecialProcPerMinute, true, "Set PPM for special abilities like HeadShot (Live does this as of 4-14)")
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RULE_REAL(Combat, AvgSpecialProcsPerMinute, 2.0, "Unclear what best value is atm")
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RULE_REAL(Combat, AvgSpecialProcsPerMinute, 2.0, "Unclear what best value is atm")
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RULE_REAL(Combat, BaseHitChance, 69.0, "Base chance to hiz")
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RULE_REAL(Combat, BaseHitChance, 69.0, "Base chance to hit")
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RULE_REAL(Combat, NPCBonusHitChance, 26.0, "Bonus chance to hit for NPC")
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RULE_REAL(Combat, NPCBonusHitChance, 26.0, "Bonus chance to hit for NPC")
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RULE_REAL(Combat, HitFalloffMinor, 5.0, "Hit will fall off up to value over the initial level range (percent)")
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RULE_REAL(Combat, HitFalloffMinor, 5.0, "Hit will fall off up to value over the initial level range (percent)")
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RULE_REAL(Combat, HitFalloffModerate, 7.0, "Hit will fall off up to value over the three levels after the initial level range (percent)")
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RULE_REAL(Combat, HitFalloffModerate, 7.0, "Hit will fall off up to value over the three levels after the initial level range (percent)")
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@ -493,11 +493,11 @@ RULE_BOOL(Combat, UseLiveCombatRounds, true, "Turn this false if you don't want
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RULE_INT(Combat, NPCAssistCap, 5, "Maxiumium number of NPC that will assist another NPC at once")
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RULE_INT(Combat, NPCAssistCap, 5, "Maxiumium number of NPC that will assist another NPC at once")
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RULE_INT(Combat, NPCAssistCapTimer, 6000, "Time a NPC will take to clear assist aggro cap space (milliseconds)")
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RULE_INT(Combat, NPCAssistCapTimer, 6000, "Time a NPC will take to clear assist aggro cap space (milliseconds)")
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RULE_BOOL(Combat, UseRevampHandToHand, false, "Use h2h revamped dmg/delays I believe this was implemented during SoF")
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RULE_BOOL(Combat, UseRevampHandToHand, false, "Use h2h revamped dmg/delays I believe this was implemented during SoF")
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RULE_BOOL(Combat, ClassicMasterWu, false, "Classic master wu uses a random special, modern doesn't")
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RULE_BOOL(Combat, ClassicMasterWu, false, "Classic Master Wu uses a random special, modern doesn't")
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RULE_REAL(Combat, HitBoxMod, 1.00, "Added to test hit boxes.")
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RULE_REAL(Combat, HitBoxMod, 1.00, "Added to test hit boxes.")
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RULE_INT(Combat, LevelToStopDamageCaps, 0, "Level to stop damage caps. 1 will effectively disable them, 20 should give basically same results as old incorrect system")
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RULE_INT(Combat, LevelToStopDamageCaps, 0, "Level to stop damage caps. 1 will effectively disable them, 20 should give basically same results as old incorrect system")
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RULE_INT(Combat, LevelToStopACTwinkControl, 50, "Level to stop armorclass twink control. 1 will effectively disable it, 50 should give basically same results as current system")
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RULE_INT(Combat, LevelToStopACTwinkControl, 50, "Level to stop armorclass twink control. 1 will effectively disable it, 50 should give basically same results as current system")
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RULE_BOOL(Combat, ClassicNPCBackstab, false, "True disables npc facestab - NPCget normal attack if not behind")
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RULE_BOOL(Combat, ClassicNPCBackstab, false, "True disables NPC facestab - NPC get normal attack if not behind")
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RULE_BOOL(Combat, UseNPCDamageClassLevelMods, true, "Uses GetClassLevelDamageMod calc in npc_scale_manager")
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RULE_BOOL(Combat, UseNPCDamageClassLevelMods, true, "Uses GetClassLevelDamageMod calc in npc_scale_manager")
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RULE_BOOL(Combat, UseExtendedPoisonProcs, false, "Allow old school poisons to last until characrer zones, at a lower proc rate")
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RULE_BOOL(Combat, UseExtendedPoisonProcs, false, "Allow old school poisons to last until characrer zones, at a lower proc rate")
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RULE_CATEGORY_END()
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RULE_CATEGORY_END()
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@ -508,7 +508,7 @@ RULE_INT(NPC, MajorNPCCorpseDecayTimeMS, 1500000, "NPC corpse decay time, if NPC
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RULE_INT(NPC, CorpseUnlockTimer, 150000, "Time after which corpses are unlocked for everyone to loot (milliseconds)")
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RULE_INT(NPC, CorpseUnlockTimer, 150000, "Time after which corpses are unlocked for everyone to loot (milliseconds)")
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RULE_INT(NPC, EmptyNPCCorpseDecayTimeMS, 0, "NPC corpse decay time, if no items are left on the corpse (milliseconds)")
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RULE_INT(NPC, EmptyNPCCorpseDecayTimeMS, 0, "NPC corpse decay time, if no items are left on the corpse (milliseconds)")
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RULE_BOOL(NPC, UseItemBonusesForNonPets, true, "Switch whether item bonuses should be used for NPCs who are not pets")
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RULE_BOOL(NPC, UseItemBonusesForNonPets, true, "Switch whether item bonuses should be used for NPCs who are not pets")
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RULE_BOOL(NPC, UseBaneDamage, false, "If NPCs can't inheriently hit the target we don't add bane/magic dmg which isn't exactly the same as PCs")
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RULE_BOOL(NPC, UseBaneDamage, false, "If NPCs can't inherently hit the target we don't add bane/magic dmg which isn't exactly the same as PCs")
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RULE_INT(NPC, SayPauseTimeInSec, 5, "Time span in which an NPC pauses his movement after a Say event without aggro (seconds)")
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RULE_INT(NPC, SayPauseTimeInSec, 5, "Time span in which an NPC pauses his movement after a Say event without aggro (seconds)")
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RULE_INT(NPC, OOCRegen, 0, "Enable out-of-combat regeneration for NPC")
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RULE_INT(NPC, OOCRegen, 0, "Enable out-of-combat regeneration for NPC")
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RULE_BOOL(NPC, BuffFriends, false, "Setting whether NPC should buff other NPC")
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RULE_BOOL(NPC, BuffFriends, false, "Setting whether NPC should buff other NPC")
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@ -529,7 +529,7 @@ RULE_BOOL(NPC, NPCGateNearBind, false, "Will NPC attempt to gate when near bind
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RULE_INT(NPC, NPCGateDistanceBind, 75, "Distance from bind before NPC will attempt to gate")
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RULE_INT(NPC, NPCGateDistanceBind, 75, "Distance from bind before NPC will attempt to gate")
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RULE_BOOL(NPC, NPCHealOnGate, true, "Will the NPC Heal on Gate")
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RULE_BOOL(NPC, NPCHealOnGate, true, "Will the NPC Heal on Gate")
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RULE_BOOL(NPC, UseMeditateBasedManaRegen, false, "Based NPC ooc regen on Meditate skill")
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RULE_BOOL(NPC, UseMeditateBasedManaRegen, false, "Based NPC ooc regen on Meditate skill")
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RULE_REAL(NPC, NPCHealOnGateAmount, 25, "How much the npc will heal on gate if enabled")
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RULE_REAL(NPC, NPCHealOnGateAmount, 25, "How much the NPC will heal on gate if enabled")
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RULE_CATEGORY_END()
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RULE_CATEGORY_END()
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RULE_CATEGORY(Aggro)
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RULE_CATEGORY(Aggro)
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@ -620,7 +620,7 @@ RULE_BOOL(Chat, EnableVoiceMacros, true, "Enable voice macros")
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RULE_BOOL(Chat, EnableMailKeyIPVerification, true, "Setting whether the authenticity of the client should be verified via its IP address when accessing the InGame mailbox")
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RULE_BOOL(Chat, EnableMailKeyIPVerification, true, "Setting whether the authenticity of the client should be verified via its IP address when accessing the InGame mailbox")
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RULE_BOOL(Chat, EnableAntiSpam, true, "Enable anti-spam system for chat")
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RULE_BOOL(Chat, EnableAntiSpam, true, "Enable anti-spam system for chat")
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RULE_BOOL(Chat, SuppressCommandErrors, false, "Do not suppress command errors by default")
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RULE_BOOL(Chat, SuppressCommandErrors, false, "Do not suppress command errors by default")
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RULE_INT(Chat, MinStatusToBypassAntiSpam, 100, "Minimum status to bypass the anti spam system")
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RULE_INT(Chat, MinStatusToBypassAntiSpam, 100, "Minimum status to bypass the anti-spam system")
|
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RULE_INT(Chat, MinimumMessagesPerInterval, 4, "Minimum number of chat messages allowed per interval. The karma value is added to this value")
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RULE_INT(Chat, MinimumMessagesPerInterval, 4, "Minimum number of chat messages allowed per interval. The karma value is added to this value")
|
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RULE_INT(Chat, MaximumMessagesPerInterval, 12, "Maximum value of chat messages allowed per interval")
|
RULE_INT(Chat, MaximumMessagesPerInterval, 12, "Maximum value of chat messages allowed per interval")
|
||||||
RULE_INT(Chat, MaxMessagesBeforeKick, 20, "If an attempt is made to send more than the maximum allowed number of chat messages per interval, the client will be disconnected after this absolute number of messages")
|
RULE_INT(Chat, MaxMessagesBeforeKick, 20, "If an attempt is made to send more than the maximum allowed number of chat messages per interval, the client will be disconnected after this absolute number of messages")
|
||||||
|
|||||||
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Reference in New Issue
Block a user