Spells with this flag will not generate any aggro
Note: DOT portions of spells wilth this flag STILL generate aggro.
Example Harminous Arrow (Ranger AA) 16127
Changes:
Mods are now saved for in the DB so they are loaded on zone
This allows long duration buffs from bards that get mods to keep their mods
Ex. Selo's, Symphony of Battle
Instrument mods are applied to basically anything that is an instrument skill
The only exception to this is discs (ex. Puretone is Singing but always 10)
Singing spells from procs (Ex. Storm Blade) that are instrument skills should
inherit their buffs instrument mod. Doom effects should also. This isn't
implemented yet.
Scales spell power based on targets distance from caster.
This implemented in a broad way to function with spells
that would make sense to scale. Some work will still be needed on this.
Be aware if making custom
spells not everything will work and certain effects just
should not be included (use common sense).
SE_LimitInstant will now also work when set to include instant spells.
Optional SQL: utils/sql/git/optional/2014_04_23_FocusComabtProcs.sql
Note: Set to false, if enabled will allow all combat procs to receive spell focuses.
Updates to a few rule due to new/corrected parse data.
All behaviors defined from weeks of extensive live parsing
Root Break Chance from DD now will scale based on level difference.
Root has a baseline aproximately 6% chance to break per check when target has
at 0% chance to resist spells.(ie green cons 60 levels lower with tash).
Fear has an approximately 70% chance to trigger a resist check each tick
to determine if it will fade early. (no baseline break chance)
Charisma less than 100, gives -20 resist mod to intial fear casts
Charisma from 100 to 255 will progressively reduce this mod to 0.
Charisma DOES NOT effect UNDEAD fears
Charmisma less than 75 significantly increase CHARM/MEZ/LULL resist rates.
Mez spells will now also use charisma resist check, as they do on live.
There was a lot of stuff that I found that the level of readability.
I cleaned up a lot of the stuff, no functionality should be changed
unless where noted below.
* IsPartialDeathSaveSpell is now generic and no longer uses a hardcoded spell id
* IsFullDeathSaveSpell is now generic and no longer uses a hardcoded spell id
If these functions were actually used in the spell effects it would probably
fix issues with newer spells (which there are on live)
Replaced all instances of CalcBuffDuration being used to determine if a spell was a buff with IsBuffSpell
Removed Mob::HasBuffIcon since it does the same thing IsBuffSpell does in a more convoluted way and had a rather missing leading name
Fixed issues that arose from the 10/03/2013 changes
Added numerous modding hooks.
Added rules:
Character:KeepLevelOverMax - Don't delevel a character if they are found to be over max level rule.
Spells:UseCHAScribeHack - Optionally omit spells with CHA in effect12 when using scribespells and traindiscs
Combat:MonkACBonusWeight - Adjust the weight threshold for monk AC bonus
Combat:ClientStunLevel - Adjust the level clients kicks and bashes start to roll for stuns
Combat;QuiverWRHasteDiv - Adjust the divisor applied to weight reduction for haste calcs
Combat:UseArcheryBonusRoll - Make archery stationary bonus a roll
Combat:ArcheryBonusChance - Archery stationary bonus chance
Added account flags and associated perl wrappers
Added EVENT_ITEM_TICK for interactive items
Added EVENT_DUEL_WIN and EVENT_DUEL_LOSE, which exports $enemyname and $enemyid
Added timer and interval to console worldshutdown command
Added EQW interface for worldshutdown and server-wide messages