consistent across all relevant effects (treating avoidance
and hit chance bonuses equally).
Rule ArcheryHitPenalty will now calc correctly (Was doing basically nothing)
New field npc_types 'Avoidance' (add avoidance bonus to npc)
Rules for setting min / max chance to hit
Implemented innate defensive and range procs
Implemented ability to fine tune AI casting behavior/timers
Global rules for AI casting behavior/timers
NPC Ranged attack updates, set skill and ammo type in npc_types
Various clean ups in attack related functions.
Other minor fixes.
See Change Log, +required, +optional SQL
Revised Assassinate mechanic so damage now receives all backstab bonuses, proc chance can be set to either (lives new Proc Per minute
system, or flat chance based on dex (formula updated). Assassinate can now proc from THROW if behind target, various other adjustments.
Required SQL for AA updates
Revised HeadShot mechanic so damage now recieves all archery bonuses, proc chance can be set to either (lives new Proc Per minute
system, or flat chance based on dex (formula updated).
Required SQL for AA data
Optional SQL for rules
Updated SE_SympatheticProc - Revised proc rate formula to be accurate to live.
Sympathetic foci on items with proc rate mod will now benefit from that modifier.
Sympathetic foci can now be placed on AA's (This should always be slot1 in the AA)
Implemented SE_IllusionPersistence- Allows illusions to last until you die or the illusion is forcibly removed.
Added rule 'PreNerftBardAEDot' for SE_BardAEDot to allow it to once again do damage to moving targets. (Set to true)
Revised Assassinate mechanic so damage now receives all backstab bonuses, proc chance can be set to either (lives new Proc Per minute
system, or flat chance based on dex (formula updated). Assassinate can now proc from THROW if behind target, various other adjustments.
Required SQL for AA updates
Revised HeadShot mechanic so damage now recieves all archery bonuses, proc chance can be set to either (lives new Proc Per minute
system, or flat chance based on dex (formula updated).
Required SQL for AA data
Optional SQL for rules
Implemented new field in 'npc_spell_effects_id' in npc_types.
These are used to directly apply spell effect bonuses to NPC's without requirings spells/buffs.
Example: Allow an npc to spawn with an innate 50 pt damage shield and a 5% chance to critical hit.
Please see the wiki page: http://wiki.eqemulator.org/p?npc_spell_effects_entries for details.
*NPC's can now do critical heals / damage spells if bonus is applied from table.
Required SQL: utils/sql/git/required/2014_04_27_AISpellEffects.sql
Note: 30 examples of spell effects have been included by default in this sql. Edited/removed as needed.
- You need to have rule 'Chat:SuppressCommandErrors' set to true, this is set to false by default
- Required SQL: 2014_04_18_Suppress_Command_Error.sql