- 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
New npc_types field to allow any NPC to be untargetable with F8
Swarm pets will now be heal/buffable like live.
See change log for more details.
Note: The method used here to prevent
targeting is a hack but the only side
effect it turns affected NPC's names Yellow.
This data is found in the player_1 field of the spells_new table.
-Rule for this set to be disabled by default.
-Enable IF your server uses an UF+ spell file
and your players use UF+ clients
-Otherwise your better off with alternative method/rules
already implemented so that all players can see the effect.
-Added ability for PERL ProjectileAnim function to only
need an IT#### and not an actual item id.
-If you want it in LUA somebody needs to add it.
- Change to wizard innate critical ratios based on parse data.
If you have a buff with SE_Screech with value of 1
it will block any other buff with SE_Screen that has
a value of -1, giving you an immunity message.
Example: 1383 Screech and 2785 Screech Immunity
-See function in spells.cpp for more info on bolt behavior.
-This works reasonably well, but still room for improvements.
-Rules are for setting what item id is used for the projectile
since live uses an item id from SOF+ I added alternate item graphic
for titanium clients.
-Note: Max number of projectiles (set at 10) is a made up value in most
situations it would be nearly impossible to have more than 3 bolts
in the air at the same time. This values gives enough wiggle room that no
server should have an issue though.
-Small fix to SE_CompleteHeal
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.
** Change to Client::SummonItem() to enforce valid item/augment combinations. (Run the optional sql file first, before posting any
SummonItem() failure issues in the forums.)
New rules:
Combat:RogueCritThrowingChance, Combat:RogueDeadlyStrikeChance, Combat:RogueDeadlyStrikeMod
Rogue throwing crit rate is rather ridiculous. These rules might need tweaking
but they gave me fairly live-like results, even with AA added
Added two new NPC special_abilities, ALWAYS_FLEE and FLEE_PERCENT.
Fixed an issue where a NPC could get stuck on a single coord in a rectangular roambox.
Added mindelay to spawngroup to allow for greater control of the roambox delay. SQL is required.
Shot list of things that changed:
AC Softcap is based on your defensive skill (the scaling factors
are based on at least previously stated dev quotes)
The over AC Softcap returns are now based on exact calculations
made with the Armor of Wisdom AA.
Shielding item bonus and Melee mitigation spell bonus (nerfs)
NPCs damage will now correctly follow the
"damage base + (damage interval * [1, 20])" formula.
These changes might seem a little weird but I didn't want to change
any of the other damage situations since they were fairly good, but
they still could use a revamp as well.
New rules:
RULE_BOOL ( Combat, OldACSoftcapRules, false) // use old softcaps
RULE_BOOL ( Combat, UseOldDamageIntervalRules, false) // use old damage formulas for everything
RULE_REAL ( Combat, WarACSoftcapReturn, 0.3448) // new AC returns
RULE_REAL ( Combat, ClrRngMnkBrdACSoftcapReturn, 0.3030)
RULE_REAL ( Combat, PalShdACSoftcapReturn, 0.3226)
RULE_REAL ( Combat, DruNecWizEncMagACSoftcapReturn, 0.2000)
RULE_REAL ( Combat, RogShmBstBerACSoftcapReturn, 0.2500)
RULE_REAL ( Combat, SoftcapFactor, 1.88)
If you want to use the old calculations only, set
Combat:OldACSoftcapRules and Combat:UseOldDamageIntervalRules to true
New rules:
RuleI: Combat, DefaultRampageTargets
Set to 1
If the specatk db entry has no extra param it will use this
RuleB: Combat, RampageHitsTargets
Defaults to false
If true, if number hit is still less than RampageTargets, try tank
If you want the old behavior still set DefaultRampageTargets to 3 and
RampageHitsTargets to true