Added live like proc chance modifer based on level difference to target.
"Anything above your level will receive full mod. Starting 6 levels below PC level there is a negative 10 % mod applied each level until it reaches 0 and will not proc on anything 15 levels below you or lower."
Thanks to Huffin from PEQ for the parse data
For SE_Gate, base2 is which bind to use (starting at 1)
For SE_BindAffinity, base1 is which bind to set (starting at 1)
For SE_GateCastersBindpoint, base1 is which bind to use (starting at 1)
here was actually no spells that don't send to the main bind,
but it uses a base1 of 1 which matches with SE_Gate
This also doesn't break anything
The quest stuff for now hasn't been updated to be able to make use of the extra binds
There are a total of 5 bind points, with the 5th being your starting city
Added IgnoreSpellDmgLvlRestriction rule (boolean) to ignore the 5 level
spread when checking to add SpellDmg. Resubmitting due to the change
Natedog made ::shakefist::
- When a zone boots, it will spawn an invisible npc by the name of zone_controller
- Lua and Perl scripts can be represented with this npc as zone_controller.pl/lua
- This NPC's ID is ruled be define ZONE_CONTROLLER_NPC_ID 10
- Two EVENT's uniquely are handled with this NPC/controller (They only work with the zone_controller NPC)
- EVENT_SPAWN_ZONE :: All NPC spawns in the zone trigger the controller and pass the following variables:
$spawned_entity_id
$spawned_npc_id
- EVENT_DEATH_ZONE :: All NPC deaths in the zone trigger the controller event and pass the following variables:
$killer_id
$killer_damage
$killer_spell
$killer_skill
$killed_npc_id
- Real case use: Large zones with 700 NPC's and you are making fast quick tweaks to nearby NPC's you can refresh just the NPC's around you instead of all in the zone
- This can be quite the time saver
- This command will depop all NPC's and only respawn the NPC's that are 500 units around you or unless you specify otherwise