Welp, that is why. You are 1 update short of that rule lmao! Also, any updates past 1081 have considerable changes to the combat systems. Just a heads-up if you consider updating your code. The new system is cool, but could mean a lot of work to re-balance high level encounters depending on how much high end custom stuff you have.
This is the change log from the 1071 build:
EQEMu Changelog (Started on Sept 24, 2003 15:50)
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==01/09/2008
KLS: Starting items will now be saved if they are placed in slots other than the primary 8, this includes inside bags and on the character's inventory and bank slots
KLS: Kick at level 55 or higher now has a chance to act as a spell interrupt as bash does.
KLS: (TheLieka) Stun Immunity for Frontal Stuns on Ogres
KLS: (TheLieka) Added out of combat regen to NPCs based on rule NPC:OOCRegen
KLS: NPCs with quests using the Perl Quest Parser should no longer stop if they do not have an EVENT_SAY sub
KLS: /autofire cleaned up some, fixed many situations where it shouldn't fire and it now will auto. use throwing weapons as well as bows
KLS: Ranged and Throwing attacks will break invis. correctly.
KLS: Added the following rules:
Character:HealOnLevel (Default: false)
Character:FeignKillsPet (Default: false)
Character:ItemManaRegenCap (Default: 15)
Character:ItemHealthRegenCap (Default: 15)
Combat:UseIntervalAC (Default: false)
Combat:PetAttackMagicLevel (Default: 30)
NPC:SayPauseTimeInSec (Default: 5)
NPC:OOCRegen (Default: 0)
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