Pathing
Code:
UPDATE rule_values
SET notes = "Enable pathing for aggroed mobs."
WHERE rule_name = "Pathing:Aggro";
UPDATE rule_values
SET notes = "Enable pathing for aggroed roaming mobs returning to their previous waypoint."
WHERE rule_name = "Pathing:AggroReturnToGrid";
UPDATE rule_values
SET notes = "Enable pathing for mobs moving to their guard point."
WHERE rule_name = "Pathing:Guard";
UPDATE rule_values
SET notes = "Enable pathing for FindPerson requests from the client."
WHERE rule_name = "Pathing:Find";
UPDATE rule_values
SET notes = "Enable pathing for fear"
WHERE rule_name = "Pathing:Fear";
UPDATE rule_values
SET notes = "If a mob las LOS to it's target, it will run to it if the Z difference is < this."
WHERE rule_name = "Pathing:ZDiffThreshold";
UPDATE rule_values
SET notes = "A mob will check for LOS to it's target this often (milliseconds)."
WHERE rule_name = "Pathing:LOSCheckFrequency";
UPDATE rule_values
SET notes = "How often a new route will be calculated if the target has moved."
WHERE rule_name = "Pathing:RouteUpdateFrequencyShort";
UPDATE rule_values
SET notes = "How often a new route will be calculated if the target has moved."
WHERE rule_name = "Pathing:RouteUpdateFrequencyLong";
UPDATE rule_values
SET notes = "When a path has a path node route and it's target changes position, if it has RouteUpdateFrequencyNodeCount or less nodes to go on it's current path, it will recalculate it's path based on the RouteUpdateFrequencyShort timer, otherwise it will use the RouteUpdateFrequencyLong timer."
WHERE rule_name = "Pathing:RouteUpdateFrequencyNodeCount";
UPDATE rule_values
SET notes = "(NoRoot). While following a path, only check for LOS to target within this distance."
WHERE rule_name = "Pathing:MinDistanceForLOSCheckShort";
UPDATE rule_values
SET notes = "(NoRoot). Min distance when initially attempting to acquire the target."
WHERE rule_name = "Pathing:MinDistanceForLOSCheckLong";
UPDATE rule_values
SET notes = "Only check for LOS when we are down to this many path nodes left to run."
WHERE rule_name = "Pathing:MinNodesLeftForLOSCheck";
UPDATE rule_values
SET notes = "Only check for LOS after we have traversed this many path nodes. (See long description in ruletypes.h)"
WHERE rule_name = "Pathing:MinNodesTraversedForLOSCheck";
UPDATE rule_values
SET notes = "Checks LOS from Start point to second node for this many nodes and removes first node if there is LOS"
WHERE rule_name = "Pathing:CullNodesFromStart";
UPDATE rule_values
SET notes = "Checks LOS from End point to second to last node for this many nodes and removes last node if there is LOS"
WHERE rule_name = "Pathing:CullNodesFromEnd";
UPDATE rule_values
SET notes = "When searching for path start/end nodes, only nodes within this range will be considered."
WHERE rule_name = "Pathing:CandidateNodeRangeXY";
UPDATE rule_values
SET notes = "When searching for path start/end nodes, only nodes within this range will be considered."
WHERE rule_name = "Pathing:CandidateNodeRangeZ";
Watermap
Code:
UPDATE rule_values
SET notes = "Check if a mob has moved into/out of water when at waypoints and sets flymode"
WHERE rule_name = "Watermap:CheckForWaterAtWaypoints";
UPDATE rule_values
SET notes = "Checks if a mob has moved into/out of water each time it's loc is recalculated"
WHERE rule_name = "Watermap:CheckForWaterWhenMoving";
UPDATE rule_values
SET notes = "Does not apply BestZ as waypoints are loaded if they are in water"
WHERE rule_name = "Watermap:CheckWaypointsInWaterWhenLoading";
Spells
Code:
UPDATE rule_values
SET notes = "wiz's crit chance, on top of BaseCritChance"
WHERE rule_name = "Spells:WizCritChance";
UPDATE rule_values
SET notes = "wiz's crit bonus, on top of BaseCritRatio (should be 0 for Live-like)"
WHERE rule_name = "Spells:WizCritRatio";
Combat
Code:
UPDATE rule_values
SET notes = "The bonus base crit chance you get when you're berserk"
WHERE rule_name = "Combat:BerserkBaseCritChance";
UPDATE rule_values
SET notes = "The base crit chance for all clients, this will stack with warrior's/zerker's crit chance."
WHERE rule_name = "Combat:ClientBaseCritChance";
UPDATE rule_values
SET notes = "If false, mobs won't flee if other mobs are in combat with it."
WHERE rule_name = "Combat:FleeIfNotAlone";
UPDATE rule_values
SET notes = "You gain this % of hit for every level you are above your target"
WHERE rule_name = "Combat:HitBonusPerLevel";
UPDATE rule_values
SET notes = "hit will fall off sharply if we're outside the minor and moderate range"
WHERE rule_name = "Combat:HitFalloffMajor";
UPDATE rule_values
SET notes = "The level that npcs can KICK/BASH"
WHERE rule_name = "Combat:NPCBashKickLevel";
UPDATE rule_values
SET notes = "For every weapon skill point that's not maxed you lose this % of hit"
WHERE rule_name = "Combat:WeaponSkillFalloff";
Adventure
Code:
UPDATE rule_values
SET notes = "0 to disable, otherwise using a LDoN portal will require the user to have this item."
WHERE rule_name = "Adventure:ItemIDToEnablePorts";
Some rules are still missing, but they're missing in ruletypes.h as well.
Documentation is an important part of every project, and somewhere that open source projects tend to neglect. By including these descriptions of the rules, it should help new server admins who don't want to dig through the source code to figure out what they do.
Edit: The whole set of queries can be found here:
http://peterfyon.homeunix.com/addnotes.sql