Fix#300 - appearance inventory saved to database, can equip and overrides normal equipment. Also fixed appearance properly updating (it wasn't sent other than in zone in primarily)
Fix#322 - rule to disable house alignment requirements
RULE_INIT(R_Player, DisableHouseAlignmentRequirement, "1");
Fix#311 - defines for root/snare as spell types
#define SPELL_TYPE_ROOT 15
#define SPELL_TYPE_SNARE 16
Fix#301 - loot_global needs a lua_script to access the ZoneScript and call function loot_criteria(Spawn)
loot_criteria_zone(Zone, Spawn, LootTableID, MinLevel, MaxLevel)
loot_criteria_racial(Zone, Spawn, LootTableID, MinLevel, MaxLevel)
loot_criteria_level(Zone, Spawn, LootTableID, MinLevel, MaxLevel)
Spawn: the target of the loot table to be added
LootTableID: the current loot table id we are checking to add to the Spawn
MinLevel/MaxLevel: Criteria from the global loot table that is handled via code (eg. always add if minlevel/maxlevel is 0, otherwise it is based on the Spawn's level)
return value of 0 will skip the provided LootTableID(int32) despite the database MinLevel/MaxLevel checks
return value of 1 will always include the loot table id on the Spawn list, even overriding if the min/max level check fails in the code
Issue #231 partially addressed, added support to override item_difficulty in the item script based on the arrow color (3 is white):
function item_difficulty(Item, Spawn)
return 3
end