Commit graph

1156 commits

Author SHA1 Message Date
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017a9b80ee Struct updates for merchants (red text description) and item display options (scribed/need other spell scribed first) 2021-03-21 08:13:20 -04:00
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9f9d61fbe4 Login Server updates
- DoF and classic clients will auto login after char creation instead of getting stuck at character select
- model_color and soga_model_color properly tracked on login server
- Removed ServerOP_WorldListUpdate code (revisit at a later time)
- Login account flag fix, sets Veteran Bonus under 'Select Character' yellow (vs greyed out), adventure/tradeskill bonus 200%
- Fixed disabled flag in login_worldservers not working
- Added login_bannedips table
- Both are checked periodically against the database with logged in worlds
2021-03-21 08:12:30 -04:00
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875be485de Update TasksaboardtheFarJourney.lua
Fix the duplicate "open" entity commands presented on the chests
2021-03-20 22:58:57 -04:00
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31f74f7e34 Update atreasurechest.lua
Fixed treasure chests in AoM client being pre-opened.  They now swing open rather quickly when opened, but not sure we have any control over the speed of the animation.  This is closer to how DoF behaves in far journey.
2021-03-19 17:03:28 -04:00
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a3823b7b98 Exe Updates 2021-03-18 09:26:12 -04:00
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ad58cd85ec Appearance equipment, content feature requests, fixed ability to delete mail and see item icons in the main list if stack is 0
Fix  - 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  - rule to disable house alignment requirements
RULE_INIT(R_Player, DisableHouseAlignmentRequirement, "1");

Fix  - defines for root/snare as spell types
#define SPELL_TYPE_ROOT         15
#define SPELL_TYPE_SNARE        16

Fix  - 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  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
2021-03-18 09:26:05 -04:00
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af892c5609 Fix sites to have HTTPS for git/wiki links 2021-03-18 09:21:47 -04:00
devn00b
6a55dc8579 Update installer to current 2021-03-16 16:52:59 -07:00
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88084390bb PDB and EXE updates for Movement Loop Generator 2021-03-16 16:12:11 -04:00
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1647348d1a Update Form1.Designer.cs 2021-03-16 16:11:56 -04:00
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3a63ab0f7c Changed movement loop editor from streamreader to filestream so that logs can be opened while game is running 2021-03-16 16:11:46 -04:00
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c19f2434eb Exe Updates 2021-03-14 17:28:38 -04:00
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01d7583783 Update WorldStructs.xml 2021-03-14 17:28:31 -04:00
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0c338ee6ff working mail listing, item retrieval, send mail (with items)
Fix 
2021-03-14 17:28:28 -04:00
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b1a4dffb40 Update region_map_v1.cpp 2021-03-14 16:56:46 -04:00
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ddeb504f89 Update EQStream.cpp 2021-03-14 16:56:42 -04:00
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0b1948218c Fixed a packet struct bug with item types having a set state of false/true to support IF conditions in packet struct xml
- Helps fix Tradeskills and Mail Items
2021-03-14 16:55:12 -04:00
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907d9731d3 Exe Update 2021-03-13 09:52:19 -05:00
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22ef3e0557 Complete persisting of buff spells cross zone
Complete Fix 

- Other players pets (grouped) will persist buffs, non-grouped direct target also persist
- Save spell state added to persist beyond the self player since targets/spells can evolve rapidly with other players/npc/pets in the mix, resulted in two new rules:
	RULE_INIT(R_Spells, PlayerSpellSaveStateWaitInterval, "100"); // time in milliseconds we wait before performing a save when the spell save trigger is activated, allows additional actions to take place until the cap is hit
	RULE_INIT(R_Spells, PlayerSpellSaveStateCap, "1000"); // sets a maximum wait time before we queue a spell state save to the DB, given a lot can go on in a short period with players especially in combat, maybe good to have this at a higher interval.
2021-03-13 09:52:00 -05:00
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6d66417584 Exe Update 2021-03-10 22:28:52 -05:00
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6a95d4657f Restored spell queueing support
Fix 
2021-03-10 22:28:39 -05:00
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ae740819ce Exe Update 2021-03-10 08:50:47 -05:00
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c989aaea1b few locks just in case 2021-03-10 08:50:41 -05:00
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78495169d0 Exe Update 2021-03-10 08:41:04 -05:00
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a30f1e6747 Fix far journey to use GiveQuestItem not GiveImmediateQuestReward 2021-03-10 08:39:55 -05:00
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a718618909 lua_file set to not include default value since mysql is picky 2021-03-10 08:37:23 -05:00
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3d3ea08dde Albireo Update (persisting spells cross zone between group members, self pet, and more)
- /spawn details now includes the stat / base stats (STR/AGI/STA/INT/WIS) of an entity (NPC/PET/Player)
- SetInfoStructUInt and GetInfoStructUInt now support interaction_flag, when not set we will default to 12 which is looking at other players nearby.
- Fixed NPCs / Pets having spell bonuses, base stats updated (sta/str/agi/wis/int)
- Deprecated GiveImmediateQuestReward
- With spell persistence (groups, direct target and self pet) added new rule options for cross zone buffs:
	RULE_INIT(R_Spells, EnableCrossZoneGroupBuffs, "0"); // enables/disables allowing cross zone group buffs
	RULE_INIT(R_Spells, EnableCrossZoneTargetBuffs, "0"); // enables/disables allowing cross zone target buffs
2021-03-10 08:36:46 -05:00
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92bd67d314 Forgot to set FizzleDefaultSkill rule 2021-03-10 07:53:03 -05:00
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49bb456594 Send biography packet only if the biography is set 2021-03-10 07:52:50 -05:00
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0cb26e084d Fixed the camel case function for classes to upper case the first character AFTER setting to lower case 2021-03-10 07:52:04 -05:00
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81491f4b33 Merge branch 'merchantfixes' of TesterOrg/EQ2EMuTestBranch into master
Appreciate the fix, 0xFF is ok for server side, client needs 0xFFFF for certain quantity fields to blank out the quantity I guess is the difference to note.
2021-03-09 12:15:08 +00:00
Joseph Re
f58dbc90eb treat >0xFF as infinite quantity instead of >0xFFFF 2021-03-08 23:35:19 -06:00
devn00b
70f6b22e0c Update to Pathing 2021-03-07 06:41:32 +00:00
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c6a4c65113 Exe Updates 2021-03-06 17:35:13 -05:00
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fe70bba3b0 DB Updates 2021-03-06 17:33:10 -05:00
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7f03a88414 structure updates 2021-03-06 17:32:07 -05:00
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963d40521e Albireo Stage First Update
Issue  - partially implemented cross zone spells.  Buffs will cross with you for self, group spells can re-attach if the caster enters the zone first.  Pet spells will recreate the pet, but name and other buffs to the pet do not persist cross zone.  WORK IN PROGRESS!!

Fix  - no sale option supported on merchants and saved to database, see additionalfields_mar6_2021.sql

Fix  - mastery skills all update now and relate to fizzle (ordination, ministration, etc)

Fix  - fizzle support added
	RULE_INIT(R_Spells, EnableFizzleSpells, "1"); // enables/disables the 'fizzling' of spells based on can_fizzle in the spells table.  This also enables increasing specialized skills for classes based on spells/abilities.
	RULE_INIT(R_Spells, DefaultFizzleChance, "10.0"); // default percentage x / 100, eg 10% is 10.0
	RULE_INIT(R_Spells, FizzleMaxSkill, "1.2"); // 1.0 is 100%, 1.2 is 120%, so you get 120% your max skill against a spell, no fizzle
	RULE_INIT(R_Spells, FizzleDefaultSkill, ".2"); // offset against MaxSkill to average out to 100%, default of .2f so we don't go over the threshold if no skill

Fix  - Brokers now use /frombroker instead of /itemsearch to show correct icon (money stack like merchants)

Fix  - implemented selling for status, no buy back, city merchant type (set merchant_type in spawn to 64) allows selling for status
2021-03-06 17:32:00 -05:00
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69ac4a9649 Exe Update 2021-03-01 09:37:33 -05:00
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db6f98058d crash fix on quests due to uninitialized value 2021-03-01 09:37:27 -05:00
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2b1f07ebb0 attempt to fix duplicate quest message updates 2021-03-01 09:37:13 -05:00
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bd7ce48636 Versioning updated to 0.9.1 albireo 2021-03-01 09:36:56 -05:00
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5057dcf9ee Exe Update 2021-02-28 09:07:54 -05:00
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941fa4dd77 cleanup on QuestStep constructor 2021-02-28 09:07:49 -05:00
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8d943b8c42 fixed collection items throwing a no quest found error in logs 2021-02-28 09:07:35 -05:00
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276dd356b6 disabled paperdoll, causing memory corruption to load the packet data 2021-02-28 09:07:25 -05:00
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b7f9187455 Merge branch 'master' of http://git.eq2emu.com:3000/devn00b/EQ2EMu into master 2021-02-28 07:58:00 -05:00
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b79d0a96ee Exe Update 2021-02-28 07:57:46 -05:00
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03890860f3 DB Update 2021-02-28 07:57:41 -05:00
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80bb342256 End of Sirius Feb 2021 Stage
Fix  - Added a caching of state to send a single shoot of visual state.  When setting visual states for chests it was causing opening/closing of the chest if you were not already in range of it.  See SendStateCommand and ProcessStateCommands in client.cpp for more

Fix  - Integrated GiveQuestItem into the Client::DisplayQuestComplete / Client::AcceptQuestReward process.  There is support for temp rewards/status/coin.
LUA Functions added, ONLY CALLED BEFORE GiveQuestItem, NOT to be used with GiveQuestReward
SetStatusTmpReward(quest, status)
SetCoinTmpReward(quest, coin)

- Also addressed quests not updating properly in the journal where sub tasks would completely disappear

Fix  - AoM client Addressed hot swapping a bagged item to equipment slots poofing the item.  Note: DoF client seems to have inventory issues of its own, those are not addressed here

Fix  - Chests have new rules for exposure times
	RULE_INIT(R_Loot, ChestUnlockedTimeDrop, "1200"); // time in seconds, 20 minutes by default, triggers only if AllowChestUnlockByDropTime is 1
	RULE_INIT(R_Loot, AllowChestUnlockByDropTime, "1"); // when set to 1 we will start a countdown timer to allow anyone to loot once ChestUnlockedTimeDrop elapsed
	RULE_INIT(R_Loot, ChestUnlockedTimeTrap, "600"); // time in seconds, 10 minutes by default
	RULE_INIT(R_Loot, AllowChestUnlockByTrapTime, "1"); // when set to 1 we will allow unlocking the chest to all players after the trap is triggered (or chest is open) and period ChestUnlockedTimeTrap elapsed

Fix  - Prevent stacking of food / drink effects.  Also added spell_type Food and Drink to enumeration.  When these are set it tells the server these are unique effects to food/drink and cannot stack with other consumed items.

In conjunction with this fix, auto consume is implemented (while in zone).  Flips the auto consume on/off option as well as 'yellow tints' the background behind the auto consume options when 'on'.

Issue  has been created to allow 'cross zone' of maintained effects / effects on the player.

- Few additional fixes:
  *  if you remove an item from inventory and there is a dialog screen, you can now close it (see last parchment in Taint quest before main boss mob, it wasnt letting you put the parchment away).
  * equipment serialized to the player now always includes the player pointer, this was causing menu item information for food/drink to be omitted on zone-in
  *

- Few crash fixes, Deleting spells on players from lua_interface when zoning, protection on QuestStep instantiation, we recreate all the ids and locations so as to not be dependent on the prior step should it be deleted
2021-02-28 07:57:36 -05:00
devn00b
326e41a8b6 Updating scripts from upstream. 2021-02-28 06:17:42 +00:00