Commit graph

1124 commits

Author SHA1 Message Date
devn00b
70f6b22e0c Update to Pathing 2021-03-07 06:41:32 +00:00
Image
c6a4c65113 Exe Updates 2021-03-06 17:35:13 -05:00
Image
fe70bba3b0 DB Updates 2021-03-06 17:33:10 -05:00
Image
7f03a88414 structure updates 2021-03-06 17:32:07 -05:00
Image
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
Image
69ac4a9649 Exe Update 2021-03-01 09:37:33 -05:00
Image
db6f98058d crash fix on quests due to uninitialized value 2021-03-01 09:37:27 -05:00
Image
2b1f07ebb0 attempt to fix duplicate quest message updates 2021-03-01 09:37:13 -05:00
Image
bd7ce48636 Versioning updated to 0.9.1 albireo 2021-03-01 09:36:56 -05:00
Image
5057dcf9ee Exe Update 2021-02-28 09:07:54 -05:00
Image
941fa4dd77 cleanup on QuestStep constructor 2021-02-28 09:07:49 -05:00
Image
8d943b8c42 fixed collection items throwing a no quest found error in logs 2021-02-28 09:07:35 -05:00
Image
276dd356b6 disabled paperdoll, causing memory corruption to load the packet data 2021-02-28 09:07:25 -05:00
Image
b7f9187455 Merge branch 'master' of http://git.eq2emu.com:3000/devn00b/EQ2EMu into master 2021-02-28 07:58:00 -05:00
Image
b79d0a96ee Exe Update 2021-02-28 07:57:46 -05:00
Image
03890860f3 DB Update 2021-02-28 07:57:41 -05:00
Image
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
Image
d6cad6e90c Exe Update 2021-02-26 11:52:57 -05:00
Image
fa79be306f Crash fix for SpellProcess 2021-02-26 11:52:29 -05:00
Image
b26b33c75e Exe Update 2021-02-24 12:15:16 -05:00
Image
4663fa36c9 Spell stacking restrictions integrated using linked_timer_id and a new field, type_group_spell_id
Fix  - spell stacking restrictions in place

min_class_skill_req is now pulled from the database
sint32 type_group_spell_id added to spells, can use this to distinguish spells of different classes not competing (eg. wards of templar/inquisitor dont stack)
GetSpellData and SetSpellData support min_class_skill_req and type_group_spell_id
2021-02-24 12:15:10 -05:00
Image
ba0fbaee7e AddSpawnToGroup(spawn, group_id) added, AddLanguage sends update to client
Fix  - AddSpawnToGroup(Spawn, group_id)
Fix  - AddLanguage(Spawn, lang_id) now updates client with lang id update
2021-02-24 12:10:11 -05:00
Image
989b691b84 Exe Update 2021-02-21 16:22:57 -05:00
Image
f06c312ddc crash fix on water region hitting a node number beyond range 2021-02-21 16:15:42 -05:00
Image
e46bc141a8 Fix "faction" SpawnSet in a LUA script 2021-02-21 16:15:30 -05:00
Image
dffca17379 Status is supported for housing now, purchase, upkeep, escrow
Fix 
2021-02-21 16:15:16 -05:00
Image
321cd929b9 LUA GiveQuestItem supports more than one item
Fix  - http://cutpon.com:3000/devn00b/EQ2EMu/issues/295

GiveQuestItem(Quest, Player, Description, ItemID1, ItemID2)
2021-02-21 16:14:29 -05:00
Image
eccec9cf92 Exe Updates 2021-02-20 16:41:20 -05:00
Image
7ea4b3d51f spell concentration fix + no_interrupt in info struct
Fix  - spell concentration now adds/subtracts correctly, synched with client.

Fix  - Info struct has new UInt no_interrupt
2021-02-20 16:39:57 -05:00
Image
611456cb06 SpawnSet given more color options
Fix  fields added:

hair_color1, hair_color2, hair_type_color, hair_face_color, hair_type_highlight_color, face_hairlight_color, hair_highlight, model_color, eye_color
soga_skin_color, soga_hair_color1, soga_hair_color2, soga_hair_type_color, soga_hair_face_color, soga_hair_type_highlight_color, soga_face_hairlight_color, soga_hair_highlight, soga_model_color, soga_eye_color

SpawnSet(Spawn, "fieldname", "R G B")

SpawnSet also set to always be temporary unless 5th argument is set to false.
2021-02-20 16:38:28 -05:00
Image
1bff083459 fix status points and missing parry/block/avoidance fields in player::serialize add SetSpawnGroupID lua function
Fix  - status points function and SetInfoStructUInt can set them

Fix  - fields in player profile not updating

Fix  - add SetSpawnGroupID(Spawn, group_id) lua function
2021-02-20 16:35:25 -05:00
Image
b263811f2e Exe Update 2021-02-17 06:49:48 -05:00
Image
5f657e24d6 stationary mobs should not call the runback/pausemovement 2021-02-17 06:49:43 -05:00
Image
e725d18d5d Exe Update 2021-02-16 23:01:55 -05:00
Image
0e86dac628 Sirius Updates
Fix  - pets don't follow
Fix  - FaceTarget(Originator, Target, disable_action_state) - disable_action_state defaults to true
Fix  - pause on hail
	RULE_INIT(R_Spawn, HailMovementPause, "5000"); // time in milliseconds the spawn is paused on hail
	RULE_INIT(R_Spawn, HailDistance, "5"); // max distance to hail a spawn/npc
Fix  - PauseMovement(Spawn, time_in_ms) added
Fix  - spawn_npcs added water_type and flying_type, temp rules added also

alter table spawn_npcs add column water_type tinyint(1) unsigned not null default 0;
alter table spawn_npcs add column flying_type tinyint(1) unsigned not null default 0;
    RULE_INIT(R_Spawn, UseHardCodeWaterModelType, "1"); // uses alternate method of setting water type by model type (hardcoded) versus relying on just DB
    RULE_INIT(R_Spawn, UseHardCodeFlyingModelType, "1"); // uses alternate method of setting flying type by model type (hardcoded) versus relying on just DB
2021-02-16 23:01:50 -05:00
Image
230e76a915 crash fix / error log when collection reward item missing in DB 2021-02-14 16:12:11 -05:00
Image
0ec5525d16 Exe Update 2021-02-07 22:42:44 -05:00
Image
31da67dc73 bad ptr depending on certain logging 2021-02-07 22:42:38 -05:00
Image
43c6075aaa goof 2021-02-07 22:30:14 -05:00
Image
a9708111ba EmemJR WS_SelectTradeskill struct update for AOM client 2021-02-07 22:19:31 -05:00
Image
e59972526f Exe Update 2021-02-07 22:19:10 -05:00
Image
65e7222de5 Spirit Shards, Group and Solo EXP Debt (PVE/PVP), new lua functions, rules included
xp_debt in InfoStruct changed to float use SetInfoStructFloat and GetInfoStructFloat for it

SpawnScript file is now listed in /spawn details on the last page

LUA functions added:
bool GetRuleFlagBool(category, name)
float GetRuleFlagFloat(category, name)
int32 GetShardID(Spawn)
int32 GetShardCharID(Spawn)
int64 GetShardCreatedTimestamp(Spawn)
bool DeleteDBShardID(shardid) -- using GetShardID
int32 GetCharacterID(Spawn)
bool SetAccessToEntityCommandByCharID(Spawn, CharID, command_string, val) -- same as SetAccessToEntityCommand, but using a CharID instead of player

Rules added:

RULE_INIT(R_Combat, DeathExperienceDebt, "50.00"); // divide by 100, 50/100 = .5% debt per pve death
RULE_INIT(R_Combat, PVPDeathExperienceDebt, "25.00"); // divide by 100, 25/100 = .25% debt per pvp death
RULE_INIT(R_Combat, GroupExperienceDebt, "0"); // set to 1 means we will share debt between the group
RULE_INIT(R_Combat, ExperienceToDebt, "50.00"); // percentage of xp earned to debt vs obtained xp 50/100 = 50% to debt
RULE_INIT(R_Combat, ExperienceDebtRecoveryPercent, "5.00"); // recovery percentage per period of time, 5/100 = 5% recovered (so if .5% debt, .5*.05 = .025, .5-.025=.475% debt left)
RULE_INIT(R_Combat, ExperienceDebtRecoveryPeriod, "600"); // every 10 minutes (x*60 seconds) recover ExperienceDebtRecoveryPercent
RULE_INIT(R_Combat, EnableSpiritShards, "1");
RULE_INIT(R_Combat, SpiritShardSpawnScript, "SpawnScripts/Generic/SpiritShard.lua");
RULE_INIT(R_Combat, ShardDebtRecoveryPercent, "25.00"); // recovered percentage of debt upon obtainig shard, 25/100 means 25%.  If there is .5 DeathExperienceDebt, .5*25% = .125,  .5 - .125 = .375
2021-02-07 22:19:03 -05:00
Image
ce323835bf Exe Update 2021-02-05 08:39:38 -05:00
Image
761693a42a Added Monk to 360 degree avoidance per Kingdom of Sky PDF 2021-02-05 08:39:30 -05:00
Image
c83409daec Quest SetCompleteFlag now updates player the quest is tied to
Fix 
2021-02-05 08:39:14 -05:00
Image
09f3ae4557 disabling the legends of norrath and tell on widget sign was causing rotation issue on some objects, fixed 2021-02-05 08:38:21 -05:00
Image
a9055916a5 Exe Update 2021-02-04 09:13:08 -05:00
Image
cd5aa30acb Fix deadlock in hateby 2021-02-04 09:12:55 -05:00
Image
c08cf0aa66 Fix crashes in /add_aa 2021-02-04 09:12:48 -05:00