Fix#330 - fix charge and use to correctly decrement in inventory and/or remove item. Should never call RemoveItem or DeleteItem in LUA use of an Item.
Items with a charge count (not a physical stack of items) will now count down their charges to 0 and display 'This item is out of charges.'
Items with an actual stack amount (eg. stack count is larger than 1) will remove an item with each 'use' down to 0 which removes the final item in the stack.
display_charges is no longer required for the "use" function to be called (before we were decrementing display charges when the "use" function was called, which was always after 1). Now rely on the item->details.count
Fix#328 - broker display issues (some not all)
tier 0 items do not display
2h item types do not work
Max charges when you buy an item with a charge count
Additional missing items seen on broker: Gust of insight... min_skill and max_skill is a range of 0-6 from client->server, all the way back to classic. Classic UI has it, obselete is 0, 6 goes to unusable (red) for the player. The items skill items to not match this range, they are actual skill values.
1h item types show both 1h/2h weapons (now 1h and 2h are separated)
Partial Address Issue #328 - tier 0 items display, 2h now display
Fix#298 - can't equip a 1h while 2h is equipped. Swapping equipment slots now works for both combat/appearance equip.
Fix#201 - when scribing, new tier spell will display on hover over of spellbook or hotbar
Fixed a crash with spell conflict doing double delete on lua spell
Fix#152 - addressed divine awakening, via new target_type (10) SPELL_TARGET_ALLGROUPTARGETS - this will call cast for each player instead of just the direct target
righteousness and decree now supported as a group target AE
Better connection closure from client to world on camping/zoning out
Fix#326 - buy from merchant can have the 'buy' button disabled
function buy_display_flags(Item, Spawn)
return 128
end
charactersProperties -> character_properties
CREATE TABLE `character_properties` (
`charid` int(10) unsigned NOT NULL DEFAULT 0,
`propname` varchar(64) NOT NULL DEFAULT '',
`propvalue` varchar(64) NOT NULL DEFAULT ''
) ENGINE=InnoDB DEFAULT CHARSET=latin1;
drop table charactersProperties;
drop table charactersproperties;
- some misc crash fixes, sql escape issue, etc.
Fix#231 - item_description function which returns a string added to ItemScripts. Can allow setting of specialized red text, eg "You already know this language.". Completes 231 with the other ItemScripts support (item_difficulty) and scribing support
which includes a new rule:
RULE_INIT(R_Spells, RequirePreviousTierScribe, "0"); // requires step up apprentice -> apprentice (handcrafted?) -> journeyman (handcrafted?) -> adept -> expert -> master
Fix#323 - check in main equipment (0) slots for bags only which addresses the appearance overriding bags issue.
- 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
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.
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
Complete Fix#305
- 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.
- /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