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
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.
Issue #305 - 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#310 - no sale option supported on merchants and saved to database, see additionalfields_mar6_2021.sql
Fix#309 - mastery skills all update now and relate to fizzle (ordination, ministration, etc)
Fix#308 - 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#303 - Brokers now use /frombroker instead of /itemsearch to show correct icon (money stack like merchants)
Fix#291 - implemented selling for status, no buy back, city merchant type (set merchant_type in spawn to 64) allows selling for status