Commit graph

1111 commits

Author SHA1 Message Date
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6ed7941ece Numerous memory leak fixes / initialization/deinitialization issues 2020-10-24 16:48:27 -04:00
devn00b
561854da0e Update to spawnscripts/quests/spells 2020-10-23 21:45:51 +00:00
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3332305202 Model Viewer lib/exe updates 2020-10-23 08:48:33 -04:00
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c1e0b5748b Misc code updates for model viewer 2020-10-23 08:48:19 -04:00
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32a5e3eccd added checks to see if a collision mesh exists on models, if not we don't put it in the map 2020-10-23 08:47:58 -04:00
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a9a4e66898 Exe Updates (try ) 2020-10-23 08:19:36 -04:00
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8342ccc0d2 Exe Updates 2020-10-23 08:13:17 -04:00
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0b80b8b12a mem leak fix / cleanup 2020-10-23 08:13:11 -04:00
LethalEncounter
9554876c2f Linux compile fix 2020-10-21 21:56:07 -04:00
LethalEncounter
339071500e added /waypoint command 2020-10-21 21:21:45 -04:00
LethalEncounter
2afc04311b Merge branch 'master' of http://cutpon.com:3000/devn00b/EQ2EMu 2020-10-21 20:13:13 -04:00
LethalEncounter
65109b0d5d Glowpaths/waypoints added
Fixed spell error messages for DoF client
Fixed food/drinks for DoF client
Changed items to allow archetypes to use an item if all the classes in the archetype are allowed to use it
Added a ton of LUA functions to support various gameplay features
Loot icon only added to corpse if the corpse has loot
Class skills will now rise appropriately with level
Fixed various bugs
2020-10-21 20:12:06 -04:00
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8522d64f39 Update tutorial_island02.nav 2020-10-20 23:23:06 -04:00
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33cfcaae31 Exe Update 2020-10-19 22:36:32 -04:00
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0d7e64ed3b fix water creatures out of water
on npc creation need to check their model type since we memcpy in the appearance vs setting the model type
2020-10-19 22:36:26 -04:00
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396f0e8f2b exe update 2020-10-19 22:20:22 -04:00
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dfa46589c8 shallow water will more easily detect now 2020-10-19 22:20:17 -04:00
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98df682add Exe Update 2020-10-16 23:16:05 -04:00
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5c31dddfba better LoS level with human least (was way too leanient before) 2020-10-16 23:15:59 -04:00
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40aabed5fb Exe Update 2020-10-16 22:45:53 -04:00
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39cd2627d5 oops wrong offset, ground spawn only on Y 2020-10-16 22:45:46 -04:00
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1e157b0b6b Removed non collision polys from maps, includes the water planes of oceans that were blocking line of sight 2020-10-16 22:31:39 -04:00
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5de59c57ee Exe Update 2020-10-16 22:20:16 -04:00
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9a76f80546 Remove Water checks in CheckLoS, reduce InWater target pos 2020-10-16 22:20:11 -04:00
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4291ab1f49 Fixes to ClassWaterOcean/2 2020-10-16 22:17:12 -04:00
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64d42e161e Exe Update 2020-10-16 16:32:49 -04:00
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31c751647b Update tutorial_island02.EQ2Map
- Removed the water line level in the tutorial_island02, was blocking line of sight against in and out of water
2020-10-16 16:31:55 -04:00
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e2a5f86be8 Update Spawn.cpp
- Fix low water line issue, slight offset (-1.0f) also helps for groundspawns slightly out of water
- Added an 'eye level' to line of sight
2020-10-16 16:31:47 -04:00
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601a97dc62 model viewer exe updates 2020-10-14 22:30:36 -04:00
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0dae7dccb7 Model viewer changes to export region maps 2020-10-14 22:30:22 -04:00
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282b783249 new .EQ2Region maps in Regions directory for water maps and future region tracking
Issue  region maps for water
2020-10-14 00:37:21 -04:00
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6b70adc911 Exe Updates 2020-10-13 23:53:03 -04:00
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9290bceb60 Code changes for region maps (Water!), additional lua functions
Issue 

- Region Maps support water!  Later on to add lava/no fly/other potential regions
- new LUA functions:
* InWater(spawn)
 * HasControlEffect(spawn, type)
* GetBaseAggroRadius(spawn)
* GetAggroRadius(spawn)
* SetAggroRadius(spawn, distance, override) - override true sets base to this, otherwise its temporary and doesn't impact GetBaseAggroRadius
* SetDeity(spawn, value)
2020-10-13 23:52:55 -04:00
LethalEncounter
cda936ad3f Fixed bug with missing #include for Linux compiles 2020-09-25 21:58:36 -04:00
LethalEncounter
274ec84b47 Merge branch 'master' of http://cutpon.com:3000/devn00b/EQ2EMu 2020-09-24 19:53:56 -04:00
LethalEncounter
09bf3a3378 Fixed bug (World crashing when port already in use) - will gracefully exit
Changed string* WorldDatabase::GetZoneName to string WorldDatabase::GetZoneName, this will prevent memory leaks when people forget to delete the memory
Changed ZoneScripts to use the one in the ZoneScripts directory if the lua_script field in the zones table is empty, but the zonescript file exists on disk, warning is displayed it World
2020-09-24 19:33:01 -04:00
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c7e37ab551 Exe Update 2020-09-24 16:11:47 -04:00
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36ff32c676 fixed lua stack 2020-09-24 16:11:42 -04:00
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c5efcdfe78 Exe Update 2020-09-24 15:52:16 -04:00
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ca02320a93 update version to libra 1 2020-09-24 15:52:10 -04:00
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d5f670fef2 reset function stack for LUA 2020-09-24 15:52:01 -04:00
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41692b8be0 Update EQ2World__Debug_x64.exe 2020-09-24 08:19:32 -04:00
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0a1e8a7c12 Added MovementLoopAddLocation back from its previous removal in change ebddaba763 2020-09-24 08:19:30 -04:00
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2ac335014f Exe Update 2020-09-23 15:43:39 -04:00
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0f972e7670 make sure copied spell doesn't call customspell 2020-09-23 15:43:34 -04:00
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fcbbb73b02 Exe Update 2020-09-23 13:45:35 -04:00
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f42e6f08de CustomSpell addition, customspell function: Create custom spells within themselves
Spells/Fighter/Crusader/Shadowknight/Painbringer.lua

function customspell(Spell, Caster, Target)
	SetSpellData(Spell,"name","Painbringer 2.0!")
end

sets name to Painbringer 2.0! instead of 'Painbringer'
2020-09-23 13:45:29 -04:00
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1df57c9818 Exe Update 2020-09-23 08:49:42 -04:00
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9a78416ac6 CustomSpell additions SetSpellDisplayEffect(idx, field, value) and GetSpellDisplayEffect((idx, field) added
- Allows custom spell_display_effects
- Spell examine is now unique to the spell cast, we have to create a unique spell id that is temporarily used by the custom spell to accomplish this

eg.

Spell = GetSpell(90044, 1)
SetSpellDisplayEffect(Spell, 0, "description", "Applies Painbringer.  Lasts for millions of seconds!")
CastCustomSpell(Spell, Player, Player)

result: https://cdn.discordapp.com/attachments/684934458738212962/758297380302225418/unknown.png
2020-09-23 08:49:36 -04:00
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a90bec8934 Exe Update 2020-09-22 23:12:02 -04:00