Fix#143
Adds flight_path_id, mount_id, mount_red_color, mount_green_color and mount_blue_color to transporters table
flight_path_id matches to StartAutoMount id or flight_paths id
mount_id matches to SetMount value
mount red/green/blue color are by default 255
Furthering issue #124
- spawn_instance_data now tracks unique item id
- inside door widget now lists all items in the house, can move or pickup from UI
- Support for examine item by unique item id in house instance
Support for object placement in player homes to support issue #124
We need to populate item_appearances with an equip_type to match the model type id for each item->spawn model
query updates required:
alter table spawn_location_placement add column instance_id int(10) unsigned not null default 0;
update commands set handler=512 where command='place_house_item';
create table spawn_instance_data(
spawn_id int(10) unsigned not null default 0,
spawn_location_id int(10) unsigned not null default 0,
pickup_item_id int(10) unsigned not null default 0
);
alter table spawn add column is_instanced_spawn tinyint(3) unsigned not null default 0;
Fix#120
Examples:
--AddPrimaryEntityCommand(Spawn,NPC,"",0,"") -- removes all the primary entity commands (including hail)
--AddPrimaryEntityCommand(Spawn,NPC,"hail",10000,"hail") -- adds the hail command back to the npc
--SendUpdateDefaultCommand(NPC,10000,"hail") -- returns the bubble option when you hover over the spawn/npc
--AddPrimaryEntityCommand(Spawn,NPC,"hail2",10000,"hail2","",0,0,1) -- 1 at the end sets this as a default DENY list, if Spawn is supplied and not null/not player then that player gets default allow access. Any other players must be added (either by calling the AddPrimaryEntityCommand or subsequently SetAccessToEntityCommand)
--SetAccessToEntityCommand(Spawn,NPC,"hail2",0) -- removes access to the just created hail2 for that player
--SetAccessToEntityCommand(Spawn,NPC,"hail2",1) -- adds access to hail2 for that Spawn (player)
--RemovePrimaryEntityCommand(NPC,"hail2") -- removes hail2 command for all players
Fix#107
LUA AddSpawnProximity added:
Argument 1 is spawn to add the proximity
Argument 2 is spawn id OR location id
Argument 3 is 0 for spawn id OR 1 for location id
Argument 4 is distance
Argument 5 is in range function
Argument 6 is out of range function
AddSpawnProximity(NPC,locationid,1,15,"InRange","OutRange")AddSpawnProximity(NPC,spawnid,0,15,"InRange","OutRange")
created 'prespawn' LUA function, AddSpawnProximity can be called before the spawn is added
- REmove spawn distance slightly increased to distance from send spawn distance. Secondly widgets/signs/doors all stay, only NPCs will be removed/added back to reduce lag in client (reduce loading!)
Fixes#46
EQ2Map support for Check Line of Sight, BestZ
Spells must be cast in line of sight of target
Melee combat (NPC->NPC/Player) must be in line of sight of target
navmesh support for pathfinding
Fixes#10
LS database:
- md5 no longer used, now use sha2('password',512) instead for mysql/mariadb
- account table passwd expanded to 256 chars
- login_worldservers password field expanded to 256 chars
manual update:
\u eq2ls
alter table account modify column passwd varchar(256) not null default '';
alter table login_worldservers modify column password varchar(256) not null default '';
Command_Hail needs to lock MSpawnList when it triggers ProcessMovement. When we are doing SpawnProcess however, we already have MSpawnList locked, no need to lock again.
Fixes#28
/loot list add loottable_id
/loot list remove loottable_id
/loot list clearall
auto reloads loot, purges previous loot and re-assigns loot to selected spawn.
If you have multiple of the same spawn, then /repop the zone and it will repopulate after one is updated.
Updated /spawn details to include a radius option if no target is selected, eg. /spawn details 5 - for a radius of 5. Gets some general spawn information (location id, spawn id, widget id, etc.)
Character Save / WritePlayerStatistic updated to check if characterid is set (in case client disconnects before character loads)
Default char_id of 0 set for Player class
Added a sql_updates.sql file for WORLD with _DEBUG define so we can more easily push updates made in game to each other