![]() Fix #277 - hp / power regen rewrite Also added power_regen_override and hp_regen_override, when set to 1, you can LUA manually set hp_regen and power_regen to enforce it in code RULE R_Spawn, ClassicRegen added. Set to 1 means we do not have both regens when out of combat (eg. out of combat = out of combat regen + in combat regen). In classic you only received in combat or out of combat regen individually. Fix #278 - HatedBy now properly handled, we know when a player/spawn is being hated by other targets Fix #275 - Parry/Riposte, Block and Dodge implemented. Missing Block formula which will become its own issue. Entity GetInfoStruct/SetInfoStruct, cur_avoidance, parry, parry_base, deflection, block are now floats. Added sint16 power_regen adn hp_regen, lastly power_regen_override and hp_regen_override are int8's. Fix #274 - Implemented stats Crushing, Defense, Deflection, Disruption, Fishing, Focus, Foresting, Gathering, Mining, Parry, Piercing, Safe Fall, Slashing and Trapping /waypoint command now allows flushing waypoint if you do not have active target /spawn details [x] supports behind, infront and flank /craftitem added per EmemJr update INSERT INTO commands SET TYPE=1,command='craftitem',subcommand='',HANDLER=526,required_status=100; Crash fix for /add_aa hitting bad spell id LUA Functions: RemoveSpawnSpellBonus(spawn) - used in LUASpell script GetSpell(spell_id, tier, custom_lua_script) - third argument added to setup custom script file AddIconValue(spawn, value) RemoveIconValue(spawn, value) Fix #169 - evac now works correctly, no ghost spawn of self and you can go into combat and see damage taken/given. Also simplified the player spawn / index map (had duplicates unneeded) Fixed region_map_v1 throwing errors on special variable for signed vs unsigned |
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