EQ2EMu/EQ2
Image ad58cd85ec Appearance equipment, content feature requests, fixed ability to delete mail and see item icons in the main list if stack is 0
Fix  - 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  - rule to disable house alignment requirements
RULE_INIT(R_Player, DisableHouseAlignmentRequirement, "1");

Fix  - defines for root/snare as spell types
#define SPELL_TYPE_ROOT         15
#define SPELL_TYPE_SNARE        16

Fix  - 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  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
2021-03-18 09:26:05 -04:00
..
devtools PDB and EXE updates for Movement Loop Generator 2021-03-16 16:12:11 -04:00
docs
source Appearance equipment, content feature requests, fixed ability to delete mail and see item icons in the main list if stack is 0 2021-03-18 09:26:05 -04:00
utils
win eq2world project update for LUA + debug mode (better tracing) 2020-12-20 17:47:32 -05:00