Fix#250 - Added a caching of state to send a single shoot of visual state. When setting visual states for chests it was causing opening/closing of the chest if you were not already in range of it. See SendStateCommand and ProcessStateCommands in client.cpp for more
Fix#302 - Integrated GiveQuestItem into the Client::DisplayQuestComplete / Client::AcceptQuestReward process. There is support for temp rewards/status/coin.
LUA Functions added, ONLY CALLED BEFORE GiveQuestItem, NOT to be used with GiveQuestReward
SetStatusTmpReward(quest, status)
SetCoinTmpReward(quest, coin)
- Also addressed quests not updating properly in the journal where sub tasks would completely disappear
Fix#299 - AoM client Addressed hot swapping a bagged item to equipment slots poofing the item. Note: DoF client seems to have inventory issues of its own, those are not addressed here
Fix#207 - Chests have new rules for exposure times
RULE_INIT(R_Loot, ChestUnlockedTimeDrop, "1200"); // time in seconds, 20 minutes by default, triggers only if AllowChestUnlockByDropTime is 1
RULE_INIT(R_Loot, AllowChestUnlockByDropTime, "1"); // when set to 1 we will start a countdown timer to allow anyone to loot once ChestUnlockedTimeDrop elapsed
RULE_INIT(R_Loot, ChestUnlockedTimeTrap, "600"); // time in seconds, 10 minutes by default
RULE_INIT(R_Loot, AllowChestUnlockByTrapTime, "1"); // when set to 1 we will allow unlocking the chest to all players after the trap is triggered (or chest is open) and period ChestUnlockedTimeTrap elapsed
Fix#297 - Prevent stacking of food / drink effects. Also added spell_type Food and Drink to enumeration. When these are set it tells the server these are unique effects to food/drink and cannot stack with other consumed items.
In conjunction with this fix, auto consume is implemented (while in zone). Flips the auto consume on/off option as well as 'yellow tints' the background behind the auto consume options when 'on'.
Issue #305 has been created to allow 'cross zone' of maintained effects / effects on the player.
- Few additional fixes:
* if you remove an item from inventory and there is a dialog screen, you can now close it (see last parchment in Taint quest before main boss mob, it wasnt letting you put the parchment away).
* equipment serialized to the player now always includes the player pointer, this was causing menu item information for food/drink to be omitted on zone-in
*
- Few crash fixes, Deleting spells on players from lua_interface when zoning, protection on QuestStep instantiation, we recreate all the ids and locations so as to not be dependent on the prior step should it be deleted