* Zone optimizations
* More changes
* More
* Update entity.cpp
* Beautiful
* Amazing
* Feature flag all logic
* Broadcast to group
* Update mob.cpp
* Updates
* Update client.cpp
* Update client.cpp
* Add rule Zone:EnableEntityClipping
* Little bit of cleanup
* Don't send update to self while in group
* Remove visibility work and feature flags
* Cleanup
* Logging
* Improve CheckSendBulkNpcPositions
* No need to cast
* Field cleanup
* Build initial list on zone-in
* [Performance] Minor improvements to ScanCloseMobs
* Remove timer checks one level up to reduce branching
* Reserve memory in m_close_mobs to avoid frequent re-allocations if not already reserved.
This adds a flag to mobs that are told to attack by their owner to prevent unintended attacks.
Previously, if you were to send your bots to attack a target and then switch targets: before casters land their spell or if melee (especially anyone with pets) hasn't engaged before the target switch, they could switch to your new target and attack.
This adds a flag upon attack and bots will only attack flagged targets.
Previous change did not account for the modern slay undead and holyforge spells.
Reverted some of the changes and cleaned up others.
Rule Renamed (Default value was incorrect, this was a clean way to fix that) - SlayDamageAdjustment -> SlayDamageMultiplier
Also added a rate multiplier
RULE_REAL(Combat, SlayRateMultiplier, 1.0, "Slay Rate Adjustments - Multiply final slay rate check by this value. Default: 1.0")
Fixed the ordering of the constants for the slay undead SPA that were backwards and causing major headaches with tuning and setting up slay undead correctly.
Base = Damage Mod (100 is base, so 240 = 140% more)
Limit = Proc Rate - Value is divided by 10000 for a Float %. e.g. 1700 becomes 0.17 (Or 17% proc rate).
Damage bonus should be additive not std::max as AA, Spells and Item bonuses should stack.
e.g. Slay Undead RK3 240 + Holy Forge 140 should = 380 (280% damage)
* [Bug Fix] Hero forge armor bug on login and show helm toggle.
* Merge in KayenEQ provided revert of original work around
* Fix botched merge section.
* [Bug Fix] Using %T in channel messages on fresh corpse yields mob/player name, not corpse name.
* Undo changes to PC corpse.
* Use rename to fix %T usage on client for those in zone
* Fix indentation spacing
* Update to consolidate Rename as suggested.
* Fix for mobs with ` in name
* Fix to use GetName() instead of GetCleanName()
SPA 463 SE_SHIELD_TARGET
Live description: "Shields your target, taking a percentage of their damage".
Only example spell on live is an NPC who uses it during a raid event "Laurion's Song" expansion. SPA 54492 'Guardian Stance' Described as 100% Melee Shielding
Example of mechanic. Base value = 70. Caster puts buff on target. Each melee hit Buff Target takes 70% less damage, Buff Caster receives 30% of the melee damage.
Added mechanic to cause buff to fade if target or caster are separated by a distance greater than the casting range of the spell. This allows similar mechanics to the /shield ability, without a range removal mechanic it would be too easy to abuse if put on a player spell. *can not confirm live does this currently
Can not be cast on self.
* [Quest API] Add Restore Methods for Health, Mana, and Endurance to Perl/Lua
- Add `$mob->RestoreEndurance()`.
- Add `$mob->RestoreHealth()`.
- Add `$mob->RestoreMana()`.
- Add `mob:RestoreEndurance()`.
- Add `mob:RestoreHealth()`.
- Add `mob:RestoreMana()`.
- Allows operators to easily restore a mob to full health, mana, or endurance.
- `RestoreHealth` is just a more verbosely named `Heal`.
- Convert spots in source to use these short hands instead of directly using `SetEndurance(GetMaxEndurance())`, `SetHP(GetMaxHP())`, or `SetMana(GetMaxMana())`.
* Update mob.h
* Update mob.h
# Perl
- Add `$mob->GetHateListCount()`.# Perl
- Add `$mob->GetHateListCount()`.
- Add `$mob->GetHateListBotCount()`.
- Add `$mob->GetHateListClientCount()`.
- Add `$mob->GetHateListNPCCount()`.
# Lua
- Add `mob:GetHateListCount()`.
- Add `mob:GetHateListBotCount()`.
- Add `mob:GetHateListClientCount()`.
- Add `mob:GetHateListNPCCount()`.
# Notes
- Allows operators to more easily get a total entity count of a Mob's hate list, can do an overall count, or specifically bots, clients, or NPCs.
# Corpse Overhaul
Changelog:
- Player corpses now have two timers, one specific to the rezability of the corpse and the other to cover the overall rot timer of the player corpse.
- The rezability timer is based on the online presence of the player/account and is not affected by being offline.
- The rot timer is not affected by offline/online status and will count to the rot status of the corpse.
- Corpses can be rezzed multiple times, however only the first rez that yeilds returned xp will be counted. Not other rez will return any xp. This allows for a "Poor mans COTH" as was used many times in the early eras.
- All Corpse class private/protected member variables are all now prefixed with m_
- Added Corpses logging category along with many debug logs
- Removed LoadCharacterCorpseData
- Removed LoadCharacterCorpseEntity
- Added LoadCharacterCorpse(const CharacterCorpsesRepository::CharacterCorpses, const glm::vec4 &position) which simplifies areas of consumption and reduces double queries from removing LoadCharacterCorpseData and replacing LoadCharacterCorpseEntity
- All parameters that were prefixed with in_ have been dropped
- Removed two queries from CheckIsOwnerOnline and have it query the world's CLE by account_id since that is how live works
- Regenerated repository character_corpses
- Cleaned up many list iterators to use range based for loops
- Rate limit Corpse::Process m_is_rezzable with a 1 second check timer
- General code cleanup
- Added a Server Up check to bury all corpses in instances to prevent lost corpses if an instance is released during server down. This facilitates player recovery via shadowrest or priests of luclin.
This PR also now fixes a long standing issue with HasItem performance in our script plugins. It is significantly faster, we will need to coordinate quest changes and comms with operators.
```lua
if ($client->HasItemOnCorpse($item_id)) {
return 1;
}
```
```lua
--corpse
if self:HasItemOnCorpse(itemid) then
return true
end
```
Testing Completed:
- Create a Corpse
- Standard rezzing
- Ghetto Coth (No Extra XP)
- Rezzing after graveyard move
- Divine Rez works as intended
- No XP Rez (Corpse Call) does not give XP
- Corpse Burying
- Cross Instance Graveyard Corpse movement/Rezzing
- DZ End/Quit Corpse Movement/Rezzing
- Server Shutdown/Reinit DZ Corpse Movement/Rezzing
---------
Co-authored-by: Akkadius <akkadius1@gmail.com>
* [Bug Fix] Rampage Number of Hits Limit
Rampage should Hit 1-2 times (Primary / Secondary) should not be Triple/Quadable
* requested name convention changes
* [Rule] Over taunt hate rule
Rule to add additional hate when taunt succeeds. This can help tune snap aggro on taunt classes. Only works when taunt succeeds and not already top hate.
* Requested Adjustments
* Add default +1 on rule
* Revert back to 0 default on rule with +1 on the standard formula
* formatting fix
* [Bug Fix] depop charm pet and detach debuffs on evac.
This will depop charm pets and deteach debuffs to prevent some social aggro issues and exploitable conditions with charming and pulling a mob across the zone with no aggro concerns.
* Added Rules
* [Bug Fix] Clear Ramp when Clearing hate
When clearing a client from the hatelist, also clear them from ramp
* Add additional calls missed
* requested changes
* extra tabs
* [Bug Fix] DI/Death Pact Fix
Divine Intervention/Death Pact buffs were always fading the moment a person dropped below 16% regardless if it healed or not. It will now only fade if it succeeds in healing, and it will only check to heal when a person drops below 16%
* Requested Updates
* [Commands] Cleanup #appearance Command
# Notes
- Cleanup messages and logic.
- Cleanup appearance type constants to use a namespace with constexpr instead.
- Cleanup animation constants to use a namespace with constexpr instead.
* Update emu_constants.cpp
* Cleanup
* [Cleanup] Consolidate GetHateRandomBot(), GetHateRandomClient(), and GetHateRandomNPC()
# Notes
- These were separate methods and duplicated a lot of code, consolidated into the singular method using the `EntityFilterType`.
* Simplify random logic. Use filtered hate list.
* D
* D
# Note
- `can_riposte` logic was reverse, setting to `true` caused the attack to not be able to be riposted, the opposite of the intended functionality.
* [Bug] NPC Faction War prevention.
This should assist with prevention of NPC Faction waring. I have been using this code on my server for over 5 years with no coredumps or any noted bugs. This was brought up as users have reported a few events where they can trigger NPC's to fight each other.
* Correct a few entries to line up with updated code.
* Re-add missing RestTimer functionality