- #grid add will no longer let you put in a duplicate grid.
- Grid nodes now spawn with invul/immune to damage.
- Grid nodes now set an entity variable "grid_id" on spawn.
- This allows grid nodes to be specifically despawned by "grid_id" entity variable, meaning you can view multiple grids at once and not despawn them all accidentally.
- #grid hide will despawn your targeted NPC's Grid nodes.
- #grid add, #grid show, #grid delete, and #grid hide send messages to let GM know what's going on.
- #wp add and #wp delete now send messages to let the GM know what's going on.
- #wpadd now send messages to let the GM know what's going on.
* Rename dynamic zone source files
* Store description and leader name on dz
Removes the DynamicZoneInfo struct used for switch list window. This
data can be stored on DynamicZone and kept updated by its owning system
* Separate create compass packet method
Cleanup MarkSingleCompassLoc
Basically, EntityList::RemoveAllEncounters is called before ReloadQuests
resulting in stale pointers in the lua_encounters map.
We just have to remove the entry from the map.
* Add rule configuration for letting animals open doors or not
* Handle one more spot
* Make adjustments and add mob property that serves as a check as to whether a mob entity can open doors or not
* Push attribute to mob window
- IMMUNE_DAMAGE_CLIENT (47)
Immune to all damage except NPC damage.
- IMMUNE_DAMAGE_NPC (48)
Immune to all damage except Client damage.
- IMMUNE_AGGRO_CLIENT (49)
Immune to aggro by a Client.
- IMMUNE_AGGRO_NPC (50)
Immune to aggro by an NPC, clients must attack directly to gain aggro, allows pet only boss mechanics and stuff.
Fixes regression from b08dc02a (PR #1051)
The normal door list sent on zone entry caused unopenable double doors
on clients if an api respawned them while the client was zoning. This
waits until the client finishes zoning and has received the initial
door list before sending any despawn/respawn packets.
Moves corpses to graveyard when an expired instance shuts down.
Zones without a graveyard move them to non-instance version instead.
Fixes player corpses being left inside instances that expire
before graveyards process or in instances without a graveyard
Added public/private class for oldleadername so we can save the previous leader name when the entity is destroyed then allow us to transfer leadership.
Adjusted DelmemberOOZ and in zone functions to include removal of the old leader when disbanding.
This was loading the dz from database to get safe return data every time
a client's dz removal timer triggered
Add the Zone::GetDynamicZone() method so zones that are dz instances can
find the data from the cache of any dz systems
Make quest compass a vec3 to remove include dependency
Quest compass location doesn't require a zone id since it can only be
set in the zone that it's drawn in. Drop the DynamicZoneLocation member
and forward declare to remove the dependency on header.
Move ExpeditionInvite struct to zone common header
Including expedition.h in client.h just to use the ExpeditionInvite struct
is an unnecessary header dependency that increases incremental build time.
This allows expedition classes to be forward declared in client header.
Add DynamicZone sql table schema
Add DynamicZones logging category
Modify CreateExpedition to take DynamicZone and ExpeditionRequest objects
Implement DynamicZone compass, safereturn, and zone-in coordinates.
Implement live-like DynamicZone instance kick timer for removed members
Implement updating multiple client compasses (supports existing quest compass)
fix: Send client compass update after entering zones to clear existing compass
Implement Client::MovePCDynamicZone to invoke DynamicZoneSwitchListWnd
when entering a zone where client has multiple dynamic zones assigned
Implement OP_DzChooseZoneReply handling
Add Lua api methods for expedition's associated dynamic zone
Add #dz list gm command to list current DynamicZone instances from database
* Scanning optimizations this more properly applies idle / moving scanning algorithms and applies update_others when a client is moving
* Fix bots
* Perform a self and other scan when npc's pop
* Fix scenarios where quest calls to SendIllusion also update internal values so that new clients that zone in see the correct appearance
* Typo [skip ci]
* Cache EntityList::GetRaidByClient
* Adjustments [skip ci]
* Update entity [skip ci]
* More cleanup [skip ci]
* More tweaks [skip ci]
* Cleanup [skip ci]
* Fix bugs with UCS reconnection on crash / exit, not adding soft deleted characters, put main loop on UV lib
* Reduce log spam that should be debugging; send keepalives to clients so that they properly prune from the connection list
* Shutdown the eventloop to properly shutdown the zone versus calling a hard exit