Updated #showstats and #npcstats for new speed calcs to display speeds again in familiar float format.
Improved client movement while AI Controlled, such as feared and charmed. Movement will be much smoother from clients perspective.
Also found the cause of bard song tick increase and removed
the uneeded code
Also removed the IsBardSong check from GetFocusEffect, it really
shouldn't be needed, but will need to keep an eye out. The focus
effects should most often limit out the bard songs anyways
Added parameter to LUA and Perl method settime(hour, minute, [update_world = true])
- If update_world is false, the zone will then unsubscribe itself from regular worldserver time synchronizations
Added DB ver 9082 with update to add npc_types texture columns if table does not currently have them
Tiger Claw has its own reuse now, which the client expects
pTimerCombatAbility2 should be able to be used if they do something
similar for other classes.
Changes:
Mods are now saved for in the DB so they are loaded on zone
This allows long duration buffs from bards that get mods to keep their mods
Ex. Selo's, Symphony of Battle
Instrument mods are applied to basically anything that is an instrument skill
The only exception to this is discs (ex. Puretone is Singing but always 10)
Singing spells from procs (Ex. Storm Blade) that are instrument skills should
inherit their buffs instrument mod. Doom effects should also. This isn't
implemented yet.
Syntax on NPC is:
e.other:QuestReward(e.self,copper,silver,gold,platinum,item,experience,factionid,factionvalue);
This will give you any or all of the rewards and their messages with one call, including the quest ding sound. Any item is sent to your inventory, like SummonItem does now. The coin message is generated by the client, and will give you a message for each coin type (You recieve 5 copper...). No way around that, but it's still useful if the reward only calls for a single type.
We now send the PlayerState in the spawn struct to allow clients
to see other bard animations with instrument to be played if they
zone in after the bard equipped the instrument
OP_WeaponEquip2 and OP_WeaponUnequip2 renamed to OP_PlayerStateAdd
and OP_PlayerStateRemove
Still needs work: Get AI controlled mobs sending the correct
PlayerStates. (stunned, attacking, etc)