- Add client:Popup(title, text, popup_id, negative_id, button_type, duration, button_name_one, button_name_two, sound_controls) to Lua.
- There is no overload for only using button_name_one, as the SendFullPopup requires both button names to be set.
* Allow any bag type 51 to be used for Trader
Most commonly this would allow the different color satchels to be used in Trader mode.
PEQ database has 1 item (Yellow Trader's Satchel Token - 35037) marked as type 51, but otherwise only the proper bags are already set.
Bonus of removing the hard-coded ID from source.
* Updated
Fixed where I missed it in a couple more spots too.
* Update bonuses.cpp
* Revert some "fixes", clean some code up
* Use RaceGender default height data for when calculating size during SendIllusionPacket which should alleviate some inconsistencies for new clients zoning in and seeing the entity
* Some code cleanup
* [Commands] Add #findclass [search criteria] command.
- Allows GMs to find a class by name or ID.
- Modify some verbiage in command messages that were improper.
* Update find functions to use strings instead of chars.
* [Commands] Add #viewzoneloot [item id] command.
- Allows GMs to search for a specific item across all the loot currently available on the spawned NPCs in the zone.
- Specifying item ID 0 will allow GMs to see all the droppable items, I tested in Sanctus Seru (a huge zone) and it sent approximately 1,200 messages, which didn't lag or desync my client.
* Adjustments.
* Adjustments.
* [Quest API] Add optional clean name parameter to getnpcnamebyid in Perl/Lua.
- Allows Server Operators to grab the clean name without having to clean it up in their Perl/Lua.
* Convert from a parameter to a method.
* Add safer method.
* Convert to proper type.
* [Pets] Unhardcode Beastlord pet values.
- Create a Beastlord pets table to allow server operators to easily customize Beastlord pets without a source modification.
* Add table to schema.
* [Bug Fix] NPC not breaking charm correctly
#947 and #905
fixes the issue with charm breaking and spells being cast after to cause a faction war. this removes dots to stop faction wars also.
dot removal part needs better testing to ensure it works as intended
* Remove this-> since it is implied
* Update spell_effects.cpp
* clear all this->
* pMob to mob
* Added rule Spells:PreventFactionWarOnCharmBreak
Co-authored-by: Chris Miles <akkadius1@gmail.com>
* strict spawn_events now take into account EQ minute.
This should fixed the eqtime spawn condition from falling behind.
* change a log to logspawns and add a comment in ExecEvent function.
* moved the comment to the note paramenter in the rule for last commit.
This fixes an edge case where a player could be made leader when added
to an expedition that only had a single member previously.
If a leader in a two-member expedition quit (forcing a leader change)
and the new leader went offline while throttled, a leader change flag
would be set until a non-leader was available. The first added member
would then be made the new leader.
This could also potentially occur on world startup due to the initial
throttle timer state but member statuses aren't processed there yet
* [Bots] Remove hardcoded race-class combinations from bots.
- Allows server operators to directly influence via a database table the classes a specific bot race can be.
- Previously this was hardcoded and required a source modification to do.
- Allowed races, classes, and genders have been removed due to redundancy at this point.
* Remove const cast and modify saylink definition.
* fix for charges not being sold correctly
https://github.com/EQEmu/Server/issues/1350 this fixes this issue
* Update client_packet.cpp
* Update zone.cpp
this completes the fix for all charge items being sold to merchants
* code opmizations
could probably be fixed up better but this is a little cleaner
* Update snake_casing
Co-authored-by: Chris Miles <akkadius1@gmail.com>
This moves members from expeditions so other systems can use them
Replace expedition_members table with dynamic_zone_members
Move 'EnableInDynamicZoneStatus' rule to DynamicZone namespace
Modify #dz list to show dz members (not instance players) and type name
Move various queries to repository methods
Remove the overloads that don't make sense (bots probably doesn't make
sense either, but too lazy)
Fix the formulas
Removed the Spells:MaxCastTimeReduction rule since this is HARDCODED in
the client so it doesn't really make sense to have it as a customization
point. If you want to hack the client, change the hardcode as well I
guess.
* [Bug Fix] EntityList::AESpell fix for Pacify / Mez
this fixes AE pacify / Mez spells only landing on 4 when it shouldn't have a cap
* Update effects.cpp
added constants
* Update effects.cpp
opmization thanks to @mackal
* Update effects.cpp
this fixes the unlimited issue
* added Spells:AOEMaxTargets to rules
incase a server doesn't want there to be a absolute unlimited AOE targeting for spells
* Update ruletypes.h
This starts some changes that move storage of things from expeditions to
dynamic zone class so other systems can possibly use them. This will also
make it easier to move window packet creation methods to DynamicZone.
For now these will remain on the expeditions table in the database. This
can be re-evaluated once other components are moved and seeing how other
systems may want to handle their player requirements.
* #list npcs Goto option now goes to higher Z if npc selected is a boat.
Makes using #list npcs and using the goto button more useful when NPC is a boat, as normal Z will put you in the water.
* Use ?: instead of bool multiply
* Update command.cpp
* [Installer] $ENV support
Add support for passing in installation variables instead of install_variables.txt.
In particular:
- EQEMU_SERVER_SKIP_UPDATE
- EQEMU_SERVER_SKIP_MAPS_UPDATE
Both work the same as files with the same name.
- MYSQL_DATABASE
- MYSQL_USER
- MYSQL_PASSWORD
All get read into the same $installation_variables collection, and are still overridden by any values found in installation_variables.txt
- MYSQL_HOST
Added to the list of $installation_variables, supported in installation_variables.txt, and overrides the default host for where the database lives (allowing it to be a separate container)
- MYSQL_ROOT_PASSWORD
If set, will use "root" as the user for DROP/CREATE DATABASE calls, to prevent requiring the "eq" user requiring more permission than is given by default with the MySql/MariaDB containers.
* [Installer] new_server_with_bots
Enabling bots requires both updated binaries and some database scripts. Fetching source and compiling the code is the longest part of setting up a new server. If you know you want bots, rather than having to do it twice, we can just accept an option to do it all at the same time.
* [Installer] Git/Source/Build optimizations
Source code is the same for bot/non-bot, so switch to a common directory for source and separate directories for build.
If the source directory already exists with a .git subfolder, rather than attempt to re-clone, instead do a git pull to still get the latest code. Helps when using a shared volume but rebuilding containers.
* [Installer] Formatting / Cleanup
Fixed some indentation, added an existing option to the utility script output, removed some excess newlines, and moved a debug output to help identifying errors.
World now caches and tracks member statuses so it can send them to zones
that request them on startup. Prior to this the cle would be searched in
world for every zone startup caching request, now it's only searched once
when a new expedition is created.
Bulk loading statuses removed since it would only be needed on world
startup now and likely have no clients in the client list anyway.
This also lets world choose non-linkdead members on expedition leader
changes and better detect when a leader change needs to occur