would response to client with a type of 2. The intent (based on
comments was to get the client to display a "stand still" message
on the receiving client.
That reply message was not generating that message, but if the client
you were binding was also binding his own wounds, it would cause your
target to stand up, interrupting his bind.
I replaced this client reply with a simple, directed client message. It all
seems to work fine now.
various situations.
First, the set function for mob _appearance optimized sending a message
if the new appearance was equal to the old. This cann't be done, as
the 1st time the zone runs there is no client when the set function is
called. If we're combining set/send, as we are, better to always do both. This fixes several of the cases.
Repop also did not work, as no code was being called reliably to set
appearance and update the client based on code path and various flags. This is also fixed.
was bad. Blinded mobs can still cast spells when in melee range. The
original fear code had no blind rolled into it, I added that. This was an
overright. I changed the macro to use bonues and fleemode instead of
looking at curfp. Testing looks good to me.
when the spawn vie gm command or normally with loot tables that equip.
Refined previous changes that fixed the issue with zoning in and not seeing
previosuly spawned armor by sharing the same module.
and NPCs wearing gear in non-weapon slots.
The illusion thing: Not sure why, but te opcode for BulkZoneSpawn doesn't
display the tree/object illusions. I did notice that even OP_Illusion gets
rejected by the client if sent before Client_Ready. Maybe that is why. The
BULKSpawns cannot be sent that late, I tried moving it in the sequence but
it never did the illusions correctly, at any point. So, we new new the
single spawn OP code for PCs with those illusions. This works.
The NPC gear thing. Same story with BulkZoneSpawn, Not sure why. The data
is sent correctly. So now we update the client zoning in (only them) with
what the NPCs are wearing. Every othe client already is up to date.
The messages were being based on total faction rather than personal faction.
The personal faction range is all that is needed to detremine which message.
There were several bugs as well. Fixed several edge conditions