* Add player login reply struct
* Use player login reply struct for failed logins
* Use base message struct for login requests
* Refactor server list reply serialization
Use BaseMessage and BaseReplyMessage structs for server list
and add flags for server type and status
* Use reply message struct for login handshake
Remove client version checks, the packets are the same for titanium and rof2
* Use base headers for join server requests
* Log correct server list ip
* Add compressed flag to base message header
Document encrypt type flag more
* Rules to negate /tgb, /autofire, and /melody
Created new rules to negate server and client side effects of commands: /tgb, /autofire, and /melody. These commands are enabled by default and can be disabled to enforce a classic EQ experience if using progression style play for example.
Rules
--------------
RULE_BOOL(Character, EnableBardMelody, true, "Enable Bard /melody by default, to disable change to false for a classic experience.")
RULE_BOOL(Character, EnableRangerAutoFire, true, "Enable Ranger /autofire by default, to disable change to false for a classic experience.")
RULE_BOOL(Character, EnableTGB, true, "Enable /tgb (Target Group Buff) by default, to disable change to false for a classic experience.")
* Removed sql query for rules per Mackal recommendation.
* servertalk server connections will now attempt to parse legacy connections as well as modern ones
* Some fixes for legacy connections
* Change legacy default from local to eqemu
What:
Add toggle for compounding bonuses for lifetap heals.
Why:
When spell damage and heal amount bonuses are scaled to ludicrous
levels, this double dip results in very high heals from
relatively weak lifetaps.
Created new rule: Spells:CompoundLifetapHeals
If true (default):
Apply spell damage bonuses to lifetap damage
Pass that amount through heal bonuses
Heal for this resulting amount
If false:
Apply spell damage bonuses to lifetap damage
Heal for this resulting amount
* [Commands] Cleanup #showskills Command.
- Cleanup display and use GetSkillName() helper method.
* Add optional "all" parameter to show all skills.
* Formatting.
* Formatting.
* Target, not c.
* [Rules] Add Resurrection Sickness rule for Characters/Bots.
- Add RULE_BOOL(Character, UseResurrectionSickness, true, "Use Resurrection Sickness based on Resurrection spell cast, set to false to disable Resurrection Sickness.")
- Add RULE_BOOL(Bots, UseOldRaceRezEffects, false, "Older clients had ID 757 for races with high starting STR, but it doesn't seem used anymore")
- Add RULE_BOOL(Bots, UseResurrectionSickness, true, "Use Resurrection Sickness based on Resurrection spell cast, set to false to disable Resurrection Sickness.")
* Add rules for spell IDs.
* Fix bot health on spawn when resurrection sickness is disabled.
- Formatting.
* Remove 'this' keyword.
- Add #worldwide remove [Spell ID] - Removes a spell from player buffs worldwide.
- Add #worldwide message [Message] - Sends a worldwide message in Chat::Yellow.
- Add #worldwide move [Zone ID] or #worldwide move [Zone Short Name] - Moves every player in the game to the specified zone.
- Add #worldwide moveinstance [Instance ID] - Moves every player in the game to the specified instance.
- All but `#worldwide message` send a message to sender client.
- Cleanup menu and add stats that were not there before.
- Only display some data if necessary (i.e only show loot/money if they have loot/money)
- Add skill name helper method.
- Add faction name helper method.
- Add Charmed stats and other getter methods.
- Cleanup QueryLoot() method.
* [Commands] Add #emptyinventory Command.
- Allows you empty you or your target's inventory completely. (Equipment, General, Bank, and Shared Bank)
- Fixed an issue not allowing quest::removeitem(item_id, quanity) to remove 0 charge items.
- Fixed an issue not allowing eq.remove_item(item_id, quanity) to remove 0 charge items.
* Update command.cpp
* Update client.cpp
* Fix startzone rule to default players to correct zone when not found in database
* Formatting
Co-authored-by: Kinglykrab <89047260+Kinglykrab@users.noreply.github.com>
- Keeps things tidier.
Perl script was used to get this in order easily.
```pl
my @perl_file_types = (
"bot",
"client",
"doors",
"entity",
"expedition",
"groups",
"hateentry",
"inventory",
"mob",
"npc",
"object",
"perlpacket",
"player_corpse",
"questitem",
"raids",
"spell"
);
foreach my $file_type (sort {$a cmp $b} @perl_file_types) {
my $perl_file = "perl_$file_type.cpp";
open my $client_file, '<', $perl_file or die "Cannot open file_name $perl_file";
{
local $/;
$content = <$client_file>;
}
close $client_file;
open my $perl_data_file, ">", "perl_$file_type\_data.cpp";
my @variables = ();
foreach my $line (split("\n", $content)) {
if ($line=~/newXSproto\(/i) {
$line =~ s/\s+/ /g;
my @line_data = split(/ /, $line);
push(@variables, join(" ", @line_data));
}
}
foreach my $variable (sort {$a cmp $b} @variables) {
$variable =~ s/^ //ig;
print $perl_data_file "\t$variable\n";
}
close $perl_data_file;
}```