*OLD AI: Swarm pet would lock on to target until target died, then depop as soon as target died.
*NEW AI: Swarm pet will attack cast on target, NOT perma locked it can change targets if attacked
by something else that generate more hate. When target dies swarm pet will follow owner, if owner is
attacked by something else the swarm pet will attack it (until duration timer despawns the pet).
Updated perl quest function: MakeTempPet(Tspell_id, name=nullptr, duration=0, target=nullptr, sticktarg=0)
Implemented perl quest function: Mob::TypesTempPet(npctypesid, name=nullptr, duration=0, follow=0, target=nullptr, sticktarg=0)
Note: 'sticktarg' field will cause the swarm pet to use the OLD AI
Rule to use OLD AI only - default is disabled.
Optional SQL: utils/sql/git/optional/2014_11_15_SwarmPetTargetLock.sql
This is handled by client under normal conditions, however if you
force cast this effect in situations like 'procs' you can cause
zone crashes, therefore a failsafe check is added in 'SpellOnTarget'
Implemented target type (32) AE Target HateList
Implemented target type (36) Area Client Only
Implemented target type (37) Area PC Only
Implemented target type (39) Group No Pet
working properly if you used a focus effect to reduce recast time
to zero.
(Specifically the recast timer failed to reset in the situation
where you had already used the disc WIHTOUT the focus applied, then applied
the focus and tried to have it reduced).
There is a small display bug with the initial cast of the spell,
but it updates quickly enough that it shouldn't be too noticeable
This still needs to be fixed though
Changed SendBuffDurationPacket to take a Buffs_Struct by reference
to allow more of the data to be obtained without more params
Added Client::SendBuffNumHitPacket(Buffs_Struct &buff, int slot)
- Need to convert a list of functions and columns and should be ready to start intensive testing phase
- All preliminary tests show things working great
- All of player profile is saved and loaded from the database
- DBAsync has been completely removed from all code
- Removed zone/dbasync.cpp/.h
- Removed common/dbasync.cpp/.h
- Removed dbasync from cmake commmon and zone
- Cleaned up a ton of functions
- Added several tables to world CheckDatabaseConversions script:
- `character_skills`
- `character_languages`
- `character_bind`
- `character_alternate_abilities`
- `character_currency`
- `character_data`
- `character_spells`
- `character_memmed_spells`
- `character_disciplines`
- `character_material`
- `character_tribute`
- `character_bandolier`
- `character_potionbelt`
- Character select now loads from `character_data`
- Character creation now creates to `character_data`
- Updated function Database::UpdateName to use `character_data`
- Updated function Database::CheckUsedName to use `character_data`
- Updated function Database::MoveCharacterToZone to use `character_data`
- Updated function Database::SetLoginFlags to use `character_data`
- Updated function Database::SetFirstLogon to use `character_data`
- Updated function Database::SetLFG to use `character_data`
- Removed CopyCharacter functions and commands, to be recreated later since it never worked to begin with
- Removed SharedDatabase::SetPlayerProfile
- Trimmed down redundant case switch statements for World sendpackets to QueryServ
- Added Character Methods to Database class:
Loads:
bool LoadCharacterBandolier(uint32 character_id, PlayerProfile_Struct* pp);
bool LoadCharacterTribute(uint32 character_id, PlayerProfile_Struct* pp);
bool LoadCharacterPotions(uint32 character_id, PlayerProfile_Struct* pp);
Saves:
bool SaveCharacterBindPoint(uint32 character_id, uint32 zone_id, uint32 instance_id, float x, float y, float z, float heading, uint8 is_home);
bool SaveCharacterCurrency(uint32 character_id, PlayerProfile_Struct* pp);
bool SaveCharacterData(uint32 character_id, uint32 account_id, PlayerProfile_Struct* pp);
bool SaveCharacterAA(uint32 character_id, uint32 aa_id, uint32 current_level);
bool SaveCharacterSpellSwap(uint32 character_id, uint32 spell_id, uint32 from_slot, uint32 to_slot);
bool SaveCharacterSpell(uint32 character_id, uint32 spell_id, uint32 slot_id);
bool SaveCharacterMemorizedSpell(uint32 character_id, uint32 spell_id, uint32 slot_id);
bool SaveCharacterMaterialColor(uint32 character_id, uint32 slot_id, uint32 color);
bool SaveCharacterSkill(uint32 character_id, uint32 skill_id, uint32 value);
bool SaveCharacterLanguage(uint32 character_id, uint32 lang_id, uint32 value);
bool SaveCharacterDisc(uint32 character_id, uint32 slot_id, uint32 disc_id);
bool SaveCharacterTribute(uint32 character_id, PlayerProfile_Struct* pp);
bool SaveCharacterBandolier(uint32 character_id, uint8 bandolier_id, uint8 bandolier_slot, uint32 item_id, uint32 icon, const char* bandolier_name);
bool SaveCharacterPotionBelt(uint32 character_id, uint8 potion_id, uint32 item_id, uint32 icon);
Deletes:
bool DeleteCharacterSpell(uint32 character_id, uint32 spell_id, uint32 slot_id);
bool DeleteCharacterMemorizedSpell(uint32 character_id, uint32 spell_id, uint32 slot_id);
bool DeleteCharacterDisc(uint32 character_id, uint32 slot_id);
bool DeleteCharacterBandolier(uint32 character_id, uint32 band_id);
if set by special attack 11, also changed paramater 0 (which was
incorrectly set as both 'amount of attacks' and 'min range'
0 = amount attacks
4 = min attack range
Fix to spell directional effect targeting.
Scales spell power based on targets distance from caster.
This implemented in a broad way to function with spells
that would make sense to scale. Some work will still be needed on this.
Be aware if making custom
spells not everything will work and certain effects just
should not be included (use common sense).
Implemented innate defensive and range procs
Implemented ability to fine tune AI casting behavior/timers
Global rules for AI casting behavior/timers
NPC Ranged attack updates, set skill and ammo type in npc_types
Various clean ups in attack related functions.
Other minor fixes.
See Change Log, +required, +optional SQL
SE_SkillProcSuccess (now implemented correctly)
to function more accurately and efficiently, AA supported.
This may need to be updated in the future, if more live
spells readily become avialable to test with.