98 Commits

Author SHA1 Message Date
Uleat
7c5b1e8fd2 Merge branch 'master' of https://github.com/EQEmu/Server into inv_possessions_rework 2018-09-23 01:02:54 -04:00
Michael Cook (mackal)
7836d020ce Add NPC Max Aggro Distance to zone table 2018-09-08 00:22:16 -04:00
Michael Cook (mackal)
00e44285a7 Fix column cases to make people happy
If you already sourced, too fucking bad.
2018-09-08 00:09:14 -04:00
Michael Cook (mackal)
2d84029b37 Add FastRegen* to zone table 2018-09-07 23:54:40 -04:00
Uleat
feb4cc37c6 Rework of 'invsnapshot' command and implementation of automatic inventory snapshots 2018-09-03 20:57:20 -04:00
Uleat
509a2b30a5 Inventory possessions beta testing 2018-08-13 22:32:36 -04:00
Michael Cook (mackal)
dfa7e2bffb Add completion emote for tasks 2018-07-20 14:06:07 -04:00
Michael Cook (mackal)
c08993b60b Bit of Task Revamp (shared still unimplemented)
Lots of change, packets should be better defined.
Task type tasks are now supported
2018-07-09 16:36:18 -04:00
Akkadius
41ab512349 Implemented qglobals replacement and/or alternative called "Data Buckets" see changelog for more details 2018-07-07 23:59:23 -05:00
Uleat
2da70c69da Added command '#ucs' to force re-connect after ucs server unavailability (must manually re-join channels for now) 2018-03-07 22:45:05 -05:00
Uleat
a493242c3c Fix and overhaul to bug reporting system 2018-02-18 14:03:13 -05:00
Michael Cook (mackal)
a32dedeb48 Fix issue with heading being incorrectly handled
So we've been doing heading wrong all these years. You will need to run
a script to fix your quests and required SQL to fix DB.

This fixes a ton of random issues with headings and as gives us a better
resolution on headings :P
2018-02-15 18:20:16 -05:00
Michael Cook (mackal)
c5e4bb08f4 Implement global loot system Fixes #619
This should allow us to emulate lives global tables

The options available to filter tables are min_level, max_level, race,
rare, raid, race, class, bodytype, and zone.

race, class, bodytype, and zone are a pipe | separated list of IDs
2018-02-10 22:15:21 -05:00
Michael Cook (mackal)
f720e51585 Implement NPC Charm Stats
These combat stats an NPC will change to while charmed
2018-02-04 16:30:16 -05:00
Michael Cook (mackal)
3c794cfc07 Add Support to define a valid HP range for NPC casting
These will allow us to define a valid HP range (HP of the caster) that
an NPC will cast a spell. For example NPC casting a defensive spell at
2018-02-01 18:34:07 -05:00
JJ
8011c48641 Make Ground Spawn sql required in 97873ff42d 2017-12-17 12:58:42 -05:00
regneq
15f7440af2 Update version and manifest for traps.sql 2017-10-28 10:48:22 -07:00
JJ
b22a88eccc Fix sql in manifest [skip ci] 2017-08-19 16:40:49 -04:00
Michael Cook (mackal)
947341a5ee Rename SQL and add manifest 2017-07-22 21:21:15 -04:00
Michael Cook (mackal)
12bed1462f Forgot to update manifest last night 2017-07-19 12:59:02 -04:00
Akkadius
1c8dea909e New rules made by developers are now automatically created when world boots up, this keeps from having to issue schema SQL updates every time rules are added.
- Whenever a rule isn't present in the database, it will be automatically created
- utils/sql/git/required/2017_06_24_rule_values_expand.sql required for avoid floating point value inserts
2017-06-24 21:11:46 -05:00
Akkadius
357be65a69 Speed up saylink retrieval x 1,000 - helpful for dialogues, plugins with many saylinks 2017-06-24 20:07:01 -05:00
Athrogate
421b3bb277 Graveyards!!! 2017-04-10 11:03:36 -07:00
Uleat
58e1d9501d Added 'disable_timer' to door objects (used for click once doors) 2017-04-08 21:08:15 -04:00
Akkadius
2030278116 Fix manifest for Robregen [skip ci] 2017-04-07 22:09:20 -05:00
regneq
5ff271d583 fixed a copy and paste error from previous commit. 2017-04-07 19:49:18 -07:00
regneq
4600844336 Added ignore_despawn column to npc_types to have NPCs ignore the despawn column in spawngroup. 2017-04-07 19:45:26 -07:00
Uleat
37d22e17a3 First step of implementing inventory v2.0 2017-03-09 02:46:09 -05:00
Uleat
9ae585dd81 Moved bot npc spells entries to the 3000 + class id range 2017-02-26 05:47:10 -05:00
Uleat
e3c8b75259 Moved bot spell entries out of npc spell entries (easier to manage bot changes by committing to non-bot manifest) 2017-02-15 07:42:17 -05:00
Uleat
38651258fc Updated npc spell types to 32-bit mask 2017-02-09 17:57:55 -05:00
Uleat
dc308e2ecb Fix for null columns in books.language crash 2017-01-30 03:08:00 -05:00
Paul Coene
df86e644f4 Now the actual code changes - lol 2017-01-10 20:18:16 -05:00
Michael Cook (mackal)
ffbc913b9d Rename some spell fields 2016-12-01 13:35:19 -05:00
Michael Cook (mackal)
aaa116d97c Add support for object display names
Ex. Kejek Forge in Stonebrunt Mountains
2016-08-27 22:24:08 -04:00
Kinglykrab
ed9b6db369 Added optional IP-based account exemptions. 2016-08-27 17:49:04 -04:00
Natedog2012
4de9b2c53e Add TiltX and TiltY manipulation to objects (Perl)
Translate OP_GroundSpawn for Titanium

#perl plugin http://wiki.eqemulator.org/i?Module=Pastebin&Paste=u9IbA6Ql
2016-08-26 06:39:39 -07:00
Uleat
3d61df253d Added rule 'NPC:UseClassAsLastName' to allow certain npcs' class names to be hidden 2016-07-03 19:44:45 -04:00
Michael Cook (mackal)
9599501ace Implement extra bind points (secondary recall)
For SE_Gate, base2 is which bind to use (starting at 1)
For SE_BindAffinity, base1 is which bind to set (starting at 1)
For SE_GateCastersBindpoint, base1 is which bind to use (starting at 1)
    here was actually no spells that don't send to the main bind,
    but it uses a base1 of 1 which matches with SE_Gate
    This also doesn't break anything

The quest stuff for now hasn't been updated to be able to make use of the extra binds

There are a total of 5 bind points, with the 5th being your starting city
2016-03-05 16:28:53 -05:00
Uleat
1aa98d34ca Fix for manifest boo-boo 2016-01-08 17:35:50 -05:00
Uleat
2b0ee55752 Add command #findaliases 2016-01-08 17:19:10 -05:00
Akkadius
8425607460 Implemented standardized zone controller scripts (Rule Zone, UseZoneController) Defaulted to true
- When a zone boots, it will spawn an invisible npc by the name of zone_controller
	- Lua and Perl scripts can be represented with this npc as zone_controller.pl/lua
	- This NPC's ID is ruled be define ZONE_CONTROLLER_NPC_ID 10
	- Two EVENT's uniquely are handled with this NPC/controller (They only work with the zone_controller NPC)
		- EVENT_SPAWN_ZONE :: All NPC spawns in the zone trigger the controller and pass the following variables:
			$spawned_entity_id
			$spawned_npc_id
		- EVENT_DEATH_ZONE :: All NPC deaths in the zone trigger the controller event and pass the following variables:
			$killer_id
			$killer_damage
			$killer_spell
			$killer_skill
			$killed_npc_id
2015-12-29 04:08:10 -06:00
Akkadius
3af9aeeeaf Adjust manifest [skip ci] 2015-12-29 01:45:53 -06:00
Akkadius
9757c38017 Adjust manifest [skip ci] 2015-12-29 01:30:20 -06:00
Akkadius
e423165bcb DB Update System :: Implement SVN updates into the manifest (To support older databases) [skip ci] 2015-12-28 02:25:01 -06:00
Natedog2012
8133f5312f First step into implementing evolving items, added fields to database that were missing. 2015-12-21 05:39:39 -08:00
Michael Cook (mackal)
488be05e0e Add DB manifest for eqtime change 2015-12-17 19:50:33 -05:00
Uleat
6f1ad1fbc1 Major change to how commands are loaded 2015-12-07 19:28:13 -05:00
Uleat
fe48f18f71 Added rule-based check for race/class restriction of spell scribing 2015-12-01 20:30:43 -05:00
Akkadius
63051dda9c Performance boost (exponential) - Adjusted default idle cast check timers in rules
- NPC:NPCToNPCAggroTimerMin	500 (Now 6000) 6 seconds
	- NPC:NPCToNPCAggroTimerMax	2000 (Now 60000) 60 seconds
	- Database version 9089 will take care of this update automatically only if you used the default values
	- The CPU cost of NPC's checking the entire entity list to cast beneficial spells (Heals/Buffs) becomes extremely high when
		higher NPC count zones exist (Based off of process profiling)
			- Distance checks for every single NPC to every single other NPC who are casting beneficial spells occur every .5 - 2 seconds unless
				npc_spells dictates other values, which most of the time it does not
	- Zones that once fluctuated from 1-8% CPU with no activity (Idle but players present) now idle at .5% based on my testings due
		to this change in conjunction with the past few performance commits, these are zones that have 600-800 NPC's in them
	- These values normally are overidden by the spells table (npc_spells), fields (idle_no_sp_recast_min, idle_no_sp_recast_max)
2015-11-02 22:12:41 -06:00