* Implemented SPA Duration Pct
Implemented new spell effects
SE_Duration_HP_Pct 524
SE_Duration_Mana_Pct 525
SE_Duration_Endurance_Pct 526
Consumes 'base1' % of your maximum health/mana/endurance every 6 seconds. 'max' is maximum amount that can be consumed per tic.
Additional Functionality
Can be used as a heal/gain % by setting the base1 value to a positive.
* Implemented SPA Instant Mana/End pct
Fixes for SPA 524-526
Implemented
SE_Instant_Mana_Pct 522
SE_Instant_Endurance_Pct 523
Extracts 'base1' percent of your maximum mana/endurance, or 'max', whichever is lower.
* Implemented: SPA 521 EndAbsorbPctDmg
Implemented
SE_Endurance_Absorb_Pct_Damage 521
Absorb Damage using Endurance: base1 % (base2 End per 1 HP)
Note: Both base1 and base2 need to be divided by 100 for actually value
* Implemented SE_HealthTransfer 509
Implemented
SE_Health_Transfer 509
'life burn'
Consume base2 % of Hit Points to Damage for base % of Hit Points
Can be used for heal
Act of Valor
* Implemented SPA 515,516,518,496
Implemented
SE_AC_Avoidance_Max_Percent 515
SE_AC_Mitigation_Max_Percent 516
SE_Attack_Accuracy_Max_Percent 518
Above are stackable defense and offensive mods
SE_Critical_Melee_Damage_Mod_Max 496 - This is a non stackable melee critical modifier
* Implemented SPA 503 , 505
SE_Melee_Damage_Position_Mod 503
define SE_Damage_Taken_Position_Mod 505
SPA 503 increase/decreases melee damage by percent base1 based on your position base2 0=back 1=front
SPA 504 increase/decreases melee damage taken by percent base1 based on your position base2 0=back 1=front
* Implemented 467,468
Implemented
SE_DS_Mitigation_Amount 467
SE_DS_Mitigation_Percentage 468
Reduce incoming DS by amt or percentage. base1 is value, if a reduction is desired it should be set to negative for both.
* Fixes
Formula fixes
* Update spdat.h
Added spa descriptions.
* Fixes for PR
removed debug shouts
fixed description issue
* [Commands] Make #maxskills work on target.
* Update command.cpp
* don't code when you first wake up... doesn't end well...
* another typo brought to you by lack of coffee
* Add defines (commented) for further known SPAs
Added as comments since that appears what we were doing. This just gets
us caught up to dev post.
* More SPAs
Move the newer stuff added that was recently to the same place all of
our previous spell IDs were defined.
Either of these solutions were good, but I went with defines since it
was less changes
I also added a bunch of stuff the client has hardcoded behavior for, but
not currently implemented by us.
The removed stuff from the command_castspell were reused on live, so I
figured it was best to remove them from the restrictions since they are
no longer test spells
* [Quest API] Add CanRaceEquipItem(item_id) to Perl/Lua.
- Add $mob->CanRaceEquipItem(item_id) to Perl.
- Add mob:CanClassEquipItem(item_id) to Lua.
- Add mob:CanRaceEquipItem(item_id) to Lua.
* Use constants.
Co-authored-by: Chris Miles <akkadius1@gmail.com>
- Add quest::getinventoryslotname(slot_id) to Perl.
- Add eq.get_inventory_slot_name(slot_id) to Lua.
Co-authored-by: Chris Miles <akkadius1@gmail.com>
* Update syntax for new httplib and run on own thread
* Only log if path is set in request
* Auto install tool table if does not exist locally
* Add lore and has item checks to reduce verbosity and errors
* Formatting
* Remove test code from test command
- #summonitem will now properly take item augments from an item link when used as a link for summoning.
- #summonitem help message and command message will now list proper argument list.
- #giveitem will now allow item links like #summonitem with the same functionality level.
- #giveitem help message and command message will now list proper argument list.
- #giveitem small fix where there were 2 checks for argument count at 7, meaning final argument count (8) did not work.
- #grid add will no longer let you put in a duplicate grid.
- Grid nodes now spawn with invul/immune to damage.
- Grid nodes now set an entity variable "grid_id" on spawn.
- This allows grid nodes to be specifically despawned by "grid_id" entity variable, meaning you can view multiple grids at once and not despawn them all accidentally.
- #grid hide will despawn your targeted NPC's Grid nodes.
- #grid add, #grid show, #grid delete, and #grid hide send messages to let GM know what's going on.
- #wp add and #wp delete now send messages to let the GM know what's going on.
- #wpadd now send messages to let the GM know what's going on.
- 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.