* Zone optimizations
* More changes
* More
* Update entity.cpp
* Beautiful
* Amazing
* Feature flag all logic
* Broadcast to group
* Update mob.cpp
* Updates
* Update client.cpp
* Update client.cpp
* Add rule Zone:EnableEntityClipping
* Little bit of cleanup
* Don't send update to self while in group
* Remove visibility work and feature flags
* Cleanup
* Logging
* Improve CheckSendBulkNpcPositions
* No need to cast
* Field cleanup
* Build initial list on zone-in
Add incapacitated checks to casting logic and checks.
Add candocombat zone check, summon other's corpse for bot, in/out combat spell checks, mute checks, level restriction
TGB, ^cast, group/ae checks, in group/raid checks, inviting others bots to group, group disband fix, prevent rogue bs spam, ^follow fixes and cleanup, follow owner only by default when joining raid/group, group buff fixes for bots, range fixes for group buffs
* [Bug Fix] Spells - Self Only (Yellow) cast when non group member is targeted
When using a Yellow gem invis spell, it should cast on yourself regardless of the targetted entity.
* Update spells.cpp
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Co-authored-by: Alex King <89047260+Kinglykrab@users.noreply.github.com>
* fix stacking issues with Aegolism spell line
Issue: When casting buffing a player with aegolism spell line, who already has cleric AC, symbol and heroism spell, it would overwrite heorism buff and leave other two.
Aegolism spell line when applied when a client has Heroism spell line, AC spell line, and symbol spell line. Should overwrite the Heroism spell and fade the AC and Symbol buffs.
* Update spdat.cpp
* [Bug] Prevent Ressurection Spells from being resisted
Added IsRessurectionSpell(uint16 spell_id) to assist with checking on a spell is a ressurection spell.
This was noticed when Dragons of Norrath launched and the Tier 5 Progression AA provided SPA 180 2% SE_ResistSpellChance
* Helps if I spell it correctly
* Update per feedback
* [Bug Fix] HP Bar not updating when applying HP Buff with a heal.
Bug: When an HP buff with a heal effect is applied for first time, the heal portion of the effect heals the client and updates HPs currently server side, but client side the HP bar does not register it as a heal thus you display as less than full HP. However due to server thinking your healed, you are unable to correct it by healing.
Solution: You need to resend the HP update after buff completed and action packet resent.
* add SE_MaxHPChange to fix
would result in same bug