* [Quest API] Export target to EVENT_TARGET_CHANGE in Perl/Lua.
- Export `$target` to `EVENT_TARGET_CHANGE`.
- Export `e.other` to `event_target_change`.
- Allows operators to not have to grab bot, Client, or NPC's target in Perl with `GetTarget()`.
- Allows operators to not have to grab Client's target in Lua with `GetTarget()`.
* Update mob.cpp
* Update mob.cpp
* Update mob.cpp
* [Quest API] Export $item to EVENT_PLAYER_PICKUP in Perl.
# Notes
- Exports `$item` to `EVENT_PLAYER_PICKUP` in Perl so that you have access to the item itself.
* Optional parsing.
* Update object.cpp
* Update object.cpp
* [Quest API] Export $spawned to EVENT_SPAWN_ZONE in Perl
# Notes
- Exports `$spawned` to `EVENT_SPAWN_ZONE` in Perl.
- Allows operators to use the mob reference instead of having to grab it from entity list.
* Optional parsing.
* [Quest API] Export $item and $corpse to EVENT_LOOT and EVENT_LOOT_ZONE in Perl
# Notes
- Exports `$item` and `$corpse` to `EVENT_LOOT` in Perl.
- Exports `$item` and `$corpse` to `EVENT_LOOT_ZONE` in Perl.
* Optional parsing.
* Update corpse.cpp
* Cleanup
* Export changes
---------
Co-authored-by: Akkadius <akkadius1@gmail.com>
* [Quest API] Add $target export to EVENT_INSPECT in Perl
# Notes
- Exports `$target` to `EVENT_INSPECT`.
- Allows operators to get information from target directly instead of using entity list.
* Update client_packet.cpp
* [Quest API] Export $item and $augment to augment events in Perl
# Notes
- Exports `$item` and `$augment` to `EVENT_AUGMENT_INSERT_CLIENT` in Perl.
- Exports `$item` and `$augment` to `EVENT_AUGMENT_REMOVE_CLIENT` in Perl.
- Allows operators to use item and augment reference instead of just item IDs.
* Cleanup
# Perl
- Export `$target` to `EVENT_CONSIDER`.
- Export `$corpse` to `EVENT_CONSIDER_CORPSE`.
# Lua
- Export `e.other` to `EVENT_CONSIDER`.
- Export `e.corpse` to `EVENT_CONSIDER_CORPSE`.
# Notes
- Allows operators to grab the target or corpse a player is considering.
* [Quest API] Add Recipe-based methods to Perl/Lua.
# Perl
- Add `quest::get_recipe_component_item_ids(recipe_id)`.
- Add `quest::get_recipe_container_item_ids(recipe_id)`.
- Add `quest::get_recipe_fail_item_ids(recipe_id)`.
- Add `quest::get_recipe_salvage_item_ids(recipe_id)`.
- Add `quest::get_recipe_success_item_ids(recipe_id)`.
- Add `quest::get_recipe_component_count(recipe_id, item_id)`.
- Add `quest::get_recipe_fail_count(recipe_id, item_id)`.
- Add `quest::get_recipe_salvage_count(recipe_id, item_id)`.
- Add `quest::get_recipe_success_count(recipe_id, item_id)`.
# Lua
- Add `eq.get_recipe_component_item_ids(recipe_id)`.
- Add `eq.get_recipe_container_item_ids(recipe_id)`.
- Add `eq.get_recipe_fail_item_ids(recipe_id)`.
- Add `eq.get_recipe_salvage_item_ids(recipe_id)`.
- Add `eq.get_recipe_success_item_ids(recipe_id)`.
- Add `eq.get_recipe_component_count(recipe_id, item_id)`.
- Add `eq.get_recipe_fail_count(recipe_id, item_id)`.
- Add `eq.get_recipe_salvage_count(recipe_id, item_id)`.
- Add `eq.get_recipe_success_count(recipe_id, item_id)`.
# Notes
- Before these methods, you would have to use DBI from Perl or Lua in order to get the components and their counts, these methods allow easy access to these values via the scripting API.
- These should be used sparingly as they're each an individual database hit and could go crazy in a hot path.
* Update eq_constants.h
* Update zonedb.h
* Update tradeskills.cpp
* Reserve.
* [Quest API] Default ScaleNPC to always scale.
# Notes
- ScaleNPC will now always override stats, with the option to override special abilities.
* Update npc_scale_manager.h
# Perl
- Add `$npc->ScaleNPC(level, always_scale_stats)`.
- Add `$npc->ScaleNPC(level, always_scale_stats, always_scale_special_abilities)`.
# Lua
- Add `npc:ScaleNPC(level, always_scale_stats)`.
- Add `npc:ScaleNPC(level, always_scale_stats, always_scale_special_abilities)`.
# Notes
- Allows operators to not have to set stats to 0 in order for scaling to kick in when scripting.
- Special ability override is separate in case you don't want to override some inherent special abilities the NPC has from a script or otherwise.
* [Quest API] Add Augment Slot support to does_augment_fit
# Notes
- Allows you to check if the supplied augment ID fits in the specified augment slot of the item instance provided.
* Update item_instance.cpp
# Notes
- Allows operators to set a minimum and maximum status that an item will show for players.
- Allows operators to have items on a merchant that only a GM can see.
- Some servers may use status for different things, so having a minimum and a maximum will allow for more functionality.
- Default of `min_status` is `0` (Player) and default of `max_status` is `255` (Max).
* [Quest API] Add EVENT_DAMAGE_GIVEN and EVENT_DAMAGE_TAKEN to Perl/Lua.
# Perl
- Add `EVENT_DAMAGE_GIVEN`.
- Add `EVENT_DAMAGE_TAKEN`.
- Both events export `$entity_id`, `$damage`, `$spell_id`, `$skill_id`, `$is_damage_shield`, `$is_avoidable`, `$buff_slot`, `$is_buff_tic`, `$special_attack`.
# Lua
- Add `event_damage_given`.
- Add `event_damage_taken`.
- Both events export `e.entity_id`, `e.damage`, `e.spell_id`, `e.skill_id`, `e.is_damage_shield`, `e.is_avoidable`, `e.buff_slot`, `e.is_buff_tic`, `e.special_attack`, and `e.other`.
# Notes
- These events allow operators to have events fire based on damage given or taken, as well as keep better track of a Bot, Client, or NPC's damage per second or otherwise.
- Special Attack is only useful for NPCs, but allows you to see if the attack is Rampage, AERampage, or Chaotic Stab.
* Cleanup.
# Notes
- These messages were showing weirdly and inconsistently, cleaned them up to show at max 4 per line.
- `^viewcombos` now shows class name and ID in the popup title.
- `^create help` now shows proper class names and IDs instead of `{}`.
* [Bug Fix] Fix nullptr spell in BCSpells::Load()
# Notes
- Fix possible `nullptr` where we didn't check if spell was valid before using it.
* Cleanup.
* [Cleanup] Cleanup #door Command.
# Notes
- Resolves an issue with `.1` versus `0.1`.
- Resolves an issue with updating a pre-existing door.
- Adds `heading` to the update/insert.
* Update doors.cpp
# Notes
- Removes duplicate critical chance roll in `Mob::GetActSpellHealing`.
- Not sure if this was Live-like or an oversight, but it seems to drastically reduce the possibility of a HOT getting a critical.
- A 1% chance becomes a 0.01% chance being we have to roll twice.
# Notes
- Adds `bot_command_init` to `#reload commands` so that operators can reload bot commands if they enable/disable bots while the server is running.
# Notes
- Removes `#guildapprove`, `#guildcreate`, and `#guildlist`.
- Removes associated functions, classes, etc. that were only used in these commands.
- These commands are unused and/or covered by the general `#guild` command.
- Approvals don't really seem to be a thing anymore and the variable itself doesn't exist in stock PEQ database anyway.
* [Bots] Cleanup and remove preprocessors.
- Removes every `#ifdef BOTS` we have and locks bots behind `Bots:AllowBots` rule.
- Bot updates are now done by default similar to regular database updates.
- Modify `CMakeLists.txt`, `.drone.yml`, and `BUILD.md` to match the removal of `EQEMU_ENABLE_BOTS`.
* Cleanup
- Add SQL for enabling bots for servers with bots.
- Add message that tells players/operators bots are disabled.
* Suggested changes.
* Bot injection stuff
* Change SQL to bot SQL.
* Tweaks
* Remove `is_bot`
* Update version.h
* Update main.cpp
* Update database.cpp
* Fix name availability crash
* Remove bots from update script
Co-authored-by: Akkadius <akkadius1@gmail.com>
* [Mercs] Add Mercenary Support
# Notes
- Adds `--merc-tables` support to database dumper.
- Adds Mercenary-based repositories.
- Adds required SQL `2023_01_15_merc_data.sql` to insert the tables for those who don't already have them.
- Adds optional SQL `2023_01_15_merc_liaisons.sql` to change NPCs to the Mercenary Liaison class optionally.
* Inline.
* Trim tables_to_dump output
Co-authored-by: Akkadius <akkadius1@gmail.com>
# Notes
- Adds `Character:EnableGroupEXPModifier`, defaults to `true`.
- Adds `Character:GroupMemberEXPModifier`, defaults to `0.2`.
- Adds `Character:FullGroupEXPModifier`, defaults to `2.16`.
- Allows operators to enable or disable the group experience modifier based on number of members.
- Allows operators to change the modifier per member in the group between `2` and `5`.
- Allows operators to change the full group experience modifier.
* [Bug Fix] Fix issue with Bot:;LoadAndSpawnAllZonedBots.
# Notes
- Bots could spawn beyond class/global limits due to being stuck in group limbo and spawning when you enter a zone properly.
* Debug messages.
* Remove unspawned bots from group.
* Update bot.cpp
* Update bot.cpp
* Update bot.cpp
* Update bot.cpp
* >= 0
# Perl
- Minor cleanup of variable types.
# Lua
- Add `bot:GetAugmentAt(slot_id, augment_index)`.
- Add `bot:GetItemAt(slot_id)`.
- Add `bot:SendSpellAnim(target_id, spell_id)`.
- Properly implemented `bot:GetItemIDAt(slot_id)`.
# Notes
- `bot:GetItemIDAt` existed in Lua, but didn't have a bind definition, so was non-functional.
- This makes Perl/Lua bot methods 1:1 as Perl had 75 and Lua had 72, they now both have 75.
# Perl
- Add `$client->CampAllBots()`.
- Add `$client->CampAllBots(class_id)`.
# Lua
- Add `client:CampAllBots()`.
- Add `client:CampAllBots(class_id)`.
# Notes
- Adds constants for `NO_CLASS` which is class `0` and uses `RACE_DOUG_0` for any spots that use race ID `0`.
- Cleans up magic number usage of race/class of `0`.
# Perl
- Add `$entity_list->SignalAllBotsByOwnerName(owner_name)`.
# Lua
- Add `eq.get_entity_list():SignalAllBotsByOwnerName(owner_name)`.
# Notes
- Adds a way to signal all bots by owner name instead of only character ID.
* [Bug Fix] Fix Bot "Failed to Load" Messages.
# Notes
- Bots were producing error messages for "failing to load" spells and inventory when the bot had no spells, like a Warrior, or when the bot was naked, like a newly created bot.
* Update botspellsai.cpp
# Perl
- Add `$bot->Camp()`.
- Add `$bot->Camp(save_to_database)`.
# Lua
- Add `bot:Camp()`.
- Add `bot:Camp(save_to_database)`.
# Notes
- Saves to database by default, overload is for edge case where a user may not want bot to save to database.
* [Zones] Add Max Level Check to Zones.
# Perl
- Add `$client->CanEnterZone(zone_short_name)`.
- Add `$client->CanEnterZone(zone_short_name, instance_version)`.
# Lua
- Add `client:CanEnterZone(zone_short_name)`.
- Add `client:CanEnterZone(zone_short_name, instance_version)`.
# Notes
- Allows operators to limit zones to a maximum level.
- Allows operators to see if a player can enter a zone before sending them.
- Keeps players from entering via `#peqzone` and `#zone` as well if they do not meet the requirements or are not high enough status to bypass the requirements.
* Cleanup.
* [Bug Fix] Fix NPC Reference in EVENT_SPAWN
# Notes
- Event parsing was too early and memory wasn't fully allocated, meaning that sometimes you could use the NPC reference and other times you couldn't.
- Most people worked around this by setting timers in `EVENT_SPAWN` then using `EVENT_TIMER` to handle the stuff they wanted to do on spawn.
# Example Code in Perl
```pl
sub EVENT_SPAWN {
quest::shout($npc->GetCleanName() . " just spawned with an ID of " . $npc->GetID() . " and an NPC Type ID of " . $npc->GetNPCTypeID() . ".");
}```
* Update bot.cpp
# Perl
- Add `$bot->GetBotID()`.
- Add `EVENT_DESPAWN`.
- Add `EVENT_DESPAWN_ZONE`.
# Lua
- Add `bot:GetBotID()`.
- Add `event_despawn`.
- Add `event_despawn_zone`.
# Notes
- Allows operators to determine when a Bot or an NPC has been despawned via Depop.
- Bots call NPC::Depop on ^camp so we just put the code there.
- Adds the ability to get a bot's ID using their reference in case you're looping a list and need that value.
- Moves `DispatchZoneControllerEvent` from NPC to Mob so it can be used by any type.
# Commands
- Adds `#guild search [Search Criteria]` sub command.
# Notes
- Allows operators to search for a guild instead of listing all guilds at once.
- Adds a method for sending guild sub commands to make code drier.
# Commands
- Add `#findcharacter [Search Criteria]`.
# Notes
- Allows operators to search for characters by ID or a portion of their name to easily get ID/Name.
* [Commands] Add #setanon Command.
# Commands
- Adds `#setanon [Anonymous Flag]`.
# Notes
- Allows operators to turn on/off a player's anonymous flag so they can view their Magelo.
* Update eq_constants.h
* Add character ID support.
* Update setanon.cpp