* 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.
* [Commands] Add #viewzoneloot [item id] command.
- Allows GMs to search for a specific item across all the loot currently available on the spawned NPCs in the zone.
- Specifying item ID 0 will allow GMs to see all the droppable items, I tested in Sanctus Seru (a huge zone) and it sent approximately 1,200 messages, which didn't lag or desync my client.
* Adjustments.
* Adjustments.
* [Quest API] Add optional clean name parameter to getnpcnamebyid in Perl/Lua.
- Allows Server Operators to grab the clean name without having to clean it up in their Perl/Lua.
* Convert from a parameter to a method.
* Add safer method.
* Convert to proper type.
* [Pets] Unhardcode Beastlord pet values.
- Create a Beastlord pets table to allow server operators to easily customize Beastlord pets without a source modification.
* Add table to schema.
* [Bug Fix] NPC not breaking charm correctly
#947 and #905
fixes the issue with charm breaking and spells being cast after to cause a faction war. this removes dots to stop faction wars also.
dot removal part needs better testing to ensure it works as intended
* Remove this-> since it is implied
* Update spell_effects.cpp
* clear all this->
* pMob to mob
* Added rule Spells:PreventFactionWarOnCharmBreak
Co-authored-by: Chris Miles <akkadius1@gmail.com>