* [Feature] Add SE_IncreaseArchery and rules to tune archery
* Adjustments per comments, also added to the tune system.
* Update bonuses.cpp
---------
Co-authored-by: Kinglykrab <kinglykrab@gmail.com>
* Allow SPA69 to work on worn effects.
Update to allow SPA69 to work on worn effects which the client accepts and calculates properly.
Updated spell effect related Max HP change variables. 1) We had stat bonuses defined that did same function. Without updating would have had to create another variable for above to work. 2) Negate bonuses spell effect end up negating item HPs. which is not intended since using same variable for items and spells.
* HP variable updates
fixes
* HP variable updates
fixes
* HP variable updates
fixes
* Update mob.cpp
* [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
* [Bug Fix] SPA214 Percent HP change calculation fix
Fix how spell and item bonuses using SPA 214 are calculated. Will now be calculated consistent with client.
* [Bug Fix] SPA214 SE_MaxHPChange calculation errors corrected.
removed code from other PR
SPA 463 SE_SHIELD_TARGET
Live description: "Shields your target, taking a percentage of their damage".
Only example spell on live is an NPC who uses it during a raid event "Laurion's Song" expansion. SPA 54492 'Guardian Stance' Described as 100% Melee Shielding
Example of mechanic. Base value = 70. Caster puts buff on target. Each melee hit Buff Target takes 70% less damage, Buff Caster receives 30% of the melee damage.
Added mechanic to cause buff to fade if target or caster are separated by a distance greater than the casting range of the spell. This allows similar mechanics to the /shield ability, without a range removal mechanic it would be too easy to abuse if put on a player spell. *can not confirm live does this currently
Can not be cast on self.
* [Feature] Additive Spell Focus from Worn slot with limits
New rule (UseAdditiveFocusFromWornSlotWithLimits) allows you place to focus effects in worn slots which will apply the focus additively and perform normal limit checks on those focus. This differs from regular focus behavior that only takes highest value.
This is a new version of an old rule "UseAdditiveFocusFromWornSlot"
which allowed similar behavior but ignored focus limits. Thus hindering its full potential for itemization.
* Update spell_effects.cpp
---------
Co-authored-by: Kinglykrab <kinglykrab@gmail.com>
* [Feature] Add additional Guild Features
This adds the following guild features and design pattern
- the existing guild system was used
- guild features are based on RoF2 within source with translaters used to converted between client differences
- backward compatible with Ti and UF, and allows for mixed client servers
- Guild Back for Ti and UF is based on RoF2 Permissions for banking if Guild Leader does not use Ti/UF
- Guild Ranks and Permissions are enabled.
- Guild Tributes are enabled.
- Event logging via rules for donating tribute items and plat
- Rules to limit Guild Tributes based on max level of server
- Rewrote guild communications to client using specific opcodes
-- Server no longer sends a guild member list on each zone
-- Guild window is updated when a member levels, rank changes, zone changes, banker/alt status using individual opcodes
-- When a member is removed or added to a guild, a single opcode is sent to each guild member
-- This reduces network traffic considerably
Known issues:
- Visual bug only. Guild Tributes window will display a 0 for level if tribute is above max level rule setting.
- Visual bug only. Guild Mgmt Window will not display an online member if the player has 'show offline' unchecked and a guild member zones within the Notes/Tribute tab. This is resolved by selecting and de-selecting the 'Show Offline' checkbox.
* Updated RoF2 Guild Comms
Updated RoF2 Guild Comms
Update RoF2 Opcodes
Rewrote RoF2 Guild Communications using specific opcodes.
Added database changes - they are irreversible
* Formatting
* Update base_guild_members_repository.h
* Format GuildInfo
* Format GuildAction enum
* Formatting in clientlist
* quantity vs quantity
* desc vs description
* Format structs
* Inline struct values
* Formatting
* Formatting
* Formatting fixes
* Formatting items
* Formatting
* Formatting
* struct formatting updates
* Updated formatting
* Updated
- std:string items
- naming conventions
- magic numbers
* Repo refactors
Other formatting updates
* Remove test guild commands
* Updated #guild info command
* Add new repo methods for Neckolla ReplaceOne and ReplaceMany
* Fix guild_tributes repo
* Update database_update_manifest.cpp
* Phase 1 of final testing with RoF2 -> RoF2.
Next phase will be inter compatibility review
* Remove #guild testing commands
* Fix uf translator error
Rewrite LoadGuilds
* Use extended repository
* FIx guild window on member add
* LoadGuild Changes
* Update guild_base.cpp
* Few small fixes for display issue with UF
* Update guild_base.cpp
* Update guild_members_repository.h
* Update zoneserver.cpp
* Update guild.cpp
* Update entity.h
* Switch formatting
* Formatting
* Update worldserver.cpp
* Switch formatting
* Formatting switch statement
* Update guild.cpp
* Formatting in guild_base
* We don't need to validate m_db everywhere
* More formatting / spacing issues
* Switch format
* Update guild_base.cpp
* Fix an UF issue displaying incorrect guildtag as <>
* Updated several constants, fixed a few issues with Ti/UF and guild tributes not being removed or sent when a member is removed/disbands from a guild.
* Formatting and logging updates
* Fix for Loadguilds and permissions after repo updates.
* Cleanup unnecessary m_db checks
* Updated logging to use player_event_logs
* Updated to use the single opcodes for guild traffic for Ti/UF/RoF2. Several enhancements for guild functionality for more reusable code and readability.
* Update to fix Demote Self and guild invites declining when option set to not accept guild invites
* Potential fix for guild notes/tribute display issues when client has 'Show Offline' unchecked.
* Updates to fox recent master changes
Updates to fix recent master changes
* Updates in response to comments
* Further Updates in response to comments
* Comment updates and refactor for SendAppearance functions
* Comment updates
* Update client spawn process for show guild name
Add show guild tag to default spawn process
* Update to use zone spawn packets for RoF2
Removed several unused functions as a result
Updated MemberRankUpdate to properly update guild_show on rank change.
Updated OP_GuildURLAndChannel opcode for UF/RoF2
* Cleanup of world changes
Created function for repetitive zonelist sendpackets to only booted zones
Re-Inserted accidental delete of scanclosemobs
* Fixes
* Further world cleanup
* Fix a few test guild bank cases for backward compat
Removed a duplicate db call
Fixed a fallthrough issue
* Update guild_mgr.cpp
* Cleanup
---------
Co-authored-by: Akkadius <akkadius1@gmail.com>
* [Data Buckets] Zone-Based Data Bucket Caching
# Notes
- Adds a data bucket cache so we're not needlessly hitting the database every time we need to read a data bucket value.
* Cleanup and unify GetData access patterns
* Cache work
* Push
* Add to cache when we fetch and do a db hit
* Handle bucket misses in cache
* Formatting
* Logging
* [Data Buckets] Zone-Based Data Bucket Caching
- Adds a data bucket cache so we're not needlessly hitting the database every time we need to read a data bucket value.
* Cleanup and unify GetData access patterns
* Cache work
* Push
* Add to cache when we fetch and do a db hit
* Handle bucket misses in cache
* Formatting
* Remove redundant fetches from cache since GetData does the same thing
* Push progress
* Distributed cache work
* Logging
* Fix issue with scoping where same named keys could return overlapping results
* Misses cache tweak, logging, comments
* Add bot, client, and NPC bucket methods to Lua.
---------
Co-authored-by: Akkadius <akkadius1@gmail.com>
* [Bug Fix] Fix NPC Item Stat Bonuses
# Notes
- Due to https://github.com/EQEmu/Server/pull/3136 NPCs/Mercs were not receiving stat bonuses from their items, this fixes that.
* Update npc.h
* Changes.
* Cleanup
* Cleanup
* Update loottables.cpp
* Update npc.cpp
* Update loottables.cpp
# Notes
- This code was unreachable since it was inside the switch and should have been checked on its own in the condition where we verify we are using AISpellEffects.
* [Feature] Add support for -1 extradmgskill to allow all skills to be scaled.
- `$mob->GetSkillDmgAmt(skill_id)` now uses `int` instead of `uint16`.
- `statbonuses:GetSkillDamageAmount(skill_id)` now uses `-1` properly.
- `mob:GetSkillDmgAmt(skill_id)` now uses `int` instead of `uint16`.
- A `-1` value in `extradmgskill` denotes the ability to scale all skills at once.
- Consolidated `AddItemBonuses()`, `AdditiveWornBonuses()`, `CalcItemBonuses()`, and `CalcRecommendedLevelBonus()` to mob-based methods to avoid code duplication.
- Bots, NPCs, and Mercs can now use additive worn effects if the rule is enabled, as well as all other proper stat bonuses that only clients had before.
- No SQL update required to change `extradmgskill` and `extradmgamt` to `int` as they already are this type in the database, just had to adjust `item_data.h` and `shareddb.cpp`.
* Update mob.cpp
* Cleanup.
* Cleanup.
* Move #include <vector> to header.
* Add method for GetExtraDamageSkills
* fix additembonuses
* Update bonuses.cpp
* Update mob.cpp
* Out of bounds.
* Update bonuses.cpp
---------
Co-authored-by: Aeadoin <109764533+Aeadoin@users.noreply.github.com>
* [Feature] Add Item Extra Skill Damage Percent Modifier
# Notes
- Allows `Character:ItemExtraDmgCap` to be disabled if set to `-1` or lower.
- Allows operators to set `Character:ItemExtraSkillDamageCalcAsPercent` to `true` to allow skill damage for Frenzy, Backstab, Bash, Slam, Kick, and all Monk attacks to scale with a percentage based on `extradmgamt` values from items and spells.
* > 0
* [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>
* Fix for illusion wear change
On zone in, mobs with illusions were not displaying correct armor.
* [Bug Fix] Illusions will now properly display armor to other clients when they zone in
better looping