* [Bots] add IsBot() to methods in attack.cpp where applicable.
* Add mercs where applicable
* Cleanup verbose if statements
* typo
* Fix other spots missed.
* [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.
* [BOT] Add 100% Hit chance if sitting while attacked.
* [BOT] Add 100% Hit chance if sitting while attacked.
* Add Mercs correctly
* Missed usage of IsSitting() in Mob::RollD20
* [Quest API] Add rule AlternateAugmentationSealer for using a different bagtype as an alternate augmentation sealer. Use EVENT_COMBINE with UseAugmentContainer
* Default it to be off or bagtype 53 (BagTypeAugmentationSealer)
* [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.
* [Bug fix]#reload static should now properly fill the entity_lists for objects / doors / groundspawns
The individual #reload commands WILL still have issues when trying to use #list afterwards!
* Point ReloadDoors, ReloadGroundSpawns, ReloadObjects all to reload static to avoid entity_list data missing
* [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
This was preventing anything other than 0 or 1 to be passed, but per the current design, the see_invis can be anything from 0 to MAX 25499, which can give you level 254 invis. See design notes in Mob::GetSeeInvisibleLevelFromNPCStat.