2052 Commits

Author SHA1 Message Date
Daerath
b25c5d509d * Refactored how XP is calculated
* Added ability to use normalized XP per AA (based on # of kills per AA per white con NPC -- TSS era change)
* Added ability to use accelerated AA gain between a defined range (based on live, 0 - 4000 AA, linearly decreasing)
2018-01-06 10:22:26 -05:00
Daerath
feafd43fdf * Renamed rule to enable modern AA scaling to be consistent with the other related rules. 2018-01-03 06:19:48 -05:00
Daerath
7d7b9d0238 * Added rules for managing AA scaling. 2018-01-02 17:27:59 -05:00
Michael Cook (mackal)
55f1767001 Add confirmed OP_MoveMultipleItems structs
Pretty sure SoF-UF are the same, but I haven't verified that yet
2017-11-30 16:50:10 -05:00
Michael Cook (mackal)
e19b7bd368 Start work on OP_MoveMultipleItems (RoF+)
Currently it just kicks to prevent desyncs
2017-11-25 23:57:15 -05:00
Michael Cook (mackal)
52d31a6846 Make high STR race rez effects a rule
They stopped using this one at some point it seems
2017-11-19 01:45:05 -05:00
Michael Cook (mackal)
e928046a95 Add guild tribute slot for legacy stuff 2017-11-10 00:04:33 -05:00
regneq
15f7440af2 Update version and manifest for traps.sql 2017-10-28 10:48:22 -07:00
regneq
ed98aa45d2 Traps overhaul. New functionality has been added, while preserving the old functionality. Numerous bug fixes occurred as well.
Added column triggered_number. If this is set, then the trap will despawn after it has been triggered this number of times. If 0, the trap will never despawn on its own.

Added group column. This allows developers to group traps together in a similar way as spawngroups for NPCs. When a trap that is grouped is despawned in anyway, a random trap in the group will take its place. Grouped traps do not have to be at the same coords or have the same type. This can allow for some spawning diversity if so required. If set to 0, the trap is not grouped and will always respawn.

Added column despawn_when_triggered. If set to 1, then a trap will despawn when a player triggers it. If 0, then there will be a 5 second reset time and then the same trap will again be active. (Assuming triggered_number has not been reached.) The player that triggered the trap will not re-trigger it until they have left and re-enetered the trap's radius.

Traps will no longer trigger on players that are currently zoning. This fixes some weirdness and at least one crash. The trap can trigger however after the connection is been completed. If a player camped out in a trap radius they can potentially still be hit.

Alarm type traps were not using effectvalue2 to determine who should be aggroed. This is now fixed.

Traps will no longer be broken by #repop, #depopzone, or #reloadworld. All 3 commands will now have the same effect on traps as they do for NPCs.

Added command #reloadtraps. This reloads all of the traps in the zone.

Added command #trapinfo. This gives some information about the traps currently spawned in the zone.

Added Traps logsys category

Required SQL:
utils/sql/git/required/2017_10_26_traps.sql
2017-10-27 21:24:24 -07:00
Michael Cook (mackal)
50d5f3785c Send caster name in buff packets for UF+
Currently the names only show for inspecting via Target Window because
we send buff packets in the wrong order and there is a dependency on
them being correct for self that isn't present for target window.
2017-10-24 00:02:49 -04:00
Michael Cook (mackal)
0f1ca0856c Fix mana regen issue with old skill progression 2017-10-15 21:35:03 -04:00
Michael Cook (mackal)
414cafdbed Add OP_AddNimbusEffect 2017-10-09 00:04:43 -04:00
Michael Cook (mackal)
8400994c57 Rework regens to match modern clients 2017-10-08 00:13:53 -04:00
Paul Coene
c7ad873581 Rule to dictate if you can teach yourself lang. 2017-09-24 16:33:08 -04:00
Michael Cook (mackal)
8c9b852586 Fix food/drink to match live 2017-09-19 02:01:06 -04:00
Akkadius
e88cd61097 Fix 95% of food/water consumption issues, if there are additional modifiers for race/class combos - those will need to be applied
Mods properly calculated

Stages should be put in place if not already:
https://wiki.project1999.com/Food_and_drink#Stages_of_Hunger_and_Thirst

Values stored in the database are 0-6000, previously we capped it at 6000 but previous math would have normal values in the 60k+ range in order for food to be consumed at a reasonable rate. We are now using more native logic where 1 = 1 minute, following logic:

(Minutes)
0 -  5	- This is a snack.
6 -  20	- This is a meal.
21 - 30	- This is a hearty meal.
31 - 40	- This is a banquet size meal.
41 - 50	- This meal is a feast!
51 - 60	- This is an enduring meal!
61 - X	- This is a miraculous meal!
2017-09-17 09:48:10 -05:00
Michael Cook (mackal)
ca32e35ef6 More Zone struct commments 2017-08-26 00:12:34 -04:00
Akkadius
808654743c [Position Updates] Bulk updates when player has moved far enough - eliminates client ghosting on rez/gates/summon as well as npc ghosting 2017-08-22 02:13:56 -05:00
Akkadius
bb2d8f6a4d [Position Updates] Always send position updates to group members - even when in raid 2017-08-22 00:48:55 -05:00
Michael Cook (mackal)
bb8c6da0b4 Update comment [skip ci] 2017-08-08 14:03:04 -04:00
Michael Cook (mackal)
d5699fb68d Flush out RoF2 NewZone_Struct 2017-08-04 16:43:45 -04:00
Michael Cook (mackal)
28fca1f8dc More OP_SpawnAppearance types 2017-08-01 20:14:10 -04:00
Michael Cook (mackal)
935dc7d8fb Add more OP_SpawnAppearance types (RoF2 at least) 2017-08-01 19:57:30 -04:00
Michael Cook (mackal)
2286203123 Fix invis in spawn structs 2017-07-29 23:31:47 -04:00
Michael Cook (mackal)
210655ddc7 More SpawnStruct comments 2017-07-29 19:15:27 -04:00
Michael Cook (mackal)
034ebab064 Fix some comments 2017-07-29 18:47:35 -04:00
Michael Cook (mackal)
4f016de277 More comments to RoF2 Spawn Struct 2017-07-29 18:15:56 -04:00
Michael Cook (mackal)
02b7e3fafb Comment spawn struct for RoF2
These should change anything, just useful comments for clean up
2017-07-29 15:37:35 -04:00
Michael Cook (mackal)
947341a5ee Rename SQL and add manifest 2017-07-22 21:21:15 -04:00
Michael Cook (mackal)
da660b461f Merge branch 'master' into auras 2017-07-22 17:20:53 -04:00
KimLS
a1ff12d9ab Fix for unreliable packets not being processed or sent correctly 2017-07-22 14:18:30 -07:00
Michael Cook (mackal)
034c076882 Merge branch 'master' into auras 2017-07-19 13:09:33 -04:00
Michael Cook (mackal)
12bed1462f Forgot to update manifest last night 2017-07-19 12:59:02 -04:00
Michael Cook (mackal)
79ff4dd944 Merge branch 'master' into auras 2017-07-19 02:19:13 -04:00
Michael Cook (mackal)
ec77e3a6fd Add show_name and untargetable to npc_types fixes #637
Note the bodytype hack is still there since I was having issues with
some npcs still showing names
2017-07-19 02:17:08 -04:00
Michael Cook (mackal)
35977b02ed Merge branch 'master' into auras 2017-07-18 22:49:48 -04:00
Akkadius
7cda4aaa2c Fix some pathing logic that is using Z to match a node reach when it is error prone in certain scenarios
Fixed a decent amount of path logging
2017-07-18 19:09:28 -05:00
Michael Cook (mackal)
accc8aee57 Merge branch 'master' into auras 2017-07-17 15:23:50 -04:00
Akkadius
78d95cab89 Fix logic loop issue with NPC pathing in zones with .path files, this creates a new rule in place of the old and a new one will be automatically created in the database 2017-07-16 23:55:15 -05:00
Michael Cook (mackal)
e05a45f6c7 Merge branch 'master' into auras 2017-07-14 23:14:13 -04:00
Akkadius
43204e52f8 Client position updates should be smoother (granted the client has a good connection)
Clients should also no longer randomly disappear
2017-07-14 20:49:57 -05:00
Michael Cook (mackal)
94038ebb75 WIP on auras
Lots to do still

Normal buffing auras currently work for the most part
2017-07-14 02:05:35 -04:00
Akkadius
c8b20ecb1a Adjust switch case formatting in daybreak_connection.cpp 2017-07-12 22:01:59 -05:00
Akkadius
45b29aedf3 Bring back netcode to robust commit 34549a4 - proven and tested by PEQ and EZ as solid/stable with all of recent packet fixes 2017-07-12 21:49:30 -05:00
Akkadius
ec00daa5be Mob position updates now completely only send to 600 units range defined by Range:MobPositionUpdates
Client updates nearby clients more often because they will disappear after 10 seconds without a position update to the client
This results in a massive reduction in unnecessary traffic as we only update clients of their relevance around them
This also resembles live-like packet sending behavior of positions
2017-07-10 23:03:40 -05:00
Akkadius
ccdeb4d385 Fix HP update issues, rework logic for more accurate and responsive HP updates 2017-07-09 17:35:08 -05:00
Akkadius
127f51e758 Massive reductions in unnecessary network traffic especially during high spam combat fights
- HP Updates now only send to others when HP percentage changes (0-100%)
		- HP Updates were sending excessively even during idle zones when HP wasn't changing at all
	- Attack animations now only send once per second versus up to a hundred times a second per Mob/Client
	- 17,000 OP_ClientUpdate packets per second have been observed in combat scenarios, some of the major culprits have been
		throttled without affecting what the client should see
	- Before and After packet differences under similar load/tests (Packets per second)
		- 7,000 - 8,000 	OP_Animation pps	After: 600-800 pps
		- 13,0000 - 17,000 	OP_MobHealth pps	After: 1-10 pps
		- 15,0000 - 20,000 	OP_ClientUpdate pps	After: 500-1,000 pps
	- Packet reports from a 46 client test here:
		https://gist.github.com/Akkadius/28b7ad2fdd82bdd15ea737c68f404346
	- Servers who use Marquee HP updates will also recieve far less packet spam as they will only be sent when HP changes
2017-07-09 02:51:01 -05:00
Akkadius
0c532236a5 Fix Server -> Client packet logging 2017-07-07 14:59:01 -05:00
KimLS
58c15b0287 Merge branch 'master' into eqstream 2017-07-06 18:15:11 -07:00
KimLS
bfae4273c2 Merge branch 'master' of github.com:EQEmu/Server 2017-07-06 18:15:02 -07:00