* [Commands] Make #maxskills work on target.
* Update command.cpp
* don't code when you first wake up... doesn't end well...
* another typo brought to you by lack of coffee
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>