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
- Whenever a rule isn't present in the database, it will be automatically created
- utils/sql/git/required/2017_06_24_rule_values_expand.sql required for avoid floating point value inserts
- the defaults are set in the code and can be tweaked by sourcing utils/sql/git/optional/rule_values_range_update.sql
- Thanks to mackal for gathering live ranges, thanks to takp for initial numbers
- We would send 200 for combat updates and the client will only display <= range 54 anyways, these should help a lot in spammy combat
RULE_CATEGORY( Range )
RULE_INT ( Range, Say, 135 )
RULE_INT ( Range, Emote, 135 )
RULE_INT ( Range, BeginCast, 200)
RULE_INT ( Range, Anims, 135)
RULE_INT ( Range, DamageMessages, 50)
RULE_INT ( Range, SpellMessages, 75)
RULE_INT ( Range, SongMessages, 75)
RULE_CATEGORY_END()
than common get language skill applied.
Added code to support ReadBook slots above and beyond main inventory slots
by decoding additional bag slot field.