608 Commits

Author SHA1 Message Date
Uleat
509a2b30a5 Inventory possessions beta testing 2018-08-13 22:32:36 -04:00
Akkadius
dc87b8e78b Depop and cleanup existing node npc's when command executed again. Also remove string from "name" and leave metadata in "lastname" otherwise it is visually too busy 2018-07-09 01:39:14 -05:00
Akkadius
0d094754db Add #grid show comand to display a targeted NPCs grid points visually 2018-07-09 01:15:57 -05:00
Uleat
69f621f361 Fix for ISO C++ warning in command_peekinv 2018-07-05 22:40:15 -04:00
Uleat
c435a77813 Reintegration of inventory-based EQDictionary references 2018-07-05 21:05:26 -04:00
KimLS
a53f65d86b Merge and compile fixes (non-bot, will do bots later) 2018-04-16 14:15:08 -07:00
Uleat
386261181e Rework of command #peekinv 2018-03-17 07:54:39 -04:00
Michael Cook (mackal)
339e921f17 Add a #push command, only works on NPCs for now 2018-03-14 16:10:14 -04:00
Michael Cook (mackal)
fdef1090c3 Update #race to accept all valid RoF2 races 2018-03-10 15:11:16 -05:00
Uleat
2da70c69da Added command '#ucs' to force re-connect after ucs server unavailability (must manually re-join channels for now) 2018-03-07 22:45:05 -05:00
Uleat
361937d443 SayLink clean-up 2018-02-24 09:08:11 -05:00
Xackery
0b755cac54 Added sanity check for #hotfix 2018-02-21 07:59:47 -08:00
Michael Cook (mackal)
a32dedeb48 Fix issue with heading being incorrectly handled
So we've been doing heading wrong all these years. You will need to run
a script to fix your quests and required SQL to fix DB.

This fixes a ton of random issues with headings and as gives us a better
resolution on headings :P
2018-02-15 18:20:16 -05:00
Michael Cook (mackal)
c5e4bb08f4 Implement global loot system Fixes #619
This should allow us to emulate lives global tables

The options available to filter tables are min_level, max_level, race,
rare, raid, race, class, bodytype, and zone.

race, class, bodytype, and zone are a pipe | separated list of IDs
2018-02-10 22:15:21 -05:00
Kinglykrab
ceb2b287bb Fixed merchantlist probability.
NPCs were setting a singular chance value and each item was checking based on this value, making the probability field not a random chance per item.
This removes the probability field from NPCs, SetMerchantProbability() and GetMerchantProbability() and makes the probability field truly random chance.

Special thanks to ChaosSlayerZ for noticing the issue here: http://www.eqemulator.org/forums/showthread.php?t=41731
2018-01-27 19:08:15 -05:00
Kinglykrab
8e9fa38197 Added #reloadmerchants for zone-based merchant refreshing. 2018-01-27 18:19:48 -05:00
KimLS
3fdfc82ca0 Merge branch 'master' into lsid 2017-12-24 23:21:35 -08:00
KimLS
0ec53eff52 Reimplement some functions 2017-12-24 23:21:17 -08:00
Chris Miles
6bb3ebc00e
Merge pull request #669 from noudess/master
Added a #petname command for renaming only pets
2017-11-16 20:41:01 -06:00
KimLS
6b70faf141 Multiple login account support initial, needs a ton of work but can login and create account 2017-11-14 21:42:14 -08:00
Paul Coene
ceadb1325d Added a #petname command for renaming only pets 2017-10-28 15:22:58 -04:00
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
KimLS
fc7623b690 Merge fix 2017-09-17 13:20:48 -07:00
Paul Coene
59152a9d77 Fix some constants. 2017-09-17 12:11:02 -04:00
KimLS
6a79694fa1 Merge branch 'master' of github.com:EQEmu/Server into wp 2017-08-31 17:47:33 -07:00
Akkadius
4d3dda23f8 Make #repop work almost instantly 2017-08-18 20:53:26 -05:00
KimLS
bdc90ac3a7 Command changes and code cleanup 2017-07-21 20:22:33 -07:00
KimLS
c2766db89d Working on waypoint code, using boost graph libs 2017-07-19 19:54:26 -07:00
KimLS
5f1063acb9 Add pathfinding interfaces, still heavily wip 2017-07-18 00:01:59 -07:00
KimLS
75ee3b30e2 Support for races up to waypoint node race, wip on interface for pathfinding to support both kinds. 2017-07-16 22:29:52 -07:00
Akkadius
855796448c Raid/Group/XTarget HP/Mana/Endurance updates now only send when percentage changes
Raid/Group Mana/Endurance updates should now update real-time once again
Fixed an issue with clients looking like they are 'skipping' when they are moving in view of another client
Fixed an issue with NPC's who are ghosted in plain view of a client when they are not really there
2017-07-11 17:54:46 -05:00
Akkadius
aed1959dbe Fix issues with underground NPC corpses - add command #fixcorpses to fix nearby NPC corpses of the player (this should be a seldom need) 2017-07-03 01:53:41 -05:00
Paul Coene
75d7c40098 Merge remote-tracking branch 'upstream/master' 2017-06-10 11:28:12 -04:00
Paul Coene
7c377e8904 Fix typo on database call in #object.
Fix issue with fishing.. Search needs to search from my z for full line length
not for only the diff between my feet and the possible water location.
2017-06-10 11:25:09 -04:00
KimLS
281483efc1 Merge of a monster 2017-04-02 20:03:51 -07:00
Akkadius
7aa1d243b0 [Performance] Reworked how all log calls are made in the source, see changelog.txt for more details 2017-04-01 03:51:46 -05:00
KimLS
de777fc90f Merge fix 2017-03-26 17:25:01 -07:00
Michael Cook (mackal)
153e587cea Not sure how that happened 2017-03-16 12:56:21 -04:00
Michael Cook (mackal)
fbb13ec416 bug found by clang 4 2017-03-16 12:52:58 -04:00
KimLS
2447c38c82 Working on world <-> zone communication needs a ton of work really need to rewrite how world works with zones. 2017-01-02 22:38:47 -08:00
Drajor
a13e32498a Hero Forge robes are now visible at character select. Items using a robe HF ID need use the actual ID in the DB i.e. 11607-12107. WearChange command modified to allow both shorthand HF IDs and explicit IDs. 2016-12-21 13:03:19 +10:00
Uleat
752821f22b Added proximity data report to npcstats command 2016-10-20 16:36:46 -04:00
Uleat
04f4fd652b Renamed class Inventory to EQEmu::InventoryProfile 2016-10-17 04:59:00 -04:00
Uleat
bfd07b1010 Added class EQEmu::InventorySlot 2016-10-16 21:36:39 -04:00
Uleat
8b5dd58e96 Renamed struct EQEmu::ItemBase to EQEmu::ItemData and class ItemInst to EQEmu::ItemInstance 2016-10-16 05:10:54 -04:00
Kinglykrab
f6d721dd72 #summon will now work when you are in an instance. 2016-09-11 19:25:41 -04:00
Michael Cook (mackal)
3efc925264 And another 2016-08-13 15:47:44 -04:00
Michael Cook (mackal)
a8db4532d0 Fix potential crash in #iteminfo 2016-08-13 15:46:35 -04:00
Michael Cook (mackal)
ef2c17748e Implement extra spell gems!
New limits:
    Tit: 9
    SoF: 9
    SoD: 10
    UF: 12
    RoF: 12
    RoF2: 12

The SoF client doesn't actually support 10 like SoF should
RoF/RoF2 actually have 4 extra broken spell gems in the UI. They don't work and
will likely crash your client

Quest stuff assumes you are passing in valid slots.
(note the old default of 10 should be 22)

There are still somethings to do like clean up the memmed spells if one switches
to an older client that doesn't support as many as their previous client.
2016-07-31 17:16:23 -04:00
Uleat
b44da7c13a Fix for command #traindisc not saving disciplines when not used on self 2016-07-08 15:33:36 -04:00