897 Commits

Author SHA1 Message Date
Uleat
585c6322bf Added 'spells' entry to EQDictionary 2019-01-20 08:24:21 -05:00
Uleat
703cbc6727 Activated per-expansion support for active inventory slot addressing 2019-01-15 00:50:58 -05:00
Uleat
0ad43977bf Naming convention update for EQEmu::versions::ClientVersionBit 2019-01-07 20:25:43 -05:00
Uleat
55e856d5fe Update for a couple of things...
- secondary material slot on self spawn (inc. pet)
- instant update of prim/sec weapon ornamentations
2019-01-02 19:41:48 -05:00
Akkadius
df68ad6358 More texture / ornamentation work - export SetPrimaryWeaponOrnamentation and SetSecondaryWeaponOrnamentation to Perl / Lua 2019-01-01 04:22:31 -06:00
Akkadius
11a43cd320 Texture work 2018-12-31 03:18:59 -06:00
Akkadius
0681e6dbb2 Merge branch 'master' into movement_manager 2018-12-17 01:39:37 -06:00
Akkadius
e835514fca Merge branch 'master' into feature/global-base-scaling 2018-12-16 22:48:55 -06:00
Akkadius
c32b31ffff Add npc_scale_global_base table and add devtools command and toggling functionality 2018-12-16 03:59:08 -06:00
Kinglykrab
3a757a7a85 Resolved a possible scaling issue with the way CharMaxLevel works with quest globals and data buckets. 2018-12-15 01:37:13 -05:00
KimLS
b772518901 Selective commit of secrets somewhat broken pr 2018-11-18 20:29:21 -08:00
KimLS
8f0051db8d Changes to various path finding behavior 2018-11-09 00:54:51 -08:00
Akkadius
d75afd4688 Allow display window to be snoozed 2018-11-05 00:26:52 -06:00
Akkadius
775b5fcaf1 Mostly done with global base scaling work, dev tooling and various other works 2018-11-04 23:26:34 -06:00
KimLS
f76fffe622 A bunch of send position changes, rename navigateto 2018-10-15 22:02:16 -07:00
KimLS
cd6fd2d2dc Merge master to movement_manager, fix for merge failure 2018-10-14 17:23:11 -07:00
KimLS
1785120796 Bunch of refactoring and walking, AI needs a ton of tweaking to use the new logic 2018-10-12 00:03:58 -07:00
Uleat
43aaaf7f26 Implemented bot owner options 2018-10-09 22:04:47 -04:00
KimLS
29ea65a71e Redoing movement to introduce proper rotation 2018-09-24 22:41:53 -07:00
Uleat
7c5b1e8fd2 Merge branch 'master' of https://github.com/EQEmu/Server into inv_possessions_rework 2018-09-23 01:02:54 -04:00
KimLS
7278c6294d Movement will now be handled by the movement manager instead of mob 2018-09-20 16:14:47 -07:00
KimLS
2224b83ae0 Movement manager add 2018-09-17 14:32:36 -07:00
chase
add25eb617 converting some remaining abs & fabs to use std::abs, fixing some warnings 2018-09-10 00:23:09 -07:00
Uleat
feb4cc37c6 Rework of 'invsnapshot' command and implementation of automatic inventory snapshots 2018-09-03 20:57:20 -04:00
Uleat
509a2b30a5 Inventory possessions beta testing 2018-08-13 22:32:36 -04:00
Uleat
8089d52df6 Fix for 'is_arrow' bool parameter 2018-07-25 16:22:22 -04:00
Trust
2fe923457b Fixed more Message_StringID 2018-07-21 23:22:14 -04:00
Trust
9fa377303e Corrected Disarm StringID's 2018-07-21 22:20:53 -04:00
Trust
9251e6efd2 Disarm Support 2018-07-21 19:16:19 -04:00
Michael Cook (mackal)
71e309022a Fun fact, seconds are not milliseconds! 2018-07-15 00:34:44 -04:00
Michael Cook (mackal)
6aba38f664 Bug fix with rest timer changes 2018-07-15 00:27:51 -04:00
Michael Cook (mackal)
6ab2871fd1 Beneficial spells will now correctly inherit targets RestTimer
Example PC A is fighting mob B. PC C casts a heal on PC A. PC C will
inherit the timer from PC A. This is done because beneficial spells have
a "witness" check from NPCs so there is a chance PC C would not gain
aggro and could just keep on going with no RestTimer which allows them
to fast regen while actively participating.
2018-07-14 18:52:20 -04:00
Uleat
18005ac7a9 Fix for random SoF client crashes (possibly Titanium too) 2018-07-14 18:41:47 -04:00
Michael Cook (mackal)
37ff8c830d Fix /camp rest timer exploit 2018-07-14 17:41:42 -04:00
Uleat
c435a77813 Reintegration of inventory-based EQDictionary references 2018-07-05 21:05:26 -04:00
Uleat
e4e40505b6 Removal of test code 2018-03-26 03:38:08 -04:00
Uleat
dbdad80960 Fix gcc error - report is non-critical portion of test 2018-03-19 22:00:12 -04:00
Uleat
70922975cf Test code for tracing zone crashes (stage 2) 2018-03-19 20:58:13 -04:00
Michael Cook (mackal)
690d8f9155 Fix Conditional jump or move depends on uninitialised value(s) 2018-03-03 22:37:06 -05:00
Michael Cook (mackal)
4fbe55cc35
Merge pull request #718 from eqcodex/master
added minimum level to pvp flag.
2018-02-26 13:04:02 -05:00
Xackery
008b17aaf2 added minimum level to pvp flag. 2018-02-26 09:33:15 -08:00
Uleat
361937d443 SayLink clean-up 2018-02-24 09:08:11 -05:00
Michael Cook (mackal)
b5e9c0f996 Fix PVP arenas 2018-02-12 19:42:09 -05:00
Michael Cook (mackal)
aa1114c387 Rename Client::zoning to Client::bZoning 2018-01-17 21:37:24 -05:00
Michael Cook (mackal)
3eaa0b4fb1 Don't need to garble for language, client does
Maybe older clients need it?
2017-11-09 13:31:04 -05:00
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)
75e60b7f8e Area Regen functions shouldn't send to all 2017-10-09 01:08:01 -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