Implemented
SE_Fc_Cast_Spell_On_Land 481
Focus effect that is checked when a spell is cast on a target, if target has this focus effect and all limiting criteria are met, then the target will cast a spell as specified by the focus. Can be given a roll chance for success. Base1=Chance, Base2=Spellid
Note: This spell has a huge amount of potential applications. See 'Alliance' type spells on live. (ie live spell 50247)
Implemented associated focus limits seen in live spells.
SE_Ff_CasterClass 485
- Caster of spell on target with a focus effect that is checked by incoming spells must be specified class or classes.
SE_Ff_Same_Caster 486 -Caster of spell on target with a focus effect that is checked by incoming spells 0=Must be different caster 1=Must be same caster
The following is an associated effect seen with SPA 481
SE_Proc_Timer_Modifier 512
This provides a way to rate limit the amount of spell triggers generated by SPA 481. For example after 1 successful spell trigger no additional spells can be triggered for 1.5 seconds. Ie. Base=1 and Base2 1500.
Written in a flexible format to allow scaling of multiple different buffs with this effect at same time.
Implemented
SE_PC_Pet_AE_Rampage 465
Chance for pet to AE rampage with a damage modifier
SE_Hatelist_To_Top_Index 477
Chance to be put on top of RAMPAGE list
SE_Hatelist_To_Tail_Index 478
Chance to be put on bottom of RAMPAGE list
* Convert common/eq_limits.cpp to use make_unique
* Convert common/net/console_server.cpp to use make_unique
* Convert common/net/servertalk_client_connection.cpp to use make_unique
* Convert common/net/servertalk_legacy_client_connection.cpp to use make_unique
* Convert common/net/servertalk_server.cpp to use make_unique
* Convert common/net/websocket_server.cpp to use make_unique
* Convert common/net/websocket_server_connection.cpp to use make_unique
* Convert common/shareddb.cpp to use make_unique
* Convert eqlaunch/worldserver.cpp to use make_unique
* Convert loginserver/server_manager.cpp to use make_unique
* Convert loginserver/world_server.cpp to use make_unique
* Convert queryserv/worldserver.cpp to use make_unique
* Convert ucs/worldserver.cpp to use make_unique
* Convert world/clientlist.cpp to use make_unique
* Convert world/expedition.cpp to use make_unique
* Convert world/launcher_link.cpp to use make_unique
* Convert world/login_server.cpp to use make_unique
* Convert world/main.cpp to use make_unique
* Convert world/ucs.cpp to use make_unique
* Convert world/web_interface.cpp to use make_unique
* Convert world/zonelist.cpp to use make_unique
* Convert world/zoneserver.cpp to use make_unique
* Convert zone/client.cpp to use make_unique
* Convert zone/corpse.cpp to use make_unique
* Convert zone/dynamiczone.cpp to use make_unique
* Convert zone/expedition.cpp to use make_unique
* Convert zone/main.cpp to use make_unique
* Convert zone/mob_ai.cpp to use make_unique
* Convert zone/mob_movement_manager.cpp to use make_unique
* Convert zone/pathfinder_nav_mesh.cpp to use make_unique
* Convert zone/worldserver.cpp to use make_unique
* Add rule configuration for letting animals open doors or not
* Handle one more spot
* Make adjustments and add mob property that serves as a check as to whether a mob entity can open doors or not
* Push attribute to mob window
RandomPath has been changed to the following behavior:
* When stopped at a waypoint, it will now use the waypoint's pause timer if it is non-zero. If it is zero, it will use the first waypoint's pause timer if that is non-zero. If both are zero it will use 38 seconds. Previously it would always use the first waypoint's pause timer if it was non-zero. This new way is what it should have been from the start, really.
* If any waypoint is flagged as a centerpoint, then the NPCs will always return to that first randomly selected centerpoint waypoint after moving. I.e. every other move will be to the first waypoint if the bool is set.
If any waypoint has a negative number (-1, -10, etc) in the pause timer. It will not be included in the waypoints to be random. Instead the npc will just path through it everytime. This is useful for a path to only select a small area to pause at before returning to it's centerpoints or another random waypoints in between it.
* Create drone config
* Tweak config
* Update .drone.yml
* Garbage commit to run another build
* Bring cores down
* Fix formatting from https://github.com/EQEmu/Server/pull/1142
* Add tests line
* Change directory to build before running the unit tests
* Remove tests dir
* Avoid double build on PR's
* Testing build settings
Changed the wandertype IDs to an enum so we know what we're looking at.
Added new pathgrid type 8 (GridRandomCenterPoint). (SQL required) This new type causes a NPC to alternate between a random waypoint in grid_entries and a random waypoint marked with the new centerpoint column set to true. If no waypoints are marked as a centerpoint, this wandertype will not work. There is no numbering requirement or limit for centerpoints. You can have as many as you need.
New spawngroup field: wp_spawns (SQL required). Added a new spawngroup field, which is a boolean that if true changes the behavior of spawngroups this way: If the spawnpoint in the spawngroup has a grid, the NPC will spawn at a random waypoint location taken from its grid instead of the spawnpoint location.
New randompath behavior: The randompath grid type will now use the closest waypoint as its current waypoint on spawning. This allows multiple spawn locations to use the same grid without having the undesirable behavior of walking to the first waypoint through walls and ignoring waypoint nodes. NPC::GetClosestWaypoint() was renamed to NPC::GetClosestWaypoints() as it was filling a list of multiple waypoints. a new method NPC::GetClosestWaypoint() returns a single waypoint in the form of an integer.