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
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
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
I don't think this should open up any chance to exploit
Trying to use a ZL to go somewhere else is still detected etc
This should really cut down on false positives and we really can't
see real cheater from all the noise this creates
We now consume 1 item ID for say links, this means you will be able to create
more items! We used ID 0xFFFFF for this, which is the max ID an item can be
in the item links. You have the rest to play with!
Normal say links pass the ID in the first aug slot and silent say links
in the second aug slot. This means we can have MANY more say links as well!
- Real case use: Large zones with 700 NPC's and you are making fast quick tweaks to nearby NPC's you can refresh just the NPC's around you instead of all in the zone
- This can be quite the time saver
- This command will depop all NPC's and only respawn the NPC's that are 500 units around you or unless you specify otherwise
Added parameter to LUA and Perl method settime(hour, minute, [update_world = true])
- If update_world is false, the zone will then unsubscribe itself from regular worldserver time synchronizations
Added DB ver 9082 with update to add npc_types texture columns if table does not currently have them
Changes Speed from float to int. EQ client deals with int step locs better than it does floats according to Haynar's testing.
This also contains mob runspeed changes. I recommend you set runspeeds to start in the DB 1.25 for NPCs below 1.25 which will match player runspeeds almost equally. Existing DBs will need to be updated.
General Cleanup of MobAI functions. Mobs now change their heading on AIMovement timers if their targets' heading has changed since that time. This prevents players from being able to land backstabs inbetween mob swings.
Charmed/feared players now send the appropriate packet, there was a missing CastToClient() in spells that was missing.
Mob runspeed can no longer be snared to 0%, instead, 1% of their base runspeed is the maximum. Roots apply as roots instead of a modifier under this code.
There is going to be bugs with this code. It's better we push through it than revert it. Sanctuary has been running this for a good week and we've worked through the issues.
Misc updates:
Exported some variables to perl, including:
EVENT_ITE_CLICK_CAST:
EVENT_ITEM_CLICK:
spell_id - returns the spell_id of the click effect.
return value - cancels the cast.
EVENT_DROP_ITEM:
quantity - returns the # of items dropped in the packet. If the item has charges, charges are returned here instead.
itemname - name of the item being dropped
itemid - id of the item being droppped
spell_id - spell_id associated with the item's click effect.
slotid - the inventory slot id of the item being dropped.
return value - cancels the item from being dropped.
Added Perl function: CalcEXP. Calculates the experience you would gain for an NPC that cons a specific con value to you.
Fixed a bug where you would receive the group experience bonus and group experience messages for simply being in a group, regardless of the player being in the same zone as you.
-Identified Size / SolidType fields in newer clients and properly exported it to EQEmu for use in UF, RoF, RoF2 via perl accessors. (Should work in LUA, no testing was done though for LUA)
-Added a sanity check for size to objects. Any size over 5000.f seems to crash the newer clients' graphical engines and PEQ has some containers filled in with bogus values.
-Added the ability to return a value on perl function EVENT_PLAYER_PICKUP which sends a fake dropped item ID to the client to generate the appropriate client response so the item can stay on the ground and not be 'picked up'. Should also work in LUA, didn't test LUA.
-Renamed unknown008 and unknown010 to size and solidtype respectively for objects.
Resolved duplicate "You have no Mercenaries" messages when zoning without owning a Mercenary.
Mercenaries should now always be able to unsuspend if the timer is up.
More work on Mercenaries and Grouping to reduce bugs and redundant queries.