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.
Not sure what level but it's between 53 and 85 ...
(although I remember reading something about around 60)
I also didn't notice any of the odd effects the comments speak of ...
I suspect they were fighting each other?
Tiger Claw has its own reuse now, which the client expects
pTimerCombatAbility2 should be able to be used if they do something
similar for other classes.
Changes:
Mods are now saved for in the DB so they are loaded on zone
This allows long duration buffs from bards that get mods to keep their mods
Ex. Selo's, Symphony of Battle
Instrument mods are applied to basically anything that is an instrument skill
The only exception to this is discs (ex. Puretone is Singing but always 10)
Singing spells from procs (Ex. Storm Blade) that are instrument skills should
inherit their buffs instrument mod. Doom effects should also. This isn't
implemented yet.
* removed the double level gain messages to display once either the level gained or the level.
* implement the message "You will now lose experience when you die" and "Your items will no longer stay with you..." when reach a certain level already sets in the rule table.
Syntax on NPC is:
e.other:QuestReward(e.self,copper,silver,gold,platinum,item,experience,factionid,factionvalue);
This will give you any or all of the rewards and their messages with one call, including the quest ding sound. Any item is sent to your inventory, like SummonItem does now. The coin message is generated by the client, and will give you a message for each coin type (You recieve 5 copper...). No way around that, but it's still useful if the reward only calls for a single type.
We now send the PlayerState in the spawn struct to allow clients
to see other bard animations with instrument to be played if they
zone in after the bard equipped the instrument
OP_WeaponEquip2 and OP_WeaponUnequip2 renamed to OP_PlayerStateAdd
and OP_PlayerStateRemove
Still needs work: Get AI controlled mobs sending the correct
PlayerStates. (stunned, attacking, etc)
This is a rather naive implementation, we should really save the
PlayerState server side so we can have newly zoned in clients
after the equip happened to see the animation. But until we find
all the places the PlayerState is sent, this is fine.
-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.
various situations.
First, the set function for mob _appearance optimized sending a message
if the new appearance was equal to the old. This cann't be done, as
the 1st time the zone runs there is no client when the set function is
called. If we're combining set/send, as we are, better to always do both. This fixes several of the cases.
Repop also did not work, as no code was being called reliably to set
appearance and update the client based on code path and various flags. This is also fixed.