* basic evolving items framework created
* Implement evolving tab in the inventory window
* Implement experience and number of kills
* Move zone evolving map to a evolvingitemsmanager class
* rework gm commands
* rework GetInventory
* wip
* wip loot testing
* Fix Duplicate Message
* reworked evolving item looting, swapping, etc
* reworked const functions for evolving methods
* Functioning Player Trade of evolving items test item_id is 89550
* First pass of Final Result link working
* First pass of item upgrading when reaching 100%
* Add strings and logic for displaying the evolving item xp transfer window in Corathus
* Prototype of xp transfer window sending items
* WIP for evolve xp transfer
* WIP for evolve xp transfer. First tests passed
* XP Transfer Cleanup
* XP Transfer Cleanup
* Add Rule for evolving items equip timer/ default is 30 secs
* Add logging and player events
Add logging and player events
* Formatting
* Database updates
* Updates for linux build
* Perl/Cleanup
* Command cleanup
* Lua
* Added a crash condition check if final item id is blank or not found.
* Review Changes
Updates to resolve review comments and a rebase.
* migrate to content_db for items_evolving_details
migrate to content_db for items_evolving_details
* Simplify, don't hit database unless evolving
* Update 2025_01_19_items_evolving_details.sql
* Update client.cpp
* Update manifest with items_evolving_details
* character_id vs char_id
* Remove _Struct from structs
* Remove license header in evolving.cpp
* Move evolving constants from eq_constants.h to evolving.h since it is more specific
* Update database_schema.h
* General cleanup
* Be more specific with `evolving_items` vs `evolving`
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Co-authored-by: Kinglykrab <kinglykrab@gmail.com>
Co-authored-by: Akkadius <akkadius1@gmail.com>
* [Feature] Add Optional Return to EVENT_DAMAGE_TAKEN
# Description
- Allows operators to return a value from `EVENT_DAMAGE_TAKEN` to override the amount of damage taken based on any arbitrary criteria they'd like to apply.
* Update attack.cpp
* [Improvment] Filtered Messages Extension
Added:
ItemSpeech 25
Strikethrough 26
Stuns 27
BardSongsOnPets 28
I wired up Strikethrough and Stuns as they already had message entries.
ItemSpeech and BardSongsOnPets do not appear to be currently used in the source.
Note: There are still 5 unknown Filters in RoF2 that need to be investigated:
Achievments
Fellowships
Mercenary Messages
PVP Messages
Spam
* Spelling Error
* Missed some stun calls
Previous change did not account for the modern slay undead and holyforge spells.
Reverted some of the changes and cleaned up others.
Rule Renamed (Default value was incorrect, this was a clean way to fix that) - SlayDamageAdjustment -> SlayDamageMultiplier
Also added a rate multiplier
RULE_REAL(Combat, SlayRateMultiplier, 1.0, "Slay Rate Adjustments - Multiply final slay rate check by this value. Default: 1.0")
Fixed the ordering of the constants for the slay undead SPA that were backwards and causing major headaches with tuning and setting up slay undead correctly.
Base = Damage Mod (100 is base, so 240 = 140% more)
Limit = Proc Rate - Value is divided by 10000 for a Float %. e.g. 1700 becomes 0.17 (Or 17% proc rate).
Damage bonus should be additive not std::max as AA, Spells and Item bonuses should stack.
e.g. Slay Undead RK3 240 + Holy Forge 140 should = 380 (280% damage)
* [Rule] Legacy Compute Defense against modern agi based defense.
In new code, AGI becomes a large contributor to avoidance at low levels, since AGI isn't capped by Level but Defense is A scale factor is implemented for PCs to reduce the effect of AGI at low levels. This isn't applied to NPCs since they can be easily controlled via the Database.
* `snake_case`
---------
Co-authored-by: Kinglykrab <kinglykrab@gmail.com>
* [Feature] Add SE_IncreaseArchery and rules to tune archery
* Adjustments per comments, also added to the tune system.
* Update bonuses.cpp
---------
Co-authored-by: Kinglykrab <kinglykrab@gmail.com>
* [Bug Fix] Accuracy, Avoidance and Atk adjustments
- Applied Fix to Attack Power contributing too much to damage.
Rule of thumb for era was 100 attack = 10% damage increase, but I was seeing closer to 15-25%. Found that in the GetATK() function it seemed to be double counting attack power from items and spells, so I applied a /2 to remedy this.
* Update Tune
* [Bug Fix] All NPC classes could stun with kick/only warriors could be stunned.
* Fix default NPCKickStun value to match existing code
* Remove else and make NPC the default.
* assign stun_level in declaration.
* [Bug Fix] Using %T in channel messages on fresh corpse yields mob/player name, not corpse name.
* Undo changes to PC corpse.
* Use rename to fix %T usage on client for those in zone
* Fix indentation spacing
* Update to consolidate Rename as suggested.
* Fix for mobs with ` in name
* Fix to use GetName() instead of GetCleanName()
SPA 463 SE_SHIELD_TARGET
Live description: "Shields your target, taking a percentage of their damage".
Only example spell on live is an NPC who uses it during a raid event "Laurion's Song" expansion. SPA 54492 'Guardian Stance' Described as 100% Melee Shielding
Example of mechanic. Base value = 70. Caster puts buff on target. Each melee hit Buff Target takes 70% less damage, Buff Caster receives 30% of the melee damage.
Added mechanic to cause buff to fade if target or caster are separated by a distance greater than the casting range of the spell. This allows similar mechanics to the /shield ability, without a range removal mechanic it would be too easy to abuse if put on a player spell. *can not confirm live does this currently
Can not be cast on self.
* [Quest API] Add Restore Methods for Health, Mana, and Endurance to Perl/Lua
- Add `$mob->RestoreEndurance()`.
- Add `$mob->RestoreHealth()`.
- Add `$mob->RestoreMana()`.
- Add `mob:RestoreEndurance()`.
- Add `mob:RestoreHealth()`.
- Add `mob:RestoreMana()`.
- Allows operators to easily restore a mob to full health, mana, or endurance.
- `RestoreHealth` is just a more verbosely named `Heal`.
- Convert spots in source to use these short hands instead of directly using `SetEndurance(GetMaxEndurance())`, `SetHP(GetMaxHP())`, or `SetMana(GetMaxMana())`.
* Update mob.h
* Update mob.h
* [Bug Fix] Fix EVENT_KILLED_MERIT firing before NPC removal
# Notes
- NPCs were parsing this event too early and anything that checked if they were still alive in `EVENT_KILLED_MERIT` would show them still alive because of this.
# Image
* Code cleanup
* Update client.h
* Add GetRaidOrGroupOrSelf() to Perl/Lua
* Update to luabind::object, fix logic per comments.
* Fix
* Fix per comments.
* [Quest API] Add Bot Special Attacks for Immune Aggro/Damage
# Notes
- Adds `IMMUNE_AGGRO_BOT` and `IMMUNE_DAMAGE_BOT` for uses in special abilities.
* Cleanup
* Update attack.cpp