* Add RoF2 Bazaar Support
Enable RoF2 bazaar features
* Add augments to Trader Items
* Cleanup
Cleanup of formatting and unused functions
* Update PlayerProfile for correct char_id in trader transactions. Further cleanup.
* Add parcel delivery price functionality
Add parcel delivery price functionality via rules and new delivery cost struct.
* Add RoF support for bazaar window outside of bazaar with parcel delivery
* Further Testing and ActiveTransaction added
Further testing and a few fixes and messages added. Add active transaction check to ensure two clients cannot purchase from the bazaar window at the same time
* Cleanup and Formatting updates
Cleanup and Formatting updates
* Update database manifest for the trader table against default peq trader table
* Logs and formatting
* Update bazaarsearch to be content_db aware
* Fix crash
* Simplify search
* Search fixes
* Push up more search logging
* More search fixes
* Formatting
* Update trader_repository.h
* Add Rule for Bazaar Parcel Delivery
Add a rule Bazaar:EnableParcelDelivery to enable/disable bazaar parcel delivery. Default is True.
* Fix crash
* Update Bazaar Search
Adds/Tested bazaar search with move to content_db
- race, class, money, number of returned items, stats, name, slot, level, traders, local traders, specific trader.
Outstanding
- type, more stats to add (heroic, etc)
* Formatting
* Push
* Update bazaarsearch to include all stats that are available in RoF2
* Update BazaarSearch
Updates the bazaar search for item types. They should be working as per RoF2+ types.
* Formatting
* Final updates to BazaarSearch
Add search by augmentation slots available on the item.
This enables all but Prestige, which I believe are not implemented yet.
* Add Titanium functionality correct ItemType Search
Add Titanium /trader /bazaar functionality.
Added itemtype=armor bazaar search. It was missed in the search work
* Close off for loops
---------
Co-authored-by: Akkadius <akkadius1@gmail.com>
- Haste should only provide a max of a 2 s reduction to Backstab cooldown, but it seems that while BackstabReuseTimer can be reduced, there is another timer (repop on the button) that is controlling the actual cooldown. I'm not sure how this is implemented, but it is impacted by spell haste (including bard v2 and v3), but not worn haste. This code applies an adjustment to backstab accuracy to compensate for this so that Rogue DPS doesn't significantly outclass other classes.
* [Bug] Raid Targets should not be Blindable as this will break all spell casting AI.
* Add rule.
---------
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
* [Merchants] Add New Classic Greed/Faction/Charisma Prices Rule
* Fix size of greed field.
* Fix { formatting and add {} to one liners
* Fix return type of GetGreedPercent
* Remove code that slipped in from another patch
* Fix greed to be unsigned
* Update client.cpp
* Update client_packet.cpp
* Update client.cpp
Fix bad name in extra log message added manually from merge.
* Update client_packet.cpp
Spacing.
* Update client.cpp
---------
Co-authored-by: Kinglykrab <kinglykrab@gmail.com>
* Add parcel container support
This allows sending containers with items as a parcel
When sending a item via a parcel, if the player had multiples of that item, the wrong item would be removed from inventory.
* Rebase updates
* Changes to npcspawn create command so it takes more stats from the target npc
* Add see invis stats to npccreate command
* WIP npcspawn command changes
* Add npcspawn clone and help args, fix some broken things with npcspawn
* Cleanup comments and add apostraphes to zone shortname query
* Make it so npcspawn remove only removes spawn2 row and optionally removes spawngroup and spawnentry, make create and add spawn the npc at client loc
* Make npcspawn create use the same syntax for spawngroup naming as npcspawn add
* Revert npcspawn create and add to use npc location rather than client, other misc tweaks
When depositing an item in the guild bank with an unlimited charge (-1) a db error would occur resulting in a duplication issue.
Can test with item id 70208
* Fix for world crash with over 1500 guilds
There was an existing issue with certain clients (RoF2) if there were more than 1500 guilds. This also enhances the loading of guilds in both world and zone for performance if there are large number of guilds as RoF2 will support 1500+ guilds.
* Safely access permissions map
---------
Co-authored-by: Akkadius <akkadius1@gmail.com>
* [Database] Break out changes to `npc_types` from parcels
# Description
Breaking out changes to `npc_types` table to its own update since we need to alter the content schema. See #4198.
## Type of change
- [X] Bug fix (non-breaking change which fixes an issue)
# Testing
Clients tested: N/A
# Checklist
- [X] I have tested my changes
- [X] I have performed a self-review of my code. Ensuring variables, functions and methods are named in a human-readable way, comments are added only where naming of variables, functions and methods can't give enough context.
- [X] I own the changes of my code and take responsibility for the potential issues that occur
- [X] If my changes make database schema changes, I have tested the changes on a local database. Updated version.h CURRENT_BINARY_DATABASE_VERSION to the new version.
* Remove extra line
* [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.
* Add Parcel Feature
Add the parcel system for RoF2 client
* Fixed a duplicate define
* Reformat
reformating and review changes
* Further Formatting
* Memory Mgmt Updates
Refactored to using unique_ptr/make_unique/etc to avoid manual memory mgmt.
Other format changes
* Refactor db structure
Refactor for db structure of parcels to character_parcels
Removal of parcel_merchants
Addition of npc_types.is_parcel_merchant
Cleanup as a result
* Refactor to use item id 99990 for money transfers. Removed the money string function as a result, though simplified the messaging related to money. Other updates based on feedback.
* Move prune routine out of scheduler and into a world process.
Removed RuleI from #define
* Update
* Update database.cpp
* Update database_update_manifest.cpp
* Update main.cpp
* Update client_process.cpp
* Update parcels.cpp
* Remove parcel merchant content to optional sql instead of manifest.
---------
Co-authored-by: Akkadius <akkadius1@gmail.com>
* Hopefully fix glaa
* Potential Fix for GroupAA Issues
This seems to resolve the GroupAA issue. Tested with two characters joining a group. Functions the same as previous builds like 22.45, 22.46, etc.
* Fix for GLAA issue - For testing.
* Redo fix for GLAA
* Cleanup GLAA fix and move savng to repo
---------
Co-authored-by: Akkadius <akkadius1@gmail.com>
This fixes corpses "disappearing" by fixing the graveyard check. Prior to the corpse overhaul (#3938), moving corpses to graveyards was assumed successful and automatically removed from the process.
Note: Will open a separate issue for the graveyard timer handling.
## Type of change
Please delete options that are not relevant.
- [x] Bug fix (non-breaking change which fixes an issue)
# Testing
Attach images and describe testing done to validate functionality.
Clients tested: RoF2
# Checklist
- [x] I have tested my changes
- [x] I have performed a self-review of my code. Ensuring variables, functions and methods are named in a human-readable way, comments are added only where naming of variables, functions and methods can't give enough context.
- [x] I own the changes of my code and take responsibility for the potential issues that occur
# Description
The client appears to generate its own taunt message, so I removed the additional server side generated message.
## Type of change
Please delete options that are not relevant.
- [x] New feature (non-breaking change which adds functionality)
- [ ] This change requires a documentation update
# Testing
Clients tested: RoF2
# Checklist
- [x] I have tested my changes
- [x] I have performed a self-review of my code. Ensuring variables, functions and methods are named in a human-readable way, comments are added only where naming of variables, functions and methods can't give enough context.
- [ ] I have made corresponding changes to the documentation (if applicable, if not delete this line)
- [x] I own the changes of my code and take responsibility for the potential issues that occur
* Allow SPA69 to work on worn effects.
Update to allow SPA69 to work on worn effects which the client accepts and calculates properly.
Updated spell effect related Max HP change variables. 1) We had stat bonuses defined that did same function. Without updating would have had to create another variable for above to work. 2) Negate bonuses spell effect end up negating item HPs. which is not intended since using same variable for items and spells.
* HP variable updates
fixes
* HP variable updates
fixes
* HP variable updates
fixes
* Update mob.cpp
* [Bug Fix] Hero forge armor bug on login and show helm toggle.
* Merge in KayenEQ provided revert of original work around
* Fix botched merge section.
* [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()
* [Bug Fix] HP Bar not updating when applying HP Buff with a heal.
Bug: When an HP buff with a heal effect is applied for first time, the heal portion of the effect heals the client and updates HPs currently server side, but client side the HP bar does not register it as a heal thus you display as less than full HP. However due to server thinking your healed, you are unable to correct it by healing.
Solution: You need to resend the HP update after buff completed and action packet resent.
* add SE_MaxHPChange to fix
would result in same bug
* [Bug Fix] HP Bar not updating when applying HP Buff with a heal.
Bug: When an HP buff with a heal effect is applied for first time, the heal portion of the effect heals the client and updates HPs currently server side, but client side the HP bar does not register it as a heal thus you display as less than full HP. However due to server thinking your healed, you are unable to correct it by healing.
Solution: You need to resend the HP update after buff completed and action packet resent.
* add SE_MaxHPChange to fix
would result in same bug
* [Bug Fix] SPA214 Percent HP change calculation fix
Fix how spell and item bonuses using SPA 214 are calculated. Will now be calculated consistent with client.
* [Bug Fix] SPA214 SE_MaxHPChange calculation errors corrected.
removed code from other PR
# Notes
- Creating bots was failing because were checking for `false` on `Database::CheckUsedName()` in `BotDatabase::QueryNameAvailability`.
- `Database::CheckUsedName()` is now `Database::IsNameUsed()` and checks for both bots and character name usages.
- We were checking for `false` which was always happening when there were no entries for the supplied name, meaning we were never allowed to create a bot.
* [Spells] Add Unblockable Spell Table and Spell Blocked Event
- Add `EVENT_SPELL_BLOCKED`, exports `$blocking_spell_id`, `$cast_spell_id`, `$blocking_spell`, and `$cast_spell`.
- Add `event_spell_blocked`, exports `e.blocking_spell_id`, `e.cast_spell_id`, `e.blocking_spell`, and `e.cast_spell`.
- Adds `spells_unblockable` table with a `spell_id` and `is_unblockable` column.
- This table will need to be populated based on known spells that should be unblockable.
- This event will allow operators to perform events when spells are blocked.
* Cleanup
* Cleanup
* Update spells.cpp
* Remove unused repositories.
* Finalize
* Update lua_parser_events.cpp
If a mob has a target when a zone is shutdown it will crash while trying
to dispatch EVENT_TARGET_CHANGE when the Mob destructor cleans up hatelists
if a quest interface isn't loaded for the type (in this case no bot scripts):
zone.exe!fmt::v10::format<std::string const &,char const *>(fmt::v10::basic_format_string<char,std::string const &,char const *> fmt={...}, const std::string & <args_0>={...}, const char * && <args_1>=0x0000000000000000) Line 2835 C++
> zone.exe!QuestParserCollection::GetQIByBotQuest(std::string & filename={...}) Line 1138 C++
zone.exe!QuestParserCollection::BotHasQuestSubLocal(QuestEventID event_id=EVENT_TARGET_CHANGE) Line 353 C++
zone.exe!QuestParserCollection::BotHasQuestSub(QuestEventID event_id=EVENT_TARGET_CHANGE) Line 389 C++
zone.exe!Mob::SetTarget(Mob * mob=0x0000000000000000) Line 5431 C++
zone.exe!NPC::SetTarget(Mob * mob=0x0000000000000000) Line 575 C++
zone.exe!Mob::RemoveFromHateList(Mob * mob=0x000001bfbdc66040) Line 4894 C++
zone.exe!EntityList::RemoveFromTargets(Mob * mob=0x000001bfbdc66040, bool RemoveFromXTargets=true) Line 1530 C++
zone.exe!Mob::~Mob() Line 547 C++
zone.exe!NPC::~NPC() Line 537 C++
zone.exe!NPC::`scalar deleting destructor'(unsigned int) C++
zone.exe!EntityList::RemoveAllMobs() Line 2678 C++
zone.exe!EntityList::Clear() Line 3090 C++
zone.exe!Zone::~Zone() Line 1103 C++
zone.exe!Zone::`scalar deleting destructor'(unsigned int) C++
zone.exe!Zone::Shutdown(bool quiet=false) Line 928 C++
This is caused by the Zone destructor deleting short_name before calling
entity_list.Clear(). With an unloaded quest interface BotHasQuestSubLocal
calls GetQIByBotQuest which gets a null zone->GetShortName() and crashes
while formatting strings.
The immediate regressing commit for this crash is because a check for
zone->IsLoaded() was removed in 74f1eac4 with others that were removed
to fix a regression by #4025. GetQIByBotQuest and GetQIByPlayerQuest
always had this check and should have remained for them.
This restores the zone->IsLoaded() checks for GetQIByBotQuest/PlayerQuest.
The other functions cannot have that check added until the other issues
mentioned in #4149 are addressed.
## Type of change
Please delete options that are not relevant.
- [x] Bug fix (non-breaking change which fixes an issue)
# Checklist:
- [x] I have performed a self-review of my code. Ensuring variables, functions and methods are named in a human-readable way, comments are added only where naming of variables, functions and methods can't give enough context.
- [x] I have tested my changes
- [x] I own the changes of my code take responsibilities for the potential issues that occur
# Notes
- Bots were reportedly being bypassed by NPCs due to not taking into consideration their raid group's damage.
- Must have been missed when bot raids were implemented.
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.
* [Feature] Additive Spell Focus from Worn slot with limits
New rule (UseAdditiveFocusFromWornSlotWithLimits) allows you place to focus effects in worn slots which will apply the focus additively and perform normal limit checks on those focus. This differs from regular focus behavior that only takes highest value.
This is a new version of an old rule "UseAdditiveFocusFromWornSlot"
which allowed similar behavior but ignored focus limits. Thus hindering its full potential for itemization.
* Update spell_effects.cpp
---------
Co-authored-by: Kinglykrab <kinglykrab@gmail.com>
* [Bug Fix] Fix Luabind Double Class Register
# Notes
- These two methods were registering to the same class as another method, causing an error seen by @neckkola and others.
# Error
```
zone: /home/eqemu/source_jas/libs/luabind/src/class_registry.cpp:151: void luabind::detail::class_registry::add_class(const luabind::type_id&, luabind::detail::class_rep*): Assertion `(m_classes.find(info) == m_classes.end()) && "you are trying to register a class twice"' failed.
```
* Update lua_general.cpp
* [Bug Fix] Fix Group Leadership
# Notes
- We were not sending anything to `group_leaders` table if we did not already have an existing row.
# Video
* Update database.cpp
* [LUA] Add Zone and Language Constants
This will add Zone:
```lua
if eq.get_zone_id() == Zone.Qeynos then
foo()
end
```
It will also add Language:
```lua
if e.language == Language.ElderElvish and e.other:GetLanguageSkill(Language.ElderElvish) >= 100 then
e.self:Say("You know my language!", Language.ElderElvish);
end
```
These changes should help avoid magic numbers in quests and aide in readability without the need for -- comments to clarify.
* Adjust to lower case
* [Bug Fix] Fix Auto Login Issue
# Notes
- We were setting `live_name` value regardless of if we were zoning, causing us to automatically log in to the last character we'd logged in to before.
* Remove &
Update to SPA148 which acts to block spells buffs that are of lesser value than the current buff for specific effect slots. This effected was preventing detrimental debuffs from being applied that were using same effect slot. This bug affected a very small amount of spell interactions and was fixed on live in 2018. Example being Vishmitars Corruption (6642) being blocked by SteelOak Skin (5352)
I confirmed the behavior on live myself. The detrimental buff if in conflict should now be applied instead of blocked.
Fix regression from #4008 where the item count wasn't being incremented
Move the zone table chance to a rule
General cleanup of some initializers and variable types
* [Skill Caps] Remove from shared memory and simplify
- Removes Skill Caps loading from shared memory and puts it into zone.
- Adds `id` column to `skill_caps`.
- Remove primary keys and use `id` as primary key.
- Add unique index using `skill_id`, `class_id`, `level`, and `cap`.
- Renames `class` to `class_id` in `skill_caps` table.
- Renames `skillID` to `skill_id` in `skill_caps` table.
- Regenerates Skill Caps repository.
- Adds `#reload skill_caps` to reload skill caps in real time.
* Update groups.cpp
* Update groups.cpp
* [Bug Fix] Fix Bot/Character ID Overlap in Groups
- Attempt to fix bot/character ID overlap in groups keeping bots with the same unique identifier as players from not spawning on zone.
- Adds `bot_id` to `group_id` to differentiate bots from characters and hopefully alleviate this issue.
* Update base_group_id_repository.h
* Final push
* [Bug] Radiant/Ebon Crystals should only extract to 1000
Creating a stack larger than 1000 can cause potential dupe issues further down the stream if other tasks are performed on the stack.
* Use stacksize instead
---------
Co-authored-by: Kinglykrab <kinglykrab@gmail.com>
* [Rules] Add World:Rules Rule
# Notes
- Adds `World:Rules` rule to take the place of the variables table value.
* Update client.cpp
* Update client.cpp
* [Quest API] Add Restore Methods for Health, Mana, and Endurance to Perl/Lua
- Add `$mob->RestoreEndurance()`.
- Add `$mob->RestoreHealth()`.
- Add `$mob->RestoreMana()`.
- Add `mob:RestoreEndurance()`.
- Add `mob:RestoreHealth()`.
- Add `mob:RestoreMana()`.
- Allows operators to easily restore a mob to full health, mana, or endurance.
- `RestoreHealth` is just a more verbosely named `Heal`.
- Convert spots in source to use these short hands instead of directly using `SetEndurance(GetMaxEndurance())`, `SetHP(GetMaxHP())`, or `SetMana(GetMaxMana())`.
* Update mob.h
* Update mob.h
This uses the book scribe button to learn recipes in SoF+ clients. For
Titanium clients the button is not available so a workaround will need
to be added later.
Note live gives no feedback when scribing books (at least those tested).
# Notes
- We were not passing `override_special_abilities` in the right parameter slot.
- Default `always_scale` to `true` when using the Perl/Lua method.
* [Bug Fix] Fix #serverrules Command
# Notes
- This command was effectively disabled as it was not included nor was the command itself defined within a `command_add`
* Update command.cpp
* [Bug Fix] Fix EVENT_KILLED_MERIT firing before NPC removal
# Notes
- NPCs were parsing this event too early and anything that checked if they were still alive in `EVENT_KILLED_MERIT` would show them still alive because of this.
# Image
* Code cleanup
* Update client.h
* Add GetRaidOrGroupOrSelf() to Perl/Lua
* Update to luabind::object, fix logic per comments.
* Fix
* Fix per comments.
# Perl
- Add `$client->RemoveAlternateCurrencyValue(currency_id, amount)`.
# Lua
- Add `client:RemoveAlternateCurrencyValue(currency_id, amount)`.
# Notes
- Allows operators to more easily remove alternate currencies, returns a `bool`, `false` if failed`, `true` if succeeded.
- Added `Zone::DoesAlternateCurrencyExist` that will reject setting, removing, or adding to a currency that does not exist.
* [Bug Fix] Fix GetLeaderName() for Groups
# Notes
- We were getting bogus data in this.
- Made it its own method.
* Remove ExpeditionRequest::GetGroupLeaderName()
# Perl
- Add `quest::silent_saylink(text)`.
- Add `quest::silent_saylink(text, link_name)`.
# Lua
- Add `eq.silent_say_link(text)`.
- Add `eq.silent_say_link(text, link_name)`.
# Notes
- Allows operators to more easily use silent saylinks without an optional silent parameter in the traditional saylink methods.
- Sets `silent` parameter default to `false` so we do not need to pass `false` when we are not using a a silent saylink.
- Changes all places that used `EQ::SayLinkEngine::GenerateQuestSaylink` to `Saylink::Create` where possible.
- Removed `questmgr` method that is no longer necessary.
- Cleaned up Lua methods to use the strings directly instead of building one out.
* [Bots] IsValidTarget crash fix
This addresses crashes related to IsValidTarget on multiple servers.
Unsure of the exact reason if anyone can explain why changing from const bool to bool in this situation fixes the problem.
Is it because the const is somehow crashing on a bad pointer or is it attempting to be force changed?
* Update bot.cpp
---------
Co-authored-by: Alex King <89047260+Kinglykrab@users.noreply.github.com>
* [Quest API] Add RemoveAAPoints() and AA Loss Event to Perl/Lua
# Perl
- Add `$client->RemoveAAPoints(points)`.
- Add `EVENT_AA_LOSS`, exports `$aa_lost`.
# Lua
- Add `client:RemoveAAPoints(points)`.
- Add `event_aa_loss`, exports `e.aa_lost`.
# Notes
- Allows operators to more easily remove AA Points.
- Has a bool return type that will return false if the player does not have enough AA Points to complete the removal.
* Update client.cpp
### Perl
- Add $bot->DeleteBot().
```
sub EVENT_SAY {
if ($text =~/#deletebot/i && $client->Admin() >= 100) {
my @bot_list = $entity_list->GetBotList();
foreach $ent (@bot_list) {
if ($ent) {
quest::shout("Deleting " . $ent->GetCleanName());
$ent->DeleteBot();
$ent->Camp(0);
}
}
}
}
```
### Lua
- Add bot:DeleteBot().
```
function event_say(e)
if(e.message:findi("#deletebot")) then
local bot_list = eq.get_entity_list():GetBotList();
for ent in bot_list.entries do
if (ent) then
e.self:Message(7,"Deleting " .. ent:GetCleanName() .. "");
ent:DeleteBot();
ent:Camp(false);
end
end
end
end
```
### Notes
- Allows operators to delete bots.
# Notes
- The `-1.0f` was causing these modifiers to be set to `0.0` and when people would enable them they would get no experience.
- We now use the zone based grabbed methods when setting which will default to a value of `1.0f` if there is not a value found.
- Add `$mob->IsBoat()`.
- Add `$mob->IsControllableBoat()`.
- Add `mob:IsBoat()`.
- Add `mob:IsControllableBoat()`.
- Allows operators to determine if a mob is a boat or a controllable boat.
# Perl
- Add `$mob-.IsDestructibleObject()`.
# Lua
- Add `mob:IsDestructibleObject()`.
# Notes
- Allows operators to determine if a mob is a destructible object.
* [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
# Notes
- We were getting a warning for returning `std::string()` from this method as it's a temporary reference.
- Change from `const std::string&` to `const std::string` to avoid this.
```
/home/eqemu/source/zone/bot_database.cpp: In member function ‘const std::string& BotDatabase::GetBotNameByID(uint32)’:
/home/eqemu/source/zone/bot_database.cpp:2374:25: warning: returning reference to temporary [-Wreturn-local-addr]
2374 | return e.bot_id ? e.name : std::string();
```
* Exempt zone from IP checks
* [Feature] Add Support for String-based Rules
# Notes
- Add support for string-based rules.
# Images
* convert to comma-seperated list
* Forgot to convert the zone to a string
* Update lua_general.cpp
* fixed rule name
* use the local string methods instead
* I think this will work as desired without the extra condition
---------
Co-authored-by: Kinglykrab <kinglykrab@gmail.com>
* [Bug Fix] Cleanup NPC Mana Tap Logic
Mana Tap rule logic was invalid - Cleaned up and simplified, either we care about npc mana or we dont.
* Updated for bypass all rule
* Change so melee targets get blocked even with requiremana rule off
---------
Co-authored-by: Trust <fryguy503@gmail.com>
Helper template was not deducing float for lower/upper values allowing invalid sizes
Limit to sane values of 1-255 unrestricted and 3-15 for clients and pets
* [Commands] Add #fish Command
# Notes
- Adds `#fish` command.
- Allows operators to simulate fishing to see what they would get, consumes no bait.
* `use_bait`
* Update fish.cpp
* [Bug Fix] Fix issue with NPC heads
# Notes
- We were overwriting head material within this secondary loop which caused NPC's heads to show their body texture in some places or no texture if their `showhelm` was not flagged.
# Images
* Update mob.cpp
* Update mob.cpp
* Update mob.cpp
Forage was not properly incrementing the total chance of items when more than one was found and would result in the final chance roll being based off the last item found rather than the total. This would cause the first item returned to be chosen in most cases when the chances are the same in the table.
* test against vanilla branch
* use existing methods to validate name instead of raw sql
* Revert "use existing methods to validate name instead of raw sql"
This reverts commit 43750c6f4f.
* ReserveName doesn't work like that. Oops. Well, check against Name Filter at least.
* That db access condition was wrong.
* that isn't how CheckNameFilter works, either.
* apply editorconfig w/ trivial change
* Actually apply editorconfig changes.
Issue: guild creation routine does not update world memory holding guild details until the player zones.
Between the creation of a new guild, and a guild member zones, a /who all displays 'Invalid Guild' instead of the actual guild name.
# Perl
- Add `$combat_start_time`, `$combat_end_time`, `$damage_received`, and `$healing_received` to death events for NPCs.
# Lua
- Add `e.combat_start_time`, `e.combat_end_time`, `e.damage_received`, and `e.healing_received` to death events for NPCs.
# Notes
- Allows operators to hook in to the combat record logic so they can log the start and end of combat as well as the damage/healing received over the course of the fight.
# Notes
- Bot weapons that have no races were not causing damage and saying the target was invulnerable because we were not checking the `Bots:AllowBotEquipAnyRaceGear` rule.
# Perl
- Add `$questitem->GetAugmentIDs()`.
# Lua
- Add `iteminst:GetAugmentIDs()`.
# Notes
- Allows operators to get a list of augment IDs from an item instance directly without using the inventory method.
Updates guild bank functionality
- Allows QTY 100 in guild bank
- Removes bug when deposit area is full and a UF or RoF2 client attempts to deposit another item
- Attempt to deposit a nodrop item in RoF2 creates a dupe situation
Ubuntu 22.04 as of Feb 25 2024 was crashing when sending guild tributes on zone in. Issue was caused by an overrun on string copies.
Updated to use strn0cpy, crash was resolved.
# Perl
- Add `$mob->GetHateListCount()`.# Perl
- Add `$mob->GetHateListCount()`.
- Add `$mob->GetHateListBotCount()`.
- Add `$mob->GetHateListClientCount()`.
- Add `$mob->GetHateListNPCCount()`.
# Lua
- Add `mob:GetHateListCount()`.
- Add `mob:GetHateListBotCount()`.
- Add `mob:GetHateListClientCount()`.
- Add `mob:GetHateListNPCCount()`.
# Notes
- Allows operators to more easily get a total entity count of a Mob's hate list, can do an overall count, or specifically bots, clients, or NPCs.
* [Feature] Add Augments to Starting Items for Bots/Players
- Adds support for augments to `bot_starting_items` and `starting_items`.
- Will allow operators to kit bots/players out with augmented gear from the start if they so choose.
* Update database_update_manifest.cpp
* Update client.cpp
* [Bug Fix] Revert https://github.com/EQEmu/Server/commit/2df7d19f975cb21dd4eb7d6c7d40656cf58ed138
This change breaks lich-type spells as seen in #4098. Per comment on original change, also don't see where Runes come into play.
* Revert invis change
* [Bug Fix] Correct Rune damage check location for invis break.
Correct the location of the CommonBreakInvis for runes. Appologize for the incorrect location. Thank you JJ for pointing me to the PR that caused the issue.
---------
Co-authored-by: Trust <fryguy503@gmail.com>
* [Repositories] Cleanup and Convert Character Creation to Repositories
# Notes
- Converts `Database::GetCharacterID()`, `Database::SaveCharacterCreate()`, and `Client::OPCharCreate` to repositories.
- Cleanup a spot we were doing a queries in a loop.
* Cleanup
* Update database.cpp
* Update database.cpp
# Notes
- Add `eq.cast_spell(spell_id)` and `eq.self_cast(spell_id)` to Lua.
- Lua did not have a `quest::castspell(spell_id)` or `quest::selfcast(spell_id)` equivalent, so this adds them.
* [Bots] Cleanup empty `bot_commands` files
# Notes
- These files were part of the conversion of bot commands to individual files, these commands are part of overarching commands and therefore do not have their own files.
- These were not removed when initially committed.
* Update bot_command.cpp
* Update bot_command.cpp
This adds an error msg handler for lua calls to add a stack trace to
error messages. Lua 5.1 does not have luaL_traceback like luajit and lua
5.2+ so debug.traceback() is used directly as the msg handler.
The traceback will add more detail to errors than just logging package
and event names. Exceptions in C++ binds and luabind errors will now
show script context instead of just the error message.
e.g., for a luabind overload error:
No matching overload found, candidates:
void signal(int,int,int)
void signal(int,int)
stack traceback:
[C]: in function 'signal'
quests/arena/player.lua:10: in function 'somefn'
quests/arena/player.lua:27: in function <quests/arena/player.lua:17>
# Perl
- Add `$client->IsInAGuild()`.
# Lua
- Add `client:IsInAGuild()`.
# Notes
- Allows operators to more accurately tell if a player is in a group.
- `GuildID()` returns `uint32` max value if the player isn't in a guild so conditions using it must check for a value over a certain point, this is just a bool that simplifies that logic.
* [Bots] Remove Alt Combat Functionality
# Notes
- This functionality needlessly complicates bot targeting logic and causes crashes and unintended behavior for players when accidentally enabled or enabled by default.
* Cleanup
* [Database] Fix default value for `time_of_death` in `character_corpses`
* Extra `NULL`
* Update repository
* Repositories with updated structure this time
* [Feature] Add additional Guild Features
This adds the following guild features and design pattern
- the existing guild system was used
- guild features are based on RoF2 within source with translaters used to converted between client differences
- backward compatible with Ti and UF, and allows for mixed client servers
- Guild Back for Ti and UF is based on RoF2 Permissions for banking if Guild Leader does not use Ti/UF
- Guild Ranks and Permissions are enabled.
- Guild Tributes are enabled.
- Event logging via rules for donating tribute items and plat
- Rules to limit Guild Tributes based on max level of server
- Rewrote guild communications to client using specific opcodes
-- Server no longer sends a guild member list on each zone
-- Guild window is updated when a member levels, rank changes, zone changes, banker/alt status using individual opcodes
-- When a member is removed or added to a guild, a single opcode is sent to each guild member
-- This reduces network traffic considerably
Known issues:
- Visual bug only. Guild Tributes window will display a 0 for level if tribute is above max level rule setting.
- Visual bug only. Guild Mgmt Window will not display an online member if the player has 'show offline' unchecked and a guild member zones within the Notes/Tribute tab. This is resolved by selecting and de-selecting the 'Show Offline' checkbox.
* Updated RoF2 Guild Comms
Updated RoF2 Guild Comms
Update RoF2 Opcodes
Rewrote RoF2 Guild Communications using specific opcodes.
Added database changes - they are irreversible
* Formatting
* Update base_guild_members_repository.h
* Format GuildInfo
* Format GuildAction enum
* Formatting in clientlist
* quantity vs quantity
* desc vs description
* Format structs
* Inline struct values
* Formatting
* Formatting
* Formatting fixes
* Formatting items
* Formatting
* Formatting
* struct formatting updates
* Updated formatting
* Updated
- std:string items
- naming conventions
- magic numbers
* Repo refactors
Other formatting updates
* Remove test guild commands
* Updated #guild info command
* Add new repo methods for Neckolla ReplaceOne and ReplaceMany
* Fix guild_tributes repo
* Update database_update_manifest.cpp
* Phase 1 of final testing with RoF2 -> RoF2.
Next phase will be inter compatibility review
* Remove #guild testing commands
* Fix uf translator error
Rewrite LoadGuilds
* Use extended repository
* FIx guild window on member add
* LoadGuild Changes
* Update guild_base.cpp
* Few small fixes for display issue with UF
* Update guild_base.cpp
* Update guild_members_repository.h
* Update zoneserver.cpp
* Update guild.cpp
* Update entity.h
* Switch formatting
* Formatting
* Update worldserver.cpp
* Switch formatting
* Formatting switch statement
* Update guild.cpp
* Formatting in guild_base
* We don't need to validate m_db everywhere
* More formatting / spacing issues
* Switch format
* Update guild_base.cpp
* Fix an UF issue displaying incorrect guildtag as <>
* Updated several constants, fixed a few issues with Ti/UF and guild tributes not being removed or sent when a member is removed/disbands from a guild.
* Formatting and logging updates
* Fix for Loadguilds and permissions after repo updates.
* Cleanup unnecessary m_db checks
* Updated logging to use player_event_logs
* Updated to use the single opcodes for guild traffic for Ti/UF/RoF2. Several enhancements for guild functionality for more reusable code and readability.
* Update to fix Demote Self and guild invites declining when option set to not accept guild invites
* Potential fix for guild notes/tribute display issues when client has 'Show Offline' unchecked.
* Updates to fox recent master changes
Updates to fix recent master changes
* Updates in response to comments
* Further Updates in response to comments
* Comment updates and refactor for SendAppearance functions
* Comment updates
* Update client spawn process for show guild name
Add show guild tag to default spawn process
* Update to use zone spawn packets for RoF2
Removed several unused functions as a result
Updated MemberRankUpdate to properly update guild_show on rank change.
Updated OP_GuildURLAndChannel opcode for UF/RoF2
* Cleanup of world changes
Created function for repetitive zonelist sendpackets to only booted zones
Re-Inserted accidental delete of scanclosemobs
* Fixes
* Further world cleanup
* Fix a few test guild bank cases for backward compat
Removed a duplicate db call
Fixed a fallthrough issue
* Update guild_mgr.cpp
* Cleanup
---------
Co-authored-by: Akkadius <akkadius1@gmail.com>
If a task was deleted or had new elements added to it without updating
character states to match changes, client state for the task was not
loaded into memory and a "contact a GM" warning was sent to the client.
This caused an issue if a client later accepted a new task because it
could be placed in the same client state slot as a non-loaded task. The
table does not have constraints so this was also inserted into the db.
The next time client task state was reloaded after zoning, the new task
would not be loaded since it occupied a used slot, even though that used
slot was also not being loaded. The client could not remove or reacquire
the original task without GM intervention and an entry was left in the
db for the new task.
This makes the following changes to client task state loading:
- If a task id no longer exists it is deleted from client state tables
instead of only being removed from memory.
- If a task occupies the same client state slot as another task, it is
deleted from client state tables instead of being ignored.
- If new elements have been added to a task, client state will keep the
task in memory. The new activity states will be inserted into the db
when necessary for updates (may not be immediate).
These changes also fix two smaller bugs as a consequence:
- If a character was at the 20 quest limit the last quest wasn't being
processed for activity count changes. The task would continue to show
to clients but any added new elements couldn't be completed.
- Deleted tasks that occupied slot 0 in client state would fallback to
loading it as a solo task of type 0. This prevented a client's real
solo task from being loaded if the deleted task was processed first.
Note clients may receive or lose credit for completed elements if new
ones are added in the middle of tasks. Server ops will still need to
update character state tables manually on task changes to prevent this.
Only the first element was being serialized to show the start zone of
tasks. This was resulting in a blank description for tasks that only
have element descriptions.
Live sends all initial active elements for the task when sending this
packet. Any bracket text with these elements as a requirement will be
appended to the description.
* DRAFT - Classic Taunt (Pre 2006) style of taunt
RULE: ClassicTauntSystem
Completely seperate logic for each system. Could potentially be re-writte to be more inline but there are a good bit of minor differences.
* Consolidate Logic
Still needs in-game testing
* Feedback Request
* Updates per feedback
# Corpse Overhaul
Changelog:
- Player corpses now have two timers, one specific to the rezability of the corpse and the other to cover the overall rot timer of the player corpse.
- The rezability timer is based on the online presence of the player/account and is not affected by being offline.
- The rot timer is not affected by offline/online status and will count to the rot status of the corpse.
- Corpses can be rezzed multiple times, however only the first rez that yeilds returned xp will be counted. Not other rez will return any xp. This allows for a "Poor mans COTH" as was used many times in the early eras.
- All Corpse class private/protected member variables are all now prefixed with m_
- Added Corpses logging category along with many debug logs
- Removed LoadCharacterCorpseData
- Removed LoadCharacterCorpseEntity
- Added LoadCharacterCorpse(const CharacterCorpsesRepository::CharacterCorpses, const glm::vec4 &position) which simplifies areas of consumption and reduces double queries from removing LoadCharacterCorpseData and replacing LoadCharacterCorpseEntity
- All parameters that were prefixed with in_ have been dropped
- Removed two queries from CheckIsOwnerOnline and have it query the world's CLE by account_id since that is how live works
- Regenerated repository character_corpses
- Cleaned up many list iterators to use range based for loops
- Rate limit Corpse::Process m_is_rezzable with a 1 second check timer
- General code cleanup
- Added a Server Up check to bury all corpses in instances to prevent lost corpses if an instance is released during server down. This facilitates player recovery via shadowrest or priests of luclin.
This PR also now fixes a long standing issue with HasItem performance in our script plugins. It is significantly faster, we will need to coordinate quest changes and comms with operators.
```lua
if ($client->HasItemOnCorpse($item_id)) {
return 1;
}
```
```lua
--corpse
if self:HasItemOnCorpse(itemid) then
return true
end
```
Testing Completed:
- Create a Corpse
- Standard rezzing
- Ghetto Coth (No Extra XP)
- Rezzing after graveyard move
- Divine Rez works as intended
- No XP Rez (Corpse Call) does not give XP
- Corpse Burying
- Cross Instance Graveyard Corpse movement/Rezzing
- DZ End/Quit Corpse Movement/Rezzing
- Server Shutdown/Reinit DZ Corpse Movement/Rezzing
---------
Co-authored-by: Akkadius <akkadius1@gmail.com>
* [Base Data] Remove from shared memory and simplify
- Removes Base Data loading from shared memory and puts it into zone.
- Changes type of `level` and `class` to `uint8_t` from `uint32_t` for consistency since we're renaming fields here anyway.
- Renames `unk1` to `hp_regen` in `base_data` table.
- Renames `unk2` to `end_regen` in `base_data` table.
- These changed fields were already mapped, we just hadn't renamed them for whatever reason.
- Regenerates Base Data repository.
- Adds `#reload base_data` to reload base data in real time.
* Cleanup
* Update shareddb.h
* Cleanup.
* Update shareddb.cpp
* Update main.cpp
* [Feature] Add optional `is_force` parameter to Zone::Repop
# Perl
- Add `quest::repopzone(is_force)`.
# Lua
- Add `eq.repop_zone(is_force)`.
# Commands
- Cleanup `#repop` to use new parameter in `Zone::Repop`.
# Notes
- Allows operators to forcefully repop a zone without using a second method to clear the respawn timers.
* is_forced
* Update repop.cpp
* Update repop.cpp
* [Commands] Add #show special_abilities
# Notes
- Allows operators to see what special abilities an NPC has.
- Move special ability values to `common/emu_constants.h`.
- Add `EQ::constants::GetSpecialAbilityMap()` and `EQ::constants::GetSpecialAbilityName()`.
- Add `NPC::DescribeSpecialAbilities(client)` to describe special abilities to a specified client.
# Images
* Update npc.cpp
* [Factions] Remove from shared memory and simplify
- Removes factions from shared memory and moves to zone based storage of repositories and changes the NPC `faction_list` to also use repositories.
- This affects NPC Factions and Faction Associations.
* Bug fixes.
* Update client.cpp
* Update client.cpp
* Update client.cpp
* Cleanup
* Update client.cpp
* Update client.cpp
* Update client.cpp
* Final push
* Update CMakeLists.txt
* Consolidate reloading.
* [Cleanup] PR # 3999 (#4039)
* [Fixes for PR # 3999
* [Reload actual in game factions, not just the umbrella data.
* syntax
* Fix typo
* Foix bug where primary_faction not filled in when no hits
* Fix typos
* Fix splash factions for kills.
* Fix typo
* Fix more variable names to be accurate
* Fix Loads to load new ones as they come in.
* Load npc_factions without primary (tasks) and support old task faction
* Rename to make way for new LoadFactionAssocition (by faction_id)
* Fix some review comments
* Add code to load factions for splash tasks and quests.
* Fix issue with sign and RewardFaction, fix Log Message
---------
Co-authored-by: Paul Coene <noudess@gmail.com>
* [Objects] Add is_floating column to objects/ground spawns
# Notes
- Allows ground spawns/objects to float without having `FixZ()` called.
* Remove from object.
* Database version
* Fix
* Change to fix_z
* [Bug Fix] Move break in ServerOP_WWSpell handler
# Notes
- This break was cancelling loop early, m
* [Feature] Add support to crosszone/worldwide spells to affect bot pets
# Notes
- These were not displaying because bots pass the `attacker && attacker->GetOwner()` check which assumes they're a pet because we weren't confirming it wasn't a bot.
# Image
* [Cleanup] Cleanup cross-zone/world-wide OPCode handling
# Notes
- Cleans up the logic greatly for cross-zone/world-wide methods since we were doing extraneous status checks and needlessly allocating memory for variables.
* Update worldserver.cpp
* [Pets] Convert Load of Pets Beastlord Data to Repositories
# Notes
- Convert `GetBeastlordPetData()` to repositories.
- Add support for `unsigned` versions of `float`, `double`, and `decimal`, without this we defaulted to `std::string`, such as with `pets_beastlord_data`.
* Update repository-generator.pl
---------
Co-authored-by: Chris Miles <akkadius1@gmail.com>
* [Bug Fix] Fix NPC After Death Emotes
- `DoNPCEmote` was being called on the corpse, not the NPC, so it wasn't working for some reason despite it working for years.
- Cleaned up some other logic and variable names in `NPC::Death` while I was in there.
* Update attack.cpp
* Update npc.cpp
* Update attack.cpp
* Update attack.cpp
# Notes
- Adds an expansion settings update to the `Mercs:Enable` command, only updates if the expansion setting isn't already `-1` or doesn't already contain the bitmask for Seeds of Destruction (16384).
- This will enable Mercenary Liaisons spawning properly in Plane of Knowledge for the hiring of mercenaries.
- Adds support to `#petitems` to allow you to target bot's pets to view their items, defaults to your pet if you have one.
- If you have no pet or no bot pet targeted it won't function.
# Notes
- Use constants where possible.
- Change `resist_adjust` parameter in `Beacon::AELocationSpell` from `resist_adjust` to `in_resist_adjust` so we're not possibly causing parameter shadowing.
* [Bug Fix] Fix issue in character_corpses Repository Query
# Notes
- Query had an extra ` inside of it, causing it to fail.
* Update character_corpses_repository.h
* [Bug Fix] Player Taunt Distance
Previously this was not regulated on the server side and allowed players to exploit situations where the client did not enforce Z distance checks.
Rule Name: MaximumTauntDistance
Rule Default: 150
Calculation is Rule Squared
* remove `this`
* [Bug Fix] Limit pet taunt distance
Previously this was not regulated and allowed players to exploit unlimited taunt distance.
Rule Name: PetTauntRange
Rule Default: 150
Calculation is Rule Squared.
* Remove `this`
* [Crash Fix] Fix crash when creating Frogloks/Drakkin
# Notes
- https://github.com/EQEmu/Server/pull/3920 introduced an issue where we were using `uchar` for `race_selection` and `class_selection` which was not functioning properly within `IsPlayerRace()`.
* Update client.cpp
* [forage rule feature] add a rule to disabled using common_food_ids from the list in forage.cpp. currently set to enabled.
* [Quest] change QuestReward summonitem to SummonItemToInventory.
* add closing brackets in QuestReward functions.
# Notes
- Mercenaries were disappearing on zoning because they were saving to slot `1` and being loaded from slot `0`.
- Mercenaries were not displaying properly in group window because of this as well.
- Mercenary buffs were saving even when they did not have any buffs.
* [Merchants] Change database structure for merchant slots
The `slot` field should be unsigned int. The temp slot is currently limited to 127. The client will limit the visible slots.
* Update version.h
* [Rules] Convert IDLE_WHEN_EMPTY to a rule
# Notes
- Converts `IDLE_WHEN_EMPTY` to `Zone:ZonesIdleWhenEmpty` so that we can change this on the fly or on a zone-by-zone basis instead of having to recompile to do this.
- Especially helpful for those using release binaries that do not compile their own source.
* Convert to zone column.
* Update ruletypes.h
* Update ruletypes.h
* Update entity.cpp
* Update entity.cpp
* Rename.
* Update database_update_manifest.cpp
* Update base_zone_repository.h
* Update zone.cpp
* seconds_before_idle
* Update database_update_manifest.cpp
* Getter/Setters/Private
* Update base_zone_repository.h
* IsIdle()/SetIsIdle()
* Update entity.cpp
* [Zones] Convert Get/Set of Zone Timezone to Repositories
- Convert `GetZoneTimezone()` and `SetZoneTimeZone()` to repositories.
* Update time_zone.cpp
* DRAFT: [Feature] Add Lore Item Trade Error
I had lots of feedback from players to add feedback when doing player to player trades to include what items were causing the trade block.
I quickly added this check, however if multiple lore items are being traded, this will only output the first. So far it has worked well, but not sure if we want to:
- Expand this to list all lore items in the trade.
- Enable this by default and do not provide a rule?
* Credit to @KinglyKrab for the assist on making this output a list.
Ruled this off but enabled by default.
* [AAs] Convert Loading of AAs to Repositories
- Convert `LoadAlternateAdvancementAbilities()` to repositories.
- Regenerate repositories since a column was added to `aa_ability`.
* Update aa.cpp
* Update aa.cpp
* [Rules] Classic Spell Data SPA Calc variability
When using lucy imports of older more classic data, they lack the limit values which provides Focus Random Effectiveness.
Example:
Bazu Plauge (6472) went from a 40 limit to 0 limit on the 2006 lucy import.
Lucy does have limit value data, but it appears the affected SPAs sony handled in source vs in spell data.
* Requested Changes
* [Bug Fix] Rampage Number of Hits Limit
Rampage should Hit 1-2 times (Primary / Secondary) should not be Triple/Quadable
* requested name convention changes
* [Rule] Classic Tracking Skillups
Rule: TrackingAutoRefreshSkillUps
Default: True
Disable rule to prevent skillups from happening on auto refresh of tracking window.
* typo
* [Bug Fix] Increase percision on CheckDoubleAttack.
On DA Checks where class was a non skill based DA Attacker (Bard or BST with granted DA) The DA check was too steep and should not have been dividing by 500 but rather 100. Also adjusted logic percision to use floats so loss of data does not occur.
* logging var names update
* Update attack.cpp
---------
Co-authored-by: Alex King <89047260+Kinglykrab@users.noreply.github.com>
I have been informed that this was proven to be false, but the AA is pretty useless without some adjustment.
Adding this as a rule to allow server owners to adjust as needed.
Update Sinister Strikes
tapatalk.com/groups/monklybusiness43508/leksikon-s-half-assed-guide-to-monkly-aas-oow-incl-t510-s20.html?sid=a9c7745f287f3e89301c960c20f33248
Sinister Strikes:
19 Delay weapon -- Gives a 5 damage bonus to all hits
20 Delay weapon -- Gives a 6 damage bonus to all hits
24 Delay weapon -- Gives a 7 damage bonus to all hits
Given Quarm hammer with maxed non-GoD AAs:
0.7 HPS offhand = 4.9 DPS increase.
* [Bug] Limit MeleeMitigationEffect to defender if only client.
* Fix MeleeMitigation to properly Add (Substract due to negative values).
* defender fix
* [Rule] Allow GMs to silently summon
Disable to silently summon players with #summon.
Converted SummonPC to a MessageString
* Implementing an automatic detection of gm hidden mode and silent summoning.
* [Bug] HT Crit Ratio
This is used to tune and bring HT Crits more in line with the correct values as proven in screenshots.
* requested changes
* mistakenly kept mob::
When using `UseLiveBlockedMessage` rule, bard will get massively spammed when doing aoe songs that are blocked. Not sure it is resonable to try and filter out all stacking messages from songs, but rather just block bards as a whole. I can not think of many cases where bards care of songs land or not when using this rule.
Elements that share a group are placed in the same list section and
separated from other groups with a divider.
Live appears to only use this for optional elements in some tasks and
when used each optional always gets its own group. This might indicate
it's done automatically under certain criteria to ensure optionals are
never grouped with non-optionals regardless of index.
Since groups are available in captures and there's very few tasks that
use this, we don't need to worry about trying to replicate any automatic
behavior since this allows more customization.
* [Crash Fix] Character Creation Class/Race out of Range.
Known bug to crash the world server from character creation.
You can send a packet with a manual race or class entry below 0 or above 255 will cause world crash.
* Requested changes
* Compile fixes and logging change
* Fixed compile issues
Rule: BashTwoHanderUseShoulderAC
Default: False
Allows server operators to choose if they want two handed bash to utilize the shoulder armor or not.
Rule: BashACBonusDivisor
Default: 25.0
Allows adjustment for bash AC value contributions. Lower to increase damage.
* [Rule] Over taunt hate rule
Rule to add additional hate when taunt succeeds. This can help tune snap aggro on taunt classes. Only works when taunt succeeds and not already top hate.
* Requested Adjustments
* Add default +1 on rule
* Revert back to 0 default on rule with +1 on the standard formula
* formatting fix
Ignoring the Z axis allows you to attack mobs on target from wildly inappropriate Z distances.
Example you can pull mobs to the cy in bothunder from the towers you are under when many 1000's of units away by Z only.
* [Bug Fix] TGB - Added logic to stop bard errors on group songs.
Occasionally bards would get an error when singing songs with another group member targetted.
* Logic Fix
* Fixed missing brace
* [Rule] Classic Triple Attack
Classic Triple attack pre-dates skill based triple attack.
Originally it was only for a few classes but was expanded to Warrior, Monks, Berserkers and finally rangers for Dragons of Norrath. After which it was converted to a skill based feature.
These were innate starting level 60 and had a flat % to trigger.
* Requested Changes
* [Bug Fix] depop charm pet and detach debuffs on evac.
This will depop charm pets and deteach debuffs to prevent some social aggro issues and exploitable conditions with charming and pulling a mob across the zone with no aggro concerns.
* Added Rules
* [Rule] RequireMnemonicRetention for Spells 9-12 Rule
Rule is default false to maintain current server setup.
Enabling will require clients to have the required ranks of Mnemonic Retention in order to cast.
This is a stopgap as on live, the buttons are not even available to use. This will mimic the functionality but denying the cast.
* Change to default true
* Cleanup Logic - Thank you @KinglyKrab
* To aggressive on the cleanup
* True != true
* fix duplicated rule after rebase.
* [Bug Fix] Clear Ramp when Clearing hate
When clearing a client from the hatelist, also clear them from ramp
* Add additional calls missed
* requested changes
* extra tabs
* [Bug Fix] Swiming rules adjustment and racial
We need to set all character default swiming prior to working through racials. Added racial check so if starting rule is over the racial default it will not over-ride the starting rule.
* operator fix
* [Feature] Legacy Manaburn Rule
Enabling this rule allows the legacy style Manaburn and LifeBurn early 2003 and earlier.
* Requested Changes
* Requested Change
* [Rules] PC Push and NPCtoNPC Push
Added knobs to increase/decrease push for players/clients by percentage.
Added toggle to enable or disable (disabled by default) NPCtoNPC push (2013 patch)
* Requested Changes
* Fix build errors
* [Rule] Classic Invite Requires Target
Default is false, when enabled, group invites will require a hard target to invite.
`/invite charname` will no longer function when enabled.
* Updates including raid errors
* String Suggestion
* [Bug Fix] Harm Touch Unholy Disc Type
Added an small if block in the ResistSpell() function to set the correct resist type, disease,when HT is casted while the Unholy Disc is up.
* Remove Extra Space
* [Bug Fix] Vampiric Embrace Fixes
Fixed the difference of procs for Vampiric Embrace between Necros and Shadow Knights.
* Space
* Cleanup
* Update spdat.h
---------
Co-authored-by: Kinglykrab <kinglykrab@gmail.com>
* [Bug Fix] Dire Charm Reset
Added Druid and Necro Dire Charm to Failure Check
* [Rule] RequireMnemonicRetention for Spells 9-12 Rule
Rule is default false to maintain current server setup.
Enabling will require clients to have the required ranks of Mnemonic Retention in order to cast.
This is a stopgap as on live, the buttons are not even available to use. This will mimic the functionality but denying the cast.
* Revert "[Rule] RequireMnemonicRetention for Spells 9-12 Rule"
This reverts commit c65e86223d.
* [Feature] Legacy Fizzle Code
Enabling UseLegacyFizzleCode will enable the legacy fizzle code system.
New fizzle codes modeled on extensive testing in 2001/2002 (thank you druid's grove and graffe)
* requested adjustments
* Requested Changes
* [Bug Fix] Class Trainers dont steal your money!
Class trainers log an error when you have reached your max train in the specific skill. They will continue to "Appear" to eat money and practices however they will be returned on logout/in or zone.
* Remove un-needed logic due to legacy code.
* more cleanup
* [Rule] Mounts will wear off on zone
Allows server admins to toggle if they want to prevent players from retaining mounts on zone. false is default to maintain current feature set.
* Added Date for mount zoning added
* [Bug Fix] DI/Death Pact Fix
Divine Intervention/Death Pact buffs were always fading the moment a person dropped below 16% regardless if it healed or not. It will now only fade if it succeeds in healing, and it will only check to heal when a person drops below 16%
* Requested Updates
If aggro goes negative, it resets the counter from the max value, so having a negative aggro will give massive aggro. This was happening with bane attacks from monk special abilities being set to -5 damage so they don't hit, and since aggro was set to the same, instant aggro from monks on bane mobs. Set all monk special attacks to generate 0 aggro if it is less than 0.
* [Feature] Break Trader if moved
If the player moves while in trader mode, it will end the mode, this prevents traders from moving outside of the trader area after entering trader mode.
* Fix spacing
* [Tuning] FD and Sneak break when cast on adjustments.
Rules added:
RULE_REAL(Spells, BreakFeignDeathWhenCastOn, 50.0) // percentage that fd will break when you resist a spell
RULE_REAL(Spells, BreakSneakWhenCastOn, 2.0) // percentage that sneak will break when you resist a spell
* Fix default value to be peq default and spacing
* [Character] Convert NoRentExpired to Repositories
- Create a custom `GetSecondsSinceLastLogin` repository method to use in `NoRentExpired`.
* Update character_data_repository.h
- Convert `LoadAltCurrencyValues` and `UpdateAltCurrencyValue` to repositories.
- Cleanup some other code and logic as well.
- Add `AlternateCurrencyMode` namespace for `AltCurrencyPopulate_Struct` opcode magic numbers.
* [Pets] Convert Save/Load of Pet Info to Repositories
- Convert `LoadPetInfo` to repositories.
- `SavePetInfo` already used repositories, cleanup logic.
* Update repositories.
* Update zonedb.cpp
* [Character] Convert Delete/Load/Remove/Save of Character AA to Repositories
- Convert `DeleteCharacterAAs`, `LoadAlternateAdvancement`, `RemoveExpendedAA` and `SaveAA` to repositories.
- Add `AACategory` namespace for AA Categories.
- Cleanup some logic/formatting in modified methods.
* Move namespace.
* [Character] Convert Load/Save of Character Currency to Repositories
- Convert `LoadCharacterCurrency` and `SaveCharacterCurrency` to repositories.
* Update zonedb.cpp
* [Character] Convert Load/Save of Character Potion Belt to Repositories
- Converts `LoadCharacterPotionBelt` and `SaveCharacterPotionBelt` to repositories.
* Update zonedb.cpp
* Update zonedb.cpp
* [Character] Convert Load/Save of Character Skills to Repositories
- Converts `LoadCharacterSkills` and `SaveCharacterSkill` to repositories.
* Update zonedb.cpp
* [Character] Convert Delete/Load/Save of Character Spells to Repositories
- Converts `DeleteCharacterSpell`, `LoadCharacterSpellBook`, and `SaveCharacterSpell` to repositories.
* Update zonedb.cpp
* [Character] Convert Load/Save of Characters to Repositories
# Notes
- `LoadCharacterData` and `SaveCharacterData` now use repositories.
* Update zonedb.cpp
* [Character] Convert Delete/Load/Save of Character Material to Repositories
- Convert `DeleteCharacterMaterialColor`, `LoadCharacterMaterialColor`, and `SaveCharacterMaterialColor` to repositories.
* Cleanup
# Notes
- Cleanup messages and logic.
- Add a confirmation so operators don't accidentally shutdown the zone they're in thinking this is `#worldshutdown` instead.
* [Commands] Cleanup #appearance Command
# Notes
- Cleanup messages and logic.
- Cleanup appearance type constants to use a namespace with constexpr instead.
- Cleanup animation constants to use a namespace with constexpr instead.
* Update emu_constants.cpp
* Cleanup
# Perl
- Add `$client->ClearXTargets()`.
# Lua
- Add `client:ClearXTargets()`.
# Notes
- Add `#clearxtargets` command for players.
- Allows operators/players to clear their XTargets if something get stuck on it.
* [Languages] Cleanup languages constants
# Notes
- Cleanup formatting and logic where necessary.
- Cleaned up constants to use a namespace with `constexpr` instead.
- Changed `LoadCharacterLanguages` to use a repository instead.
* Lua GroupMessage uint8/language_id
* Lua More uint8/language_id
* [UCS] Consolidate configuration block
* Update eqemu_config.cpp
* Single indent config
* reload config internally
* Make sure port is a string to be consistent with previous fields
* Move conversion logic to function CheckUcsConfigConversion
Bots were not casting the highest level spell with ^resist. Base_value was being used to compare resist spells, but this is typically the same value for all resist spells. This fix should be easier than calculating the caster bots level adjusted "resist_total".
* [Crash] Fix a crash where a raid invite could be accepted affter joining a group with the invitor.
* [Crash] Fix a crash where a raid invite could be accepted after joining a group with the invitor.
* [Database] Database update improvements, content db and terminal checks
* Update manifest entries with content flag
* Update database_update_manifest.cpp
# Perl
- Add `$client->HasItemOnCorpse(item_id)`.
# Lua
- Add `client:HasItemOnCorpse(item_id)`.
# Notes
- Allows operators to see if a player has an item on any of their corpses.
- May need to address having to allocate and deallocate memory for every corpse that could possibly exist for a player.
* [Cleanup] Gender constants cleanup
# Notes
- Convert to a `Gender` namespace using `constexpr`.
- Cleanup spots where we were using magic numbers for gender values.
* Cleanup
* [Cleanup] Delete errmsg.h in common and zone
# Notes
- These files were mostly unused.
- Moved the stuff that was used to the `dbcore.h` file since it's already used.
* Remove references
* [forage rule feature] add a rule to disabled using common_food_ids from the list in forage.cpp. currently set to enabled.
* NPC database emotes now supports basic variables. More than one variable can be used at a time.
* Format manifest
* Formatting
* Formatting
* Formatting
---------
Co-authored-by: Akkadius <akkadius1@gmail.com>
* [Cleanup] Consolidate GetHateRandomBot(), GetHateRandomClient(), and GetHateRandomNPC()
# Notes
- These were separate methods and duplicated a lot of code, consolidated into the singular method using the `EntityFilterType`.
* Simplify random logic. Use filtered hate list.
* D
* D
Optional update to bring database up-to-date with Live data which includes Froglok and Drakkin data which was previously missing.
Raw data can be found in the Live client at Resources\Faction\FactionAssociations.txt
See discussion at #3678
This error is not necessary as it can be triggered when clicked spells have secondary effects that run through the same spell checks for clicked items but aren't actually clicked by the item. Spells that trigger other spell effects and some Bard scaling songs could trigger this after the initial click.
# Note
- `can_riposte` logic was reverse, setting to `true` caused the attack to not be able to be riposted, the opposite of the intended functionality.
Previously bots were only scanning for nearby clients so any AE spells or procs didn't have mobs to hit.
This changes that to scan for mobs instead of clients so their close entity list supports AEs with mobs to hit.
* [Bug Fix] Send Entity ID in Death Events to resolve#3721
# Notes
- Due to some pointers becoming invalid you may get an invalid entity ID on the killed mob if we don't just directly send the entity ID in the export string.
* Update attack.cpp
* Remove GetID() export.
* Experiment with PCH
* Another run
* GCC test
* Different test
* Another one
* Another one
* Lua headers
* PCH main zone primitives
* Tweaks
* Tweaks
* Tweaks
* Add EQEMU_BUILD_PCH option default to ON
* [Bots][Quest API] Add ^clickitem, ^timer, revamp bot timers, fix GetBestBotSpellForCure
This adds the command **^clickitem** for bots.
Bots can click items they are wearing with the provided slot ID, players can use **^invlist** on their bots to see items and slot IDs.
This supports actionables.
**^itemclick 13 byclass 11** would command all Necromancer bots to attempt to click their Primary item.
This adds and supports charges for items to bots, when an item is used, it will lose a charge and cannot be clicked once no charges remain.
This adds the following rules:
**Bots, BotsClickItemsMinLvl** - Minimum level bots can use **^clickitem**.
**Bots, BotsCanClickItems** - Whether or not **^clickitem** is allowed for bots.
**Bots, CanClickMageEpicV1** - Whether or not players are allowed to command their bots to use the Magician Epic 1.0
This adds quest methods to Perl/Lua for:
ClearDisciplineReuseTimer, ClearItemReuseTimer, ClearSpellRecastTimer
GetDisciplineReuseTimer, GetItemReuseTimer, GetSpellRecastTimer
SetDisciplineReuseTimer, SetItemReuseTimer, SetSpellRecastTimer
Discipline and Spell methods use the spell_id to check, get and set. Item uses the item_id.
Clear and Get support wildcards (no spell/item id) to clear all timers of the type or get the first timer of the type.
Get will return the remaining time on the chosen timer, if any.
Set supports a wildcard (no recast/reuse provided) to use the default of the provided type, you can also specify a recast/reuse timer to set that timer to the chosen value.
**^timer** has been added as a bot command, defaulted for GM access.
This can be used to set, get and clear timers of different types. Use **^timer help** for info.
This revamps the way timers are set, stored, loaded for bots.
**GetBestBotSpellForCure** was previously checking only the first spell found and not properly iterating through the checks.
This requires modifications to the **bot_timers** table and is included in this commit.
* Rebase Conflicts
* Update queries to use repositories
* Minor adjustment
* Formatting
* Handle delete as well
* Cleanup.
* Adjust primary keys to prevent conflicts
---------
Co-authored-by: Akkadius <akkadius1@gmail.com>
Co-authored-by: Kinglykrab <kinglykrab@gmail.com>
* [BUG] Fixed the discrepacy with time using command #time and in quests. https://github.com/EQEmu/Server/issues/3700
* removed comments and paratheses from previous commit.
* fixed typos.
* made some adjustment so #time, /time, scripting, and log all match.
* Update lua_general.cpp
* [Quest API] Add EVENT_LEVEL_UP and EVENT_LEVEL_DOWN to bots
# Notes
- Bots did not have these events, this will allow operators to perform events on bot level up/down.
* Update bot.cpp
Adds additional options to **^itemuse** to narrow down the list of accepting bots.
You can now specify by class, casters, hybrids, melee, WIS caster, INT caster or plate/chain/leather/cloth wearing.
2023-12-16 20:54:23 -05:00
737 changed files with 100217 additions and 50490 deletions
Some files were not shown because too many files have changed in this diff
Show More
Reference in New Issue
Block a user
Blocking a user prevents them from interacting with repositories, such as opening or commenting on pull requests or issues. Learn more about blocking a user.