Bots and especially their pets could get in a loop where they try to attack an invalid target. This would result in their pets spamming "That is not a legal target" messages.
* [Rules] Add DOT and HOT Rules
# Notes
- Add `Spells:DOTDamageBonusSplitOverDuration` rule.
- Allows operators to disable the DOT bonus damage being split over duration and instead adds the full amount every tic.
- Add `Spells:HOTBonusHealingSplitOverDuration` rule.
- Allows operators to disable the HOT bonus healing being split over duration and instead adds the full amount every tic.
* Update effects.cpp
* Update effects.cpp
Adds the rule **Bots, AutosaveIntervalSeconds** to control the frequency of the autosave of bots. Currently they only fully save on camp/zone.
Co-authored-by: Alex King <89047260+Kinglykrab@users.noreply.github.com>
**Bots, CazicTouchBotsOwner** is a rule that will toggle whether or not DT will hit the targeted bot or the owner. Similar to how **Spells, CazicTouchTargetsPetOwner** functions except for bots.
```
CMake Deprecation Warning at client_files/CMakeLists.txt:1 (CMAKE_MINIMUM_REQUIRED):
Compatibility with CMake < 3.5 will be removed from a future version of
CMake.
Update the VERSION argument <min> value or use a ...<max> suffix to tell
CMake that the project does not need compatibility with older versions.
```
* [Database] Add primary key to keyring table
# Notes
- Adds a primary key of `id` to `keyring` table so we can use it with repositories.
* Update version.h
* Update client.cpp
* Update client.cpp
* [Cleanup] Remove hard-coded Status Checks
# Notes
- Removed the hard-coded GM status checks since if you have access to the command we can now limit access to subcommands if necessary.
* Update client_packet.cpp
* [Database] Modify `updated` column in `items` table with proper default.
From https://mariadb.com/kb/en/datetime/, `datetime` can be ZERO_DATE (`0000-00-00` with no time component) or between `1000-01-01 00:00:00.000000` and `9999-12-31 23:59:59.999999`. Currently, `updated` is the only datetime field that is `NOT NULL` and improperly defaulted to `0000-00-00 00:00:00`. This change matches existing structures of the other `datetime` columns.
* Update items_repository.h
* Update base_items_repository.h
* Revert "Update items_repository.h"
This reverts commit 3599f26818.
* [Database] Consolidate Starting Items Table
# Notes
- Convert `class`, `deityId`, `race`, and `zoneid` columns to `|` separated columns.
- Consolidates up to 15 rows per item down to a singular row.
- Allows ease of use for operators.
- Entire process is automated and creates a backup of pre-existing table.
* Update shareddb.cpp
* Unnecessary.
Mail to 'Guild' was failing after after 50ish members.
The buffer was set at 512, which cut truncated the message and caused the issue.
Refactored to adjust the size of the buffer based on the inbound message size.
* [Commands] Cleanup #list Command
# Notes
- Cleanup messages and logic.
- Introduce a struct so we don't have to duplicate so much code.
* Update list.cpp
# Perl
- Add `$mob->GMMove(x, y, z, heading, save_guard_spot)`.
# Lua
- Add `mob:GMMove(x, y, z, heading, save_guard_spot)`.
# Notes
- Operators weren't able to disable saving guard spots, so moving with `GMMove` meant NPCs stayed where they were moved.
Hate Reduction, Slow and DoT spells were failing IsValidSpellRange checks due to improper spell IDs being checked.
They were using the first spell in a bot's spell list by checking botSpell.id vs the proper spells in the loop.
* Updates login table to support tickets in a way that makes more sense.
* Change to snake_case as requested by Akka
---------
Co-authored-by: KimLS <KimLS@peqtgc.com>
* [Bug] NPC Faction War prevention.
This should assist with prevention of NPC Faction waring. I have been using this code on my server for over 5 years with no coredumps or any noted bugs. This was brought up as users have reported a few events where they can trigger NPC's to fight each other.
* Correct a few entries to line up with updated code.
* Re-add missing RestTimer functionality
This adds raid support to actionables for bot commands.
This also addresses Issue #3567
If in a group, group based commands will function as normal, however if in a raid they will support raids and use the group of the bot that fits the criteria.
This adds new actionables as well; namely, **ownerraid**, **byclass** and **byrace**.
**byclass** and **byrace** use the int of the chosen class/race. IE Shadowknight is 5, Barbarian is 2. **^create help** is an easy way for players to identify numbers associated with classes and races.
**targetgroup** will now select all bots that meet the criteria within a raid group in addition to the current functionality of groups.
**namesgroup** will now select all bots that meet the criteria within a raid group in addition to the current functionality of groups.
**ownerraid** will select all bots in the raid owned by the player.
**byclass** will selects all bots in the group or raid owned by the player that match the class.
**byrace** will selects all bots in the group or raid owned by the player that match the race
This adds actionables to **^casterrange** and **^camp** as well.
* [Cleanup] Cleanup #show currencies Command
# Notes
- Cleans up messages.
- Adds `AA Points` as a viewable currency.
- Adds an enum for `MoneyTypes` and `MoneySubtypes` so we're not using magic numbers for `GetMoney` anymore.
- Converts money amounts to `uint64`.
* Update currencies.cpp
* Update currencies.cpp
* Added mintime and maxtime to spawnentry. This will prevent a NPC from spawning outside of the times specified. NPCs spawned in this way will then behave like normal NPCs. They will not despawn on their own, unlike spawn_events/spawn_conditions. NPCs using this that are alone in their spawngroup will attempt to spawn after their respawn timer has expired if the time of day is outside their range. Otherwise, another NPC in the spawngroup will be chosen to spawn. The normal rules (chance, spawn_limit) still apply to these NPCs, this is just another rule added to the system.
mintime and maxtime both represent the in-game EQ Hour. Valid values are 1-24. If either or both of the values are 0, then the NPC will not have any time restriction.
Added a new rule World:BootHour. This allows server admins to specify the EQ hour the server will boot to. Valid options are 1-24. Setting this rule to 0 (default) disables it and world will use whatever time is specified in the DB.
* generated base_spawnentry_repository.h from script
* removed the rule insert from database_update_manifest.cpp.
* Add logging, initializers, minor cleanup
* Remove if/else branch
* Update eqtime.cpp
* Initializers, logging
---------
Co-authored-by: Akkadius <akkadius1@gmail.com>
* [Feature] Add Comment to Item Data/Quest API
# Perl
- Add `quest::getitemcomment(item_id)`.
- Add `quest::getitemlore(item_id)`.
- Add `$questitemdata->GetComment()`.
# Lua
- Add `eq.get_item_comment(item_id)`.
- Add `eq.get_item_lore(item_id)`.
- Add `item:Comment()`.
# Notes
- Added the ability for operators to pull these fields from item data without a database hit.
- Fixed a bug in `embparser_api.cpp` where `GetZoneGravity` was connected to the wrong methods.
* Update embparser_api.cpp
Previously this check allowed bots of invalid races to be created. If a race was neither a valid combination or a valid player race, it would pass the check and allow bots of any race to be created.
**^create 1 123 0** could create a Male Innoruuk Warrior
* [CRASH] Fix crash on CentOS
Update raid crash in CentOS. raid constructors and learnmembers used a memset that was overwriting std::string structure.
Added default initializers to RaidMember struct
* Update based on feedback
* Added IsNightOnly for Dance of the Fireflies spell which should only be cast at night from 7pm to 4pm.
* Update to include IsDayTime and replace magic numbers.
* [Logs] Convert Loot Messages to Error Logs
# Notes
- These messages were sending to users and not being logged.
- `Message(Chat::Red, "Error: OP_EndLootRequest: Corpse not found (ent = 0)");` sends often when corpse expires right as you try to loot, so it makes the user think there's a true error.
* Update zoning.cpp
* Zone sidecar work
* Process management work
* Merge
* Sidecar work
* API config option
* Request proxy work
* Proxy headers and params
* Change port
* Remove code
* Sim work
* Sidecar work
* Update loot_simulator_controller.cpp
* Update loot_simulator_controller.cpp
* Formatting
* Post merge change
* Windows compile fix
* Update sidecar_api.cpp
* Update strings.cpp
Perl wasn't implementing quest interface's Init which is called by
Zone::Bootup. This should fix zone's that were in standby not using the
latest version of perl plugin scripts.
* [Bug Fix] Fix issue with subcommand settings not working
# Notes
- We were checking for `arguments >= 2` when we should just be checking for if there are any arguments and comparing `sep.arg[0]` (the command) and `sep.arg[1]` (the subcommand) to our `command_subsettings` to see if it exists and if we pass the requirements.
- This fix will let operators properly set a subcommand to a lower or higher status level than the parent command.
* Remove debug message.
* [Feature] Add Expansion and Content Flag support to Blocked Spells
# Notes
- Allows operators to filter blocked spells behind expansions or content flags.
- Requested in https://github.com/EQEmu/Server/issues/3582
* [Tradeskills] Add learned_by_item_id field (#3637)
* [Feature] Add Expansion and Content Flag support to Blocked Spells
- Allows operators to filter blocked spells behind expansions or content flags.
- Requested in https://github.com/EQEmu/Server/issues/3582
---------
Co-authored-by: Chris Miles <akkadius1@gmail.com>
* [Feature] Add Bot Starting Items
# Notes
- This table is similar to the player starting items table, however it uses bitmasks.
- Allows operators to give bots gear on creation.
- `races` of `0` for all races.
- `classes` of `0` for all classes.
* Update bot.cpp
* Update database_update_manifest_bots.cpp
* [Scripts] Update 13th Floor importer
Overhaul to script.
- Now uses `eqemu_config.json`
- More descriptive during the process
- Accounts for adjustments (`idfile`, `prockunk1`)
- No longer needs to adjust `UNK132`
* [DB] Adjust `items` structure for import (#3629)
Our `items` table has 5 fields that need to adjust in order to pull data from 13th Floor.
* [DB] Update `version.h`
* Update Raid Functions
Updated various raid features for:
Titanium
- Raid window now functional, including with BOTS
- Raid delegate assist/mark work
- Raid notes work
- Raid /rmark, /clearmarks work
Underfoot
- Raid window was already functional
- Raid delegate assist/mark work
- Raid notes work
- Raid /rmark, /clearmarks work
* Updates to resolve feedback
* Slight update for overlooked case in encode for RaidUpdate for clients above Ti.
* Updates to further address feedback. Only updated translators for Ti/RoF2. Once ok, I will update the others.
* Update linux-build.sh
* Final updates for other translators and the strncpy_s issue.
* Fix for strn0cpy in raids.cpp, translators, and defines. Updated all in raids.cpp as well.
* Reveted defines change.
* Reverted accidental change
---------
Co-authored-by: Akkadius <akkadius1@gmail.com>
# Notes
- Bots were having a hard time keeping up with players.
- Part of this was due to using walk until a certain distance.
- Another part was their ctor only having `0.7f` run speed versus our Mob sanity check of `1.25f`.
- We check movement stuff now before idle checks so bots are more likely to start moving earlier.
# Command
- Add optional `level` argument to `#grantaa` so you can grant AAs up the specified level.
# Perl
- Add `$client->GrantAllAAPoints()`.
- Add `$client->GrantAllAAPoints(level)`.
# Lua
- Add `client:GrantAllAAPoints()`.
- Add `client:GrantAllAAPoints(level)`.
# Notes
- Grants all AA abilities up to client's current level or a specified level.
* [Feature] Add Extra Kick Classes
# Notes
- Allows operators to add extra classes to the "Kick" skill.
- Without this only Warrior, Ranger, Monk, Beastlord, and Berserker could kick.
* Remove gotos.
* [Quest API] Add Caster ID Parameter to FindBuff in Perl/Lua
# Perl
- Add `$mob->FindBuff(spell_id, caster_id)`.
# Lua
- Add `mob:FindBuff(spell_id, caster_id)`.
# Notes
- Allows operators to check if the spell ID is cast by a specific entity ID.
- We don't use `Mob*` reference here since the mob may have died, left zone, etc.
* Formatting.
# Notes
- Entities killed by a spell with #cast were not reporting their pre-death entity ID properly.
- Added an `entity_id_override` to `GetTargetDescription()` and added a pre-defined entity ID variable to the cast command so we can message the proper pre-death entity ID.
# Notes
- Allows operators to modify the level gap penalty and level gap required for the penalty for defensive procs' level gap penalty.
- Setting `Spells:DefensiveProcPenaltyLevelGap` to `-1` will disable the penalty.
This is just the packet framework for the Scribe button on recipe books
and the Cast Spell button on books that allow casting spells on
targets. It will need to be hooked up to a content implementation
* -Always load AAs beyond our current expansion (Will need this for refunding invalid AAs).
-AAs beyond our current expansion will no longer be buyable or sendable to clients.
* #reload aa will now reload character aa data.
* Base Implementation of auto grant AA
* -Add DB manifest entry
-Made has already purchased fn a bit better
-Added auto grant to db entry
* -Added grantaa command.
-Reworked grantaa to not spam the client with packets, it still does spam messages because the feedback is important.
* Port suggested changes for Finish AA purchase.
---------
Co-authored-by: KimLS <KimLS@peqtgc.com>
* [Instances] Refine id selection
Since the IDs start above the minimum, we needed to check if the first slot was available.
* Remove else by returning early, add validation before accessing row
---------
Co-authored-by: Akkadius <akkadius1@gmail.com>
* [Instances] Honor reserved instances
Logic to select next available instance id was incorrect.
The correct logic selected the max id + 1 or max reserved + 1, but then it would overwrite if we enabled recycling ids.
Additionally, it was incrementing the reserved ids and assigning ids to the max reserved id vice the next available.
Finally, it was running the logic twice.
* Fix updated SQL to use fmt
* [Charm] Fix to update target windows on charm on/off
* Removed accidental change
* Removed magic #
* reformated brace style in function that was modified
* Use better names for clear variables
* Forgot header with name change
* More header name changes
* [Feature] Change #reload zone to reload zone headers globally.
# Notes
- This allows operators to globally reload zone headers without going to every zone individually to do so.
* Update worldserver.cpp
* Update worldserver.cpp
* [Feature] Add adjustability for AERampage Range.
This functionality is needed for fights like Ture to be accurate, where their ramp range was 101% of their melee safe range.
Example in lua of utilizing this scripting
```
e.self:SetSpecialAbilityParam(SpecialAbility.area_rampage,8,101;
```
* Updates to address comments
* [Bug Fix] Bots will now load AAs properly when spawned.
* formatting
* formatting
* formatting
* formatting
* formatting (for real this time)
* formatting (for real this time)
* Formatting
This isn't designed well and wasn't handled correctly since the perlbind
library was getting built and linked with default options while zone was
using PERLBIND_NO_STRICT_SCALAR_TYPES. This was probably leading to some
unspecified behavior.
* [Bug] Escape item name in trader audit.
Quick fix to escape the item names in Trader Audit.
* Update trading.cpp
---------
Co-authored-by: Alex King <89047260+Kinglykrab@users.noreply.github.com>
* [Character] Record character stats to
* Record stats on disconnect as well
* Record later in connect process
* Move enter zone code path so we're after bonuses
* Ok this spot for real
* Adjust recording
* Update client_packet.cpp
* Timestamps
* Update database_update_manifest.cpp
* Update client_packet.cpp
* Fix stat bonuses
* Fix for GENERIC_9_STRINGS
* Add Bot Heal Message Display
Creates a new rule to display Bot heal messages to the Bot Owner
* 2021-03-25 11L04pm
Spell and Heal Rule added to allow for Bot spell and heal damage to be sent to the Bot Owner's Group. Also added a check to remove duplicate message for #damage on self.
* Update .gitignore
* BOT work
Added BOT logging damage/heals to owner
Added BOT message to owner for harmony fails
Made var Critical global to remove duplicate crit messages
Added a NULL check to Mob:GetCleanname()
* Bot Group Work
Fixed botid=charid spawn on zone issue
Added a group_list update on zone to refresh from database to fix a dangling pointer to a Bot object that was camped but was previously in a group within the zone being entered.
Modified Bot::ProcessBotGroupInvite to use the client of the bot when doing the Bot initialization so that a leader can invite another owner's Bot
* Jan 4
Basic structure in place for Raid::AddBot though not working
* Basement Jan 5
* End of day Jan 5
Working Raid Invite to a Bot.
* Update to Client::QueuePacket to not attempt to send a packet to a BoT. Not clean, but a broad solution.
* Updated Raid::VerifyRaid
* Some Bot Raid working
* Before VS Crash
* Use Case 1, 2, 3,4,7 working.
Need to fix 5, 6, 8
* Work on usecase 5
* A few more use cases working
* New work on Raid invite with a invitor having a group
* Bot Raid inviting working for all use cases
* A few changes
* end of day jan 10
* Jan 11
* end of day Jan 11
* Bot Invite/Accept cleanup
* Start of moving raid bot functions to their own methods
* More bot raid changes
* More raid spell work
* end of day Jan 16
* spawn work
* Spawn on login working
* End of Day Jan 18
* Raid leader and mana/hp updates fixed
* Spell Tracking
* Issue with Bot Death in raid when casted upon. 1741 raid.cpp
* Bot Death fixed and few other crashes
* Working on botgroup removal
* Bot Disbanding Work 90%
* Looks like BOTs are working
* Fixed a bot crash
* bug tracing on entity list mismatch
* safe_delete resoves problem. No to track down leak
* seems to be working
* Memory corruption found - sending packets to BoTs using Client class
* added Raid::IsRaidMemberBot()
* Update p_raid_instance
* g3
* Final - Bot Raid Working
* Fixed IsRaidMemberBot to remove memory leak
Fixed altcombat crash though RaidMainAssist (428) needs fixing
* add RaidMember.IsBot
* Repaired IsBot function to be more preformant. Now works on standard performance machine
* Fixed Bard AE Target Spells
Removed assert for buffs
* updated based on Feb 2022 master updates
* Added bot_db_updates and version increment
* Cleanup of bot raid work and inclusion of bot_raid in cmake
* Fix repop crash
* Bot databse change to not use view
* Revert "Merge branch 'master' of https://github.com/neckkola/Server"
This reverts commit 1826830637, reversing
changes made to 7c1a139991.
* Updated syntax for 9230
Updated this syntax as to run on maria 10.1
* Revert "Updated syntax for 9230"
This reverts commit ffdd46c8b2.
* Fix for cross zone mark npc when entity ids are reused.
* Fixed and tested
added db change
and tested across zones
* Transition to direct attributes instead of encode
Update the pattern to utilize direct raid object attributes for entity id, zone id and instance id instead of an encoded single field.
* [Cleanup] Cleanup #view zone_loot Command
# Notes
- An item ID was being required, we don't want to do that.
- Cleanup messages to only show item name/item ID
* Update zone_loot.cpp
# Notes
- Fixes an issue where Drakkin illusions that used different Drakkin Heritages were not properly applying the Drakkin Heritage due to not sending the Face Appearance.
* [Bug Fix] Fix Appearance Issues
# Notes
- Changing race, gender, or texture of a Mob could result in it changing sizes due to use not sending the size as part of the appearance packet.
- Also converts the parameterized method to a struct parameter so that we can optionally send things without back-filling multiple arguments.
* Gender cleanup.
* Fix.
* Formatting.
* [Data Buckets] Zone-Based Data Bucket Caching
# Notes
- Adds a data bucket cache so we're not needlessly hitting the database every time we need to read a data bucket value.
* Cleanup and unify GetData access patterns
* Cache work
* Push
* Add to cache when we fetch and do a db hit
* Handle bucket misses in cache
* Formatting
* Logging
* [Data Buckets] Zone-Based Data Bucket Caching
- Adds a data bucket cache so we're not needlessly hitting the database every time we need to read a data bucket value.
* Cleanup and unify GetData access patterns
* Cache work
* Push
* Add to cache when we fetch and do a db hit
* Handle bucket misses in cache
* Formatting
* Remove redundant fetches from cache since GetData does the same thing
* Push progress
* Distributed cache work
* Logging
* Fix issue with scoping where same named keys could return overlapping results
* Misses cache tweak, logging, comments
* Add bot, client, and NPC bucket methods to Lua.
---------
Co-authored-by: Akkadius <akkadius1@gmail.com>
* Fix bugs in skills
-Add rule for allowing pickpocket
-Fix method that is supposed to check rule
-Changed Z axis range for pickpocket (was failing on giants)
* Add zoffset to account for taller models
* [Bug Fix] Fix Tradeskill Combines with augmented items
# Notes
- Keeps players from doing tradeskill combines with augmented items.
- Behavior is Live-like, we don't need a rule since `EVENT_COMBINE` is separate and processed prior to the recipe check.
* Update tradeskills.cpp
* Update tradeskills.cpp
* Cleanup
* Update tradeskills.cpp
* [Feature] Add Support for item textures higher than 65,535
# Notes
- We were previously using `uint16` which has a max of `65,535`, but some of the new Live textures that are being used have values way beyond this.
- Updates quest API, commands, and database tables that also used `uint16`.
* Update version.h
* [RAID] Add Raid Features
[RAID] Add Raid Features
- Add delegate main assist
- Add delegate main marker
- Add target ring for main assisters. Uses MA1, then MA2, then MA3
- Add /assist raid respecting /assist on and /assist off
- Add Raid Notes. Functions across zones
- Add Raid XTarget functional
- Raid Leader can mark without being delegated Main Marker. Must have the appropriate AA
* Update to new db routines
* Updated several formatting issues based on review
* Update to pp->tribute_time_remaining to avoid edge case. Unrelated to raid updates.
* Updates to resolve comments/review.
Added a few edge case updates as well.
* Refactored to use database repositories for raid_details and raid_members. Other updates as noted in review.
* Updated database manifest and fixed potential leak within Client::Handle_OP_AssistGroup
* Update for remaining review items
* Refactor SendAssistTarget to use struct/vector loop
* Have IsAssister use range based for loop and return bool
* General cleanup
* Simplify SendRaidAssistTarget to use struct / vector
* Formatting in Handle_OP_RaidDelegateAbility
* Format SendRemoveRaidXTargets and clean up error statements
* Format SendRemoveAllRaidXTargets
* Formatting
* Default return FindNextRaidDelegateSlot to -1
* Change fields to marked_npc_1/2/3 (missing last underscore)
---------
Co-authored-by: Akkadius <akkadius1@gmail.com>
* [Cleanup] Consolidate #show commands into a singular #show command
# Notes
- All `#show` commands like `#showbuffs` are now subcommands of `#show`.
- All aliases like `#showbuffs` still function.
* Push up progress.
* Final push.
* Cleanup.
* Update ip_lookup.cpp
* emotes not emote
* Cleanup
* Update servertalk.h
* Update show.cpp
* Fix
* Final push.
* #aggro
* #who
* [Strings] Add Strings::BeginsWith() and Strings::EndsWith()
# Notes
- These are useful so that we don't have to manually calculate size or perform a substring.
* Update questmgr.cpp
* Update client.cpp
* [Quest API] Add GetClassPlural() and GetRacePlural() to Perl/Lua
# Perl
- Add `$mob->GetClassPlural()`.
- Add `$mob->GetRacePlural()`.
# Lua
- Add `mob:GetClassPlural()`.
- Add `mob:GetRacePlural()`.
# Notes
- Allows operators to get the plural of a player class or race, example being `Warrior` as `Warriors` or `Dark Elf` as `Dark Elves`.
* Update mob.cpp
* Update bot_command.cpp with botcreate check
Check for underscores in bot names as the server will replace with a space and add to the database. The bot can't be deleted/summoned or changed except by editing the database
* Update bot_command.cpp
* Update bot_command.cpp
---------
Co-authored-by: Alex King <89047260+Kinglykrab@users.noreply.github.com>
* [Bug Fix] Fix NPC Item Stat Bonuses
# Notes
- Due to https://github.com/EQEmu/Server/pull/3136 NPCs/Mercs were not receiving stat bonuses from their items, this fixes that.
* Update npc.h
* Changes.
* Cleanup
* Cleanup
* Update loottables.cpp
* Update npc.cpp
* Update loottables.cpp
* [Rules] Add ClientPetsUserOwnerNameInLastName rule
# Notes
- This rule defaults to `true` and maintains `Kinglykrab's Pet` as my pet's name, disabling allows you to manually modify the last name or have pets with no last name.
* Update npc.cpp
* [Commands] Consolidate #merchant_close_shop and #merchant_open_shop to #merchantshop
# Notes
- `#merchant_close_shop` and `#merchant_open_shop` are now consolidated into `#merchantshop`.
- Command now works on any type of merchant instead of just regular merchants.
- Can be used on Merchants, Discord Merchants, Adventure Merchants, Norrath's Keepers Merchants, Dark Reign Merchants, and Alternate Currency Merchants.
* Update merchantshop.cpp
* Update merchantshop.cpp
* Update merchantshop.cpp
* [Commands] Add #showspells Command
# Notes
- Add `#showspells` command to show your or your target's memorized spells or learned disciplines.
* Update client.cpp
# Notes
- We default to `28` in the database, so we need to default to this in `#npcedit meleetype` in case the operator only sets the first melee type this avoids the NPC hitting with `1H Blunt (Skill ID 0)`.
* [Feature] Add Water Line of Sight Checks
This adds rules to enable or disable checks for spells and autofire to prevent casting or autofire from landing if the player or bot do not match their targets plane in regards to water.
Currently players and bots can cast or autofire if they are not in the water but their target is and vice versa, this should not be possible.
RuleB(Combat, WaterMatchRequiredForAutoFireLoS) set to True (default) checks that both parties are in or out of the water for AutoFire to work.
RuleB(Spells, WaterMatchRequiredForLoS) set to True (default) checks that both parties are in or out of the water for spells to land.
* Cleanup.
* Cleanup.
* Cleanup.
---------
Co-authored-by: Kinglykrab <kinglykrab@gmail.com>
# Perl
- Add `$client->GetEXPForLevel(check_level)`.
# Lua
- Add `client:GetEXPForLevel(check_level)`.
# Notes
- This allows operators to see the required experience for a level based on the client provided, this takes race/class modifiers into account as well if enabled.
* [Cleanup] Add GMFind_Struct to packet structures
# Notes
- X and Y were swapped in GMSummon_Struct so it displayed XYZ incorrectly in /find, adding its own struct fixes this.
* Update eq_packet_structs.h
* Update eq_packet_structs.h
* [Commands] Add entity variable commands
# Commands
- Add `#clearentityvariables` to clear all entity variables from yourself or your target.
- Add `#deleteentityvariable [Variable Name]` to delete an entity variable from yourself or your target.
- Add `#setentityvariable [Variable Name] [Variable Value]` to set an entity variable for yourself or your target.
- Add `#viewentityvariables [Search Criteria]` to view your or your target's entity variables.
# Notes
- `#setentityvariable` can use multi-word names/values by using double quotes like `#setentityvariable "Test Variable" "Test Value"`.
- `#viewentityvariable` does not require a search criteria, not using one shows all entity variables on yourself or your target.
* Update viewentityvariables.cpp
* Unnecessary parameter.
* Consolidate commands.
* Update entityvariable.cpp
* Update command.cpp
* Proper arguments.
* [Performance] Character tribute is now bulk saved
This pull request combines individual `character_tribute` queries during `Save()` into one.
This pull request also adds a primary key of `id` to `character_tribute` and renames the pre-existing `id` column to `character_id`, this allows us to use repositories for this table.
* Update zonedb.cpp
* Update zonedb.cpp
* [Commands] Add #findcurrency Command
# Notes
- Allows you to find alternate currencies by item ID or name.
- Has a saylink for summoning a stack of the currency if the GM can use the `#summonitem` command.
* Update findcurrency.cpp
* Update findcurrency.cpp
# Notes
- `#npcedit special_attacks` and `#npcedit special_abilities` send duplicate messages since the `d` variable wasn't being set and a message was being sent instead, meaning a message was sent inside the condition as well as a blank message at the bottom of the command.
* [Rules] Add World:MaximumQuestErrors Rule
# Notes
- Allows operators to display more than 30 errors with #questerrors if they want.
* Update quest_interface.h
# Notes
- NPCs when spawned with this command have 0 health by default, requiring operators to manually edit their health if they're using this NPC as an NPC in their hub.
* [Rules] ResurrectionEffectsBlock to prevent/allow/move buffs.
This removes the rule ResurrectionEffectsBlock (Bool) and creates ResurrectionEffectsBlock (Int)
Default = 2
Setting to 0 = Functions as it did before any blocking changes, Focus of Spirit and Strength buffs can overwrite Resurrection Effects.
Setting to 1 = Blocks all buffs that could overwrite Resurrection Effects.
Setting to 2 = Allows all buffs that would overwrite Resurrection Effects to land, however they will be moved to a new buff slot if one is available to allow both the beneficial buff to land and detrimental effects of Resurrection Effects to stay in effect until the duration is expired.
* Update logging
---------
Co-authored-by: Akkadius <akkadius1@gmail.com>
# Notes
- Before this, quests/plugins would be cached in an old state, so you'd have to either enter the zone and `#reload quest` or `#reload world` to get them to update.
* [Bug Fix] #augmentitem bypasses augment restrictions
# Notes
- `Object::HandleAugmentation` did not properly check for `augrestrict` values. This allowed augment restrictions to be bypassed with `#augmentitem` or anything else that uses this method.
- `Client::SummonItem` already properly checked these, so I just broke it out into a `Client::IsAugmentRestricted()` method.
* Update item_instance.h
* [Quest API] Add HasSpellEffect() to Perl/Lua
# Perl
- Add `$mob->HasSpellEffect(effect_id)`.
# Lua
- Add `mob:HasSpellEffect(effect_id)`.
# Notes
- Allows operators to see if a Mob has an effect ID from any of their buffs.
* Update mob.cpp
* [Cleanup] Remove unused methods in zone/client.cpp and zone/client.h
# Notes
- Remove `CheckAccess()` in `zone/client.cpp`.
- Remove `CheckAccess()` in `zone/client.h`.
- Remove `CheckQuests()` in `zone/client.h`.
- Remove `MakeCorpse()` in `zone/client.h`.
- Remove `HPTick()` in `zone/client.h`.
- These methods are unused.
* Update client.h
# Perl
- Add `$mob->GetDefaultRaceSize(race_id)`.
- Add `$mob->GetDefaultRaceSize(race_id, gender_id)`.
# Lua
- Add `mob:GetDefaultRaceSize(race_id)`.
- Add `mob:GetDefaultRaceSize(race_id, gender_id)`.
# Notes
- This allows you to get a default size for a race and gender that isn't the current mob's race and gender.
# Notes
- These methods were ignoring the sixth augment slot and could cause item to be summoned attuned being `EQ::invslot::slotCursor` is a non-zero value.
* [Cleanup] Breaks in wrong spot in cases in spell_effects.cpp
# Notes
- These breaks were inside conditions, meaning the case wasn't always broken.
* Update spell_effects.cpp
* [Feature] Make ornamentations work with any augment type
# Notes
- On Live there are augments that are not type 20/21 and are ornamentations.
- We also only allow a singular augment type to be ornamentation augment types, this will allow you to use any augment type as an ornamentation if it has a proper Hero's Forge model or a non-IT63/non-IT64 idfile.
* Update ruletypes.h
* Update client_packet.cpp
* Update item_instance.cpp
* Cleanup.
# Notes
- Duplicate outcome cases in `Client::Handle_OP_ZoneChange`.
- Use `.length()` over `strlen` in array defintition.
- Remove unnecessary `else if` in `Client::ZonePC`
# Notes
- Remove unused `query` and `item` variable.
- Use a reference for task data instead of calling `cts->m_completed_tasks[task_index]` over and over.
# Perl
- Add `quest::removeldonloss(theme_id)`.
- Add `quest::removeldonwin(theme_id)`.
# Lua
- Fix `eq.remove_ldon_win(theme_id)` as it was using `quest_manager.addldonwin(theme_id)` instead of `quest_manager.removeldonwin(theme_id)`.
# Perl
- Add `$mob->GetBuffSpellIDs()`.
# Lua
- Add `$mob->GetBuffSpellIDs()`.
# Notes
- These methods allow operators to get a list of a mob's buff IDs without having to loop through their buffs themselves.
* [Cleanup] Remove always true/false conditions from bot.cpp
# Notes
- Some of these conditions were always true or false based on previous conditions.
* Update bot.cpp
* [Cleanup] Fix ornamentation augment icons in inspect requests
# Notes
- We were not setting `aug_item` to the ornamentation augment when we found one.
* Update client.cpp
* [Cleanup] Fix shared_tasks.cpp/shared_tasks.cpp variable named same as class member
# Notes
- This variable was named `m_db_shared_task` which is the same as `SharedTask:;m_db_shared_task`.
* Single letter receiver of complex type.
# Notes
- This code was unreachable since it was inside the switch and should have been checked on its own in the condition where we verify we are using AISpellEffects.
* [Cleanup] Use .empty() in Client::ScribeSpells() and Client::LearnDisciplines()
# Notes
- Use `.empty()` instead of using a variable storing size in condition.
* Update client.cpp
* [Cleanup] Remove unreachable code in Client::SendMercPersonalInfo()
# Notes
- This cannot be reached due to prior returns.
* Update client.cpp
* Update client.cpp
* [Bug Fix] Fix issues with Lua tables not starting at index 1
# Notes
- This would cause the first item in the table to be inaccessible since Lua tables start at index `1` instead of index `0`.
- All other spots using Lua tables have their indexes starting at `1`.
* Update lua_general.cpp
* [Bug Fix] Check for Rule "Bots Enabled" to prevent bot database calls if not enabled.
* formatting
* check if LoadBotsList failed, or is bots_list empty
* [Fix] Fix an issue with EVENT_DISCONNECT not firing on regular /camp
# Notes
- We were only sending `EVENT_DISCONNECT` on GM instant camps or linkdeads.
* Update client_process.cpp
* [Crash] Add Checks for out of bounds/nullptr dereferences
* formatting
* formatting
* formatting
* Update bot.cpp
---------
Co-authored-by: Alex King <89047260+Kinglykrab@users.noreply.github.com>
* [Feature] Add support for -1 extradmgskill to allow all skills to be scaled.
- `$mob->GetSkillDmgAmt(skill_id)` now uses `int` instead of `uint16`.
- `statbonuses:GetSkillDamageAmount(skill_id)` now uses `-1` properly.
- `mob:GetSkillDmgAmt(skill_id)` now uses `int` instead of `uint16`.
- A `-1` value in `extradmgskill` denotes the ability to scale all skills at once.
- Consolidated `AddItemBonuses()`, `AdditiveWornBonuses()`, `CalcItemBonuses()`, and `CalcRecommendedLevelBonus()` to mob-based methods to avoid code duplication.
- Bots, NPCs, and Mercs can now use additive worn effects if the rule is enabled, as well as all other proper stat bonuses that only clients had before.
- No SQL update required to change `extradmgskill` and `extradmgamt` to `int` as they already are this type in the database, just had to adjust `item_data.h` and `shareddb.cpp`.
* Update mob.cpp
* Cleanup.
* Cleanup.
* Move #include <vector> to header.
* Add method for GetExtraDamageSkills
* fix additembonuses
* Update bonuses.cpp
* Update mob.cpp
* Out of bounds.
* Update bonuses.cpp
---------
Co-authored-by: Aeadoin <109764533+Aeadoin@users.noreply.github.com>
* [Crash] Fix for crash in Raid::QueuePacket
* bots can't be a part of BalanceMana
* corrected additions
* adding additional is_bot gates
* updating raid for loops to be range based.
* typo
* formatting
* formatting
* Convert ZoneDb::LoadCharacterCorpseData to use a cleaner api that has a better layout.
* Update corpse save methods to use a new cleaner api.
* Add item to corpse will use a few new fields that don't yet save.
* Fix for some issues moving data to corpses.
* Make CreateItem more explicit to avoid overlooking places it's used and add more arguments.
* DB changes
* Revert of the changes to the database.CreateItem api change.
* Missed one.
* Fixes for mr Krab
* Small formatting
---------
Co-authored-by: KimLS <KimLS@peqtgc.com>
Co-authored-by: Akkadius <akkadius1@gmail.com>
* [Feature] Add Item Extra Skill Damage Percent Modifier
# Notes
- Allows `Character:ItemExtraDmgCap` to be disabled if set to `-1` or lower.
- Allows operators to set `Character:ItemExtraSkillDamageCalcAsPercent` to `true` to allow skill damage for Frenzy, Backstab, Bash, Slam, Kick, and all Monk attacks to scale with a percentage based on `extradmgamt` values from items and spells.
* > 0
* [Cleanup] Remove LoginOnNewConnection(), LoginOnPacketRecv(), and LoginOnStatusChange() from loginserver/client.h
# Notes
- These are unused.
* Cleanup.
* Fix for GENERIC_9_STRINGS
* Add Bot Heal Message Display
Creates a new rule to display Bot heal messages to the Bot Owner
* 2021-03-25 11L04pm
Spell and Heal Rule added to allow for Bot spell and heal damage to be sent to the Bot Owner's Group. Also added a check to remove duplicate message for #damage on self.
* Update .gitignore
* BOT work
Added BOT logging damage/heals to owner
Added BOT message to owner for harmony fails
Made var Critical global to remove duplicate crit messages
Added a NULL check to Mob:GetCleanname()
* Bot Group Work
Fixed botid=charid spawn on zone issue
Added a group_list update on zone to refresh from database to fix a dangling pointer to a Bot object that was camped but was previously in a group within the zone being entered.
Modified Bot::ProcessBotGroupInvite to use the client of the bot when doing the Bot initialization so that a leader can invite another owner's Bot
* Jan 4
Basic structure in place for Raid::AddBot though not working
* Basement Jan 5
* End of day Jan 5
Working Raid Invite to a Bot.
* Update to Client::QueuePacket to not attempt to send a packet to a BoT. Not clean, but a broad solution.
* Updated Raid::VerifyRaid
* Some Bot Raid working
* Before VS Crash
* Use Case 1, 2, 3,4,7 working.
Need to fix 5, 6, 8
* Work on usecase 5
* A few more use cases working
* New work on Raid invite with a invitor having a group
* Bot Raid inviting working for all use cases
* A few changes
* end of day jan 10
* Jan 11
* end of day Jan 11
* Bot Invite/Accept cleanup
* Start of moving raid bot functions to their own methods
* More bot raid changes
* More raid spell work
* end of day Jan 16
* spawn work
* Spawn on login working
* End of Day Jan 18
* Raid leader and mana/hp updates fixed
* Spell Tracking
* Issue with Bot Death in raid when casted upon. 1741 raid.cpp
* Bot Death fixed and few other crashes
* Working on botgroup removal
* Bot Disbanding Work 90%
* Looks like BOTs are working
* Fixed a bot crash
* bug tracing on entity list mismatch
* safe_delete resoves problem. No to track down leak
* seems to be working
* Memory corruption found - sending packets to BoTs using Client class
* added Raid::IsRaidMemberBot()
* Update p_raid_instance
* g3
* Final - Bot Raid Working
* Fixed IsRaidMemberBot to remove memory leak
Fixed altcombat crash though RaidMainAssist (428) needs fixing
* add RaidMember.IsBot
* Repaired IsBot function to be more preformant. Now works on standard performance machine
* Fixed Bard AE Target Spells
Removed assert for buffs
* updated based on Feb 2022 master updates
* Added bot_db_updates and version increment
* Cleanup of bot raid work and inclusion of bot_raid in cmake
* Delete .gitignore
* Revert "Delete .gitignore"
This reverts commit 8523658d3b.
* Fixed a packet issue
* Merged upstream/master
Merged upstream/master and removed ifdef BOTS as per recent dev approach for BOTS. Functionality is there, compiles and tests ok. A few problems to be resolved though this is a good baseline.
* Added sql update for raid_members to add isbot
* Updated Bot Follow Function
Bot will now follow the Group Leader if IsClient, otherwise follows the Bot Owner
* Updates to Bot Raid System
When camping a client, remove them from the raid. If they are leader, place leadership to the next client.
Update a few crash checks in bot_raid.cpp
* [BOTS] Added RuleB Enabled checks and updated base repo for raid_members
Updated several RuleB(Bots, Enabled) checks
Updated the base repo to be autogenerated.
Raid functionality should work with a non-bots enabled database.
* Few quick updates
* Updates
Corrected a number of comments. Compiled and tested against bot and non-bot database though requires the isbot column in raid_members for both.
Moved the db update out of the bot stream to make bot check code easier.
* Formatting and other small updates
* A few more RuleB(Bots, Enabled) additions
* Fix issue with conflict of bot ID versus character ID.
* Delete CMakeSettings.json
* Comment Updates and other
Several updates including
- fixed comments from PR
- added id to raid_members and unique index on name to avoid botid and charid conflicts
- updated a few raid functions for iterators
- reordered several raid operations to ensure send leader packet to be the last item to ensure proper updating on the client
- update sql to use Replace instead of Insert for botid conflicting with charid
* Exploit fix for Raid Bots
Added item from @Nite to disallow spawning or camping bots if Raid is engaged. Avoids abusive situations.
* Initial Commit
* fix Raid Window after zoning
The raid window was not fully updating for clients not in the zone.
* Cleanup
* Update
Fixed comments
* Resolve crash for MOTD
Fixed a crash situation sending a raid MOTD to BOTS.
* Update ruletypes.h
* Updated to resolve a few recent comments
Fixed some comments within attack.cpp
* fix sql query
* update repository
* prevent duplicate entries in raid after group invite, and cleanup
* fixes for botgroups not following, and add already in raid messages.
* fix messagestring
* fixes
* Cleanup, and resolving issues with disbanding
* refactoring
* more cleanup/fixing.
* fixes for removing from ground in raid
* Refactoring/fixing multiple clients
* fix for compiling
* Bugs from refactoring fixed
* Testing completed, cleaning up unwanted items/duplicate code.
* Cleaned up AICastSpell
* fix typos
* Refactoring
* Adding Raid checks to AI_Process/cleanup
* Fix a typo
Was getting a SQL error on BOT spawn. Fixed typo.
* fix for crash
* Fixed crash when inviting player, more refactoring
* AI_Process Refactoring work
* More Refactoring/fixes for follow
* Finish Refactoring AI_Process
* cleanup
* cleanup
* cleanup
* cleanup
* fix melee attack loop
* fix for leashowner.
* fix for leashowner.
* Bots persist in raid after client death/LD/Camp
* Fix Bot Groups when zoning after death.
* Fix Bots in group following after client death
* remove unnecessary query
* Allow Raid members to invite Bots if owner is in raid. cleanup
* optimization of raid verification
* remove this
* Code Cleanup
* formatting
* formatting
* formatting
* fix for macro
* add return for TryClassAttacks
* fix query
* fix for crash
* restrict camping/spawn in combat.
* Fix other crash issue.
* update learnmembers to use Strings::To, cleanup magic numbers
* fix for merge.
---------
Co-authored-by: Kinglykrab <kinglykrab@gmail.com>
Co-authored-by: Alex King <89047260+Kinglykrab@users.noreply.github.com>
Co-authored-by: Aeadoin <109764533+Aeadoin@users.noreply.github.com>
Notes:
Bots currently do not do a mana check until the spell cast has already been started which results in an interrupt immediately after. If it is the last spell for a bot to cast, it tends to result in interrupt spam until the bot has enough mana. This will block the interrupt spam if the spell is invalid.
* [Feature] Add Heroic Strikethrough to NPC Scaling
# Notes
- Adds Heroic Strikethrough support to NPC scaling.
- Cleans up `std::stoul` to use `Strings::ToUnsignedInt` since recent changes.
- Sets default values to sane values and removes support for `NULL` values.
* Update 2023_03_04_npc_scale_global_base_heroic_strikethrough.sql
* [Commands] Remove #equipitem Command
# Notes
- This command causes issues with cursor and inventory slot desynchronizations and seems to largely be unused/unnecessary.
* Remove from command files.
* [Commands] Cleanup #haste Command
# Notes
- Cleanup messages and logic.
- No longer requires you to re-equip your weapon for the haste to take effect.
- Can now use on targeted client if you have `#gm on` enabled.
* Update haste.cpp
* [Rules] Add ResurrectionEffectsBlock
Notes:
This adds the rule Spells:ResurrectionEffectsBlock that will prevent anything from overwrites Resurrection Sickness Effects. Currently they are able to be overwritten by certain spells.
Default state: Disabled/False.
* Update ruletypes.h
---------
Co-authored-by: Chris Miles <akkadius1@gmail.com>
* [Scaling] Add support for pipe-separated zone IDs and versions
# Notes
- Allows `|` separated zone IDs and instance versions within the scaling data.
- Loads scaling data on zone bootup as well, without needing to repop for it to initialize.
* Cleanup
* [Strings] Add more number formatters
# Notes
- Adds `Strings::ToUnsignedInt` for `uint32` support.
- Adds `Strings::ToBigInt` for `int64` support.
- Adds `Strings::ToUnsignedBigInt` for `uint64` support.
- Adds `Strings::ToFloat` for `float` support.
- Replaces all `std::stoi` references with `Strings::ToInt`.
- Replaces all `atoi` references with `Strings::ToInt`.
- Replaces all `std::stoul` references with `Strings::ToUnsignedInt`.
- Replaces all `atoul` references with `Strings::ToUnsignedInt`.
- Replaces all `std::stoll` references with `Strings::ToBigInt`.
- Replaces all `atoll` references with `Strings::ToBigInt`.
- Replaces all `std::stoull` references with `Strings::ToUnsignedBigInt`.
- Replaces all `atoull` references with `Strings::ToUnsignedBigInt`.
- Replaces all `std::stof` references with `Strings::ToFloat`.
* [Strings] Add more number formatters
- Adds `Strings::ToUnsignedInt` for `uint32` support.
- Adds `Strings::ToBigInt` for `int64` support.
- Adds `Strings::ToUnsignedBigInt` for `uint64` support.
- Adds `Strings::ToFloat` for `float` support.
- Replaces all `std::stoi` references with `Strings::ToInt`.
- Replaces all `atoi` references with `Strings::ToInt`.
- Replaces all `std::stoul` references with `Strings::ToUnsignedInt`.
- Replaces all `atoul` references with `Strings::ToUnsignedInt`.
- Replaces all `std::stoll` references with `Strings::ToBigInt`.
- Replaces all `atoll` references with `Strings::ToBigInt`.
- Replaces all `std::stoull` references with `Strings::ToUnsignedBigInt`.
- Replaces all `atoull` references with `Strings::ToUnsignedBigInt`.
- Replaces all `std::stof` references with `Strings::ToFloat`.
* Rebase cleanup
* Changes/benchmarks/tests
---------
Co-authored-by: Akkadius <akkadius1@gmail.com>
* fix to desync between pet taunt state and button
* Update npc.h
* Update npc.cpp
* Update npc.h
---------
Co-authored-by: Alex King <89047260+Kinglykrab@users.noreply.github.com>
* Fix log message when players join channels
* Formatting
* More formatting
* Update CurrentPlayerChannels to use vector of channel names
* Put log statement back in place
* Remove channel limit in db query
* Formatting tweak
* [Fix] Fix issue where quest saylink responses would occur before the NPC's response
* Update client_packet.cpp
* Revert "[Fix] Fix issue where quest saylink responses would occur before the NPC's response"
This reverts commit a09e1bbbe9.
# Perl
- Add `$mob->IsFindable()`.
- Add `$mob->IsTrackable()`.
# Lua
- Add `mob:IsFindable()`.
- Add `mob:IsTrackable()`.
# Notes
- Allows operators to see if a mob is findable or trackable.
* [Bug Fix] Fix for Lore Components where component is returned.
* Refactor, and take into account loregroups above 0 properly
* Update tradeskills.cpp
* formatting for suggestions.
* commenting, update formatting.
---------
Co-authored-by: Alex King <89047260+Kinglykrab@users.noreply.github.com>
# Perl
- Add `$mob->GetDefaultRaceSize()`.
# Lua
- Add `mob:GetDefaultRaceSize()`.
# Notes
- Allows operators to get the default race size of a race if they want to use it in a script.
* [Scaling] Add support for zone ID and instance version to NPC Scaling
# Notes
- Adds `zone_id` and `instance_version` to `npc_scale_global_base` table to allow for zone and version-specific scaling.
- Defaults back to `zone_id` of `0` and `instance_version` of `0` for global scaling.
- Scaling load precedence is as follows:
- `zone_id` of current zone and `instance_version` of current instance
- `zone_id` of current zone and `instance_version` of `0`
- `zone_id` of `0` and `instance_version` of `0`
* Remove debug comment.
* Use zone not NPC.
* SQL
* MYSQL objects cannot be copied in a well defined way, this removes the copy and replaces it with another connection
* Change to share underlying pointers.
* Push up mutex changes
* Post rebase
* Formatting
---------
Co-authored-by: KimLS <KimLS@peqtgc.com>
Co-authored-by: Akkadius <akkadius1@gmail.com>
Notes:
Previously, the server-side reuse of Mend was set to 290 seconds rather than 360 seconds (6 minutes).
Mend was not accepting reduction timers from potential items, buffs or AAs (Hastened Mend).
Mend was outputting duplicate success messages on critical mends, it will now only output a regular Mend message upon success (You mend your wounds and heal some damage) or the critical message upon critical success (You magically mend your wounds and heal considerable damage), not both.
Co-authored-by: toxin06 <53322305+toxin06@users.noreply.github.com>
# Perl
- Add `$client->IsAutoAttackEnabled()`.
# Lua
- Add `client:IsAutoAttackEnabled()`.
# Notes
- Allows operators to check if a client has auto attack enabled.
# Perl
- Add `$client->IsAutoFireEnabled()`.
# Lua
- Add `client:IsAutoFireEnabled()`.
# Notes
- Allows operators to check if a client has auto fire enabled.
* [Tradeskills] Check if Combine would result in Lore Conflict.
* formatting
* Add Saylinks to lore message output.
* Aknowledgement packets to prevent client issues.
* [Bug Fix] Fix crash in EVENT_DISCOVER_ITEM
# Notes
- `const` didn't like the `std::any_cast`, also was passing `EQ::ItemData*` instead of `EQ::ItemInstance*`.
* Update client.cpp
* [Bots & Merrcs] Add Support for TrySympatheticProc
* [Bots & Merrcs] Add Support for TrySympatheticProc
* [Bots & Merrcs] Add Support for TrySympatheticProc
* Cleanup
* formatting
* auto
* [Quest API] Export target to EVENT_TARGET_CHANGE in Perl/Lua.
- Export `$target` to `EVENT_TARGET_CHANGE`.
- Export `e.other` to `event_target_change`.
- Allows operators to not have to grab bot, Client, or NPC's target in Perl with `GetTarget()`.
- Allows operators to not have to grab Client's target in Lua with `GetTarget()`.
* Update mob.cpp
* Update mob.cpp
* Update mob.cpp
* [Quest API] Export $item to EVENT_PLAYER_PICKUP in Perl.
# Notes
- Exports `$item` to `EVENT_PLAYER_PICKUP` in Perl so that you have access to the item itself.
* Optional parsing.
* Update object.cpp
* Update object.cpp
* [Quest API] Export $spawned to EVENT_SPAWN_ZONE in Perl
# Notes
- Exports `$spawned` to `EVENT_SPAWN_ZONE` in Perl.
- Allows operators to use the mob reference instead of having to grab it from entity list.
* Optional parsing.
* [Quest API] Export $item and $corpse to EVENT_LOOT and EVENT_LOOT_ZONE in Perl
# Notes
- Exports `$item` and `$corpse` to `EVENT_LOOT` in Perl.
- Exports `$item` and `$corpse` to `EVENT_LOOT_ZONE` in Perl.
* Optional parsing.
* Update corpse.cpp
* Cleanup
* Export changes
---------
Co-authored-by: Akkadius <akkadius1@gmail.com>
* [Quest API] Add $target export to EVENT_INSPECT in Perl
# Notes
- Exports `$target` to `EVENT_INSPECT`.
- Allows operators to get information from target directly instead of using entity list.
* Update client_packet.cpp
* [Quest API] Export $item and $augment to augment events in Perl
# Notes
- Exports `$item` and `$augment` to `EVENT_AUGMENT_INSERT_CLIENT` in Perl.
- Exports `$item` and `$augment` to `EVENT_AUGMENT_REMOVE_CLIENT` in Perl.
- Allows operators to use item and augment reference instead of just item IDs.
* Cleanup
# Perl
- Export `$target` to `EVENT_CONSIDER`.
- Export `$corpse` to `EVENT_CONSIDER_CORPSE`.
# Lua
- Export `e.other` to `EVENT_CONSIDER`.
- Export `e.corpse` to `EVENT_CONSIDER_CORPSE`.
# Notes
- Allows operators to grab the target or corpse a player is considering.
* Plumbing
* Batch processing in world
* Cleanup
* Cleanup
* Update player_event_logs.cpp
* Add player zoning event
* Use generics
* Comments
* Add events
* Add more events
* AA_GAIN, AA_PURCHASE, FORAGE_SUCCESS, FORAGE_FAILURE
* FISH_SUCCESS, FISH_FAILURE, ITEM_DESTROY
* Add charges to ITEM_DESTROY
* WENT_ONLINE, WENT_OFFLINE
* LEVEL_GAIN, LEVEL_LOSS
* LOOT_ITEM
* MERCHANT_PURCHASE
* MERCHANT_SELL
* SKILL_UP
* Add events
* Add more events
* TASK_ACCEPT, TASK_COMPLETE, and TASK_UPDATE
* GROUNDSPAWN_PICKUP
* SAY
* REZ_ACCEPTED
* COMBINE_FAILURE and COMBINE_SUCCESS
* DROPPED_ITEM
* DEATH
* SPLIT_MONEY
* TRADER_PURCHASE and TRADER_SELL
* DISCOVER_ITEM
* Convert GM_COMMAND to use new macro
* Convert ZONING event to use macro
* Revert some code changes
* Revert "Revert some code changes"
This reverts commit d53682f997e89a053a660761085913245db91e9d.
* Add cereal generation support to repositories
* TRADE
* Formatting
* Cleanup
* Relocate discord_manager to discord folder
* Discord sending plumbing
* Rename UCS's Database class to UCSDatabase to be more specific and not collide with base Database class for repository usage
* More discord sending plumbing
* More discord message formatting work
* More discord formatting work
* Discord formatting of events
* Format WENT_ONLINE, WENT_OFFLINE
* Add merchant purchase event
* Handle Discord MERCHANT_SELL formatter
* Update player_event_discord_formatter.cpp
* Tweaks
* Implement retention truncation
* Put mutex locking on batch queue, put processor on its own thread
* Process on initial bootup
* Implement optional QS processing, implement keepalive from world to QS
* Reload player event settings when logs are reloaded in game
* Set settings defaults
* Update player_event_logs.cpp
* Update player_event_logs.cpp
* Set retention days on boot
* Update player_event_logs.cpp
* Player Handin Event Testing.
Testing player handin stuff.
* Cleanup.
* Finish NPC Handin.
* set a reference to the client inside of the trade object as well for plugins to process
* Fix for windows _inline
* Bump to cpp20 default, ignore excessive warnings on windows
* Bump FMT to 6.1.2 for cpp20 compat and swap fmt::join for Strings::Join
* Windows compile fixes
* Update CMakeLists.txt
* Update CMakeLists.txt
* Update CMakeLists.txt
* Create 2022_12_19_player_events_tables.sql
* [Formatters] Work on Discord Formatters
* Handin money.
* Format header
* [Formatters] Work on Discord Formatters
* Format
* Format
* [Formatters] More Formatter work, need to test further.
* [Formatters] More Work on Formatters.
* Add missing #endif
* [Formatters] Work on Formatters, fix Bot formatting in ^create help
* NPC Handin Discord Formatter
* Update player_event_logs.cpp
* Discover Item Discord Formatter
* Dropped Item Discord Formatter
* Split Money Discord Formatter
* Trader Discord Formatters
* Cleanup.
* Trade Event Discord Formatter Groundwork
* SAY don't record GM commands
* GM_Command don't record #help
* Update player_event_logs.cpp
* Fill in more event data
* Post rebase fixes
* Post rebase fix
* Discord formatting adjustments
* Add event deprecation or unimplemented tag support
* Trade events
* Add return money and sanity checks.
* Update schema
* Update ucs.cpp
* Update client.cpp
* Update 2022_12_19_player_events_tables.sql
* Implement archive single line
* Replace hackers table and functions with PossibleHack player event
* Replace very old eventlog table since the same events are covered by player event logs
* Update bot_command.cpp
* Record NPC kill events ALL / Named / Raid
* Add BatchEventProcessIntervalSeconds rule
* Naming
* Update CMakeLists.txt
* Update database_schema.h
* Remove logging function and methods
* DB version
* Cleanup SendPlayerHandinEvent
---------
Co-authored-by: Kinglykrab <kinglykrab@gmail.com>
Co-authored-by: Aeadoin <109764533+Aeadoin@users.noreply.github.com>
* [Bots] add IsBot() to methods in attack.cpp where applicable.
* Add mercs where applicable
* Cleanup verbose if statements
* typo
* Fix other spots missed.
* [Quest API] Add Recipe-based methods to Perl/Lua.
# Perl
- Add `quest::get_recipe_component_item_ids(recipe_id)`.
- Add `quest::get_recipe_container_item_ids(recipe_id)`.
- Add `quest::get_recipe_fail_item_ids(recipe_id)`.
- Add `quest::get_recipe_salvage_item_ids(recipe_id)`.
- Add `quest::get_recipe_success_item_ids(recipe_id)`.
- Add `quest::get_recipe_component_count(recipe_id, item_id)`.
- Add `quest::get_recipe_fail_count(recipe_id, item_id)`.
- Add `quest::get_recipe_salvage_count(recipe_id, item_id)`.
- Add `quest::get_recipe_success_count(recipe_id, item_id)`.
# Lua
- Add `eq.get_recipe_component_item_ids(recipe_id)`.
- Add `eq.get_recipe_container_item_ids(recipe_id)`.
- Add `eq.get_recipe_fail_item_ids(recipe_id)`.
- Add `eq.get_recipe_salvage_item_ids(recipe_id)`.
- Add `eq.get_recipe_success_item_ids(recipe_id)`.
- Add `eq.get_recipe_component_count(recipe_id, item_id)`.
- Add `eq.get_recipe_fail_count(recipe_id, item_id)`.
- Add `eq.get_recipe_salvage_count(recipe_id, item_id)`.
- Add `eq.get_recipe_success_count(recipe_id, item_id)`.
# Notes
- Before these methods, you would have to use DBI from Perl or Lua in order to get the components and their counts, these methods allow easy access to these values via the scripting API.
- These should be used sparingly as they're each an individual database hit and could go crazy in a hot path.
* Update eq_constants.h
* Update zonedb.h
* Update tradeskills.cpp
* Reserve.
* [BOT] Add 100% Hit chance if sitting while attacked.
* [BOT] Add 100% Hit chance if sitting while attacked.
* Add Mercs correctly
* Missed usage of IsSitting() in Mob::RollD20
* [Quest API] Add rule AlternateAugmentationSealer for using a different bagtype as an alternate augmentation sealer. Use EVENT_COMBINE with UseAugmentContainer
* Default it to be off or bagtype 53 (BagTypeAugmentationSealer)
* [Quest API] Default ScaleNPC to always scale.
# Notes
- ScaleNPC will now always override stats, with the option to override special abilities.
* Update npc_scale_manager.h
# Perl
- Add `$npc->ScaleNPC(level, always_scale_stats)`.
- Add `$npc->ScaleNPC(level, always_scale_stats, always_scale_special_abilities)`.
# Lua
- Add `npc:ScaleNPC(level, always_scale_stats)`.
- Add `npc:ScaleNPC(level, always_scale_stats, always_scale_special_abilities)`.
# Notes
- Allows operators to not have to set stats to 0 in order for scaling to kick in when scripting.
- Special ability override is separate in case you don't want to override some inherent special abilities the NPC has from a script or otherwise.
* [Bug fix]#reload static should now properly fill the entity_lists for objects / doors / groundspawns
The individual #reload commands WILL still have issues when trying to use #list afterwards!
* Point ReloadDoors, ReloadGroundSpawns, ReloadObjects all to reload static to avoid entity_list data missing
* [Quest API] Add Augment Slot support to does_augment_fit
# Notes
- Allows you to check if the supplied augment ID fits in the specified augment slot of the item instance provided.
* Update item_instance.cpp
This was preventing anything other than 0 or 1 to be passed, but per the current design, the see_invis can be anything from 0 to MAX 25499, which can give you level 254 invis. See design notes in Mob::GetSeeInvisibleLevelFromNPCStat.
# Notes
- Allows operators to set a minimum and maximum status that an item will show for players.
- Allows operators to have items on a merchant that only a GM can see.
- Some servers may use status for different things, so having a minimum and a maximum will allow for more functionality.
- Default of `min_status` is `0` (Player) and default of `max_status` is `255` (Max).
* [Quest API] Add EVENT_DAMAGE_GIVEN and EVENT_DAMAGE_TAKEN to Perl/Lua.
# Perl
- Add `EVENT_DAMAGE_GIVEN`.
- Add `EVENT_DAMAGE_TAKEN`.
- Both events export `$entity_id`, `$damage`, `$spell_id`, `$skill_id`, `$is_damage_shield`, `$is_avoidable`, `$buff_slot`, `$is_buff_tic`, `$special_attack`.
# Lua
- Add `event_damage_given`.
- Add `event_damage_taken`.
- Both events export `e.entity_id`, `e.damage`, `e.spell_id`, `e.skill_id`, `e.is_damage_shield`, `e.is_avoidable`, `e.buff_slot`, `e.is_buff_tic`, `e.special_attack`, and `e.other`.
# Notes
- These events allow operators to have events fire based on damage given or taken, as well as keep better track of a Bot, Client, or NPC's damage per second or otherwise.
- Special Attack is only useful for NPCs, but allows you to see if the attack is Rampage, AERampage, or Chaotic Stab.
* Cleanup.
# Notes
- These messages were showing weirdly and inconsistently, cleaned them up to show at max 4 per line.
- `^viewcombos` now shows class name and ID in the popup title.
- `^create help` now shows proper class names and IDs instead of `{}`.
* Testing.
* Add ResetItemCooldown and port it over to perl
* This flag needs to be set for updating shared item cooldowns
* Properly set item recast for all item types, on corpses, on looting
* SummonItem properly sets recast timers of summoned items
* Rename variable to avoid confusion and change manifest to be more specific
* Sanity check item_d
* Recast -1 added as RECAST_TYPE_UNLINKED_ITEM
ResetItemCooldown will still remove cooldown of item that we don't have so when we acquire it the cooldown is reset
* change magic numbers
* more magic numbers
* More constants yay
* Remove unneeded export DeleteItemRecastTimer
* Remove duplicate message, this is handled by the client in this part of the code
Co-authored-by: Kinglykrab <kinglykrab@gmail.com>
* [Bug Fix] Fix nullptr spell in BCSpells::Load()
# Notes
- Fix possible `nullptr` where we didn't check if spell was valid before using it.
* Cleanup.
* [Cleanup] Cleanup #door Command.
# Notes
- Resolves an issue with `.1` versus `0.1`.
- Resolves an issue with updating a pre-existing door.
- Adds `heading` to the update/insert.
* Update doors.cpp
# Notes
- Removes duplicate critical chance roll in `Mob::GetActSpellHealing`.
- Not sure if this was Live-like or an oversight, but it seems to drastically reduce the possibility of a HOT getting a critical.
- A 1% chance becomes a 0.01% chance being we have to roll twice.
# Notes
- Adds `bot_command_init` to `#reload commands` so that operators can reload bot commands if they enable/disable bots while the server is running.
# Notes
- Removes `#guildapprove`, `#guildcreate`, and `#guildlist`.
- Removes associated functions, classes, etc. that were only used in these commands.
- These commands are unused and/or covered by the general `#guild` command.
- Approvals don't really seem to be a thing anymore and the variable itself doesn't exist in stock PEQ database anyway.
* [Cleanup] Merge Client::Attack and Bot::Attack into Mob::Attack (#11)
* Remove #ifdef Bots to go along with KK fix
* Remove method in logging
* remove method from logging
* Fixes
* Rename
* [Bots] Cleanup and remove preprocessors.
- Removes every `#ifdef BOTS` we have and locks bots behind `Bots:AllowBots` rule.
- Bot updates are now done by default similar to regular database updates.
- Modify `CMakeLists.txt`, `.drone.yml`, and `BUILD.md` to match the removal of `EQEMU_ENABLE_BOTS`.
* Cleanup
- Add SQL for enabling bots for servers with bots.
- Add message that tells players/operators bots are disabled.
* Suggested changes.
* Bot injection stuff
* Change SQL to bot SQL.
* Tweaks
* Remove `is_bot`
* Update version.h
* Update main.cpp
* Update database.cpp
* Fix name availability crash
* Remove bots from update script
Co-authored-by: Akkadius <akkadius1@gmail.com>
* Handle channel name filter checks in memory
With this commit, name filters are loaded into memory when the server loads and new channels are compared against these memory values VS hitting the database each time.
* Minor formatting tweaks
* Initial code
* Tweak
* Rule description tweak
* More channel work
* More adjustments
* Auto-join saved permanent player channels
* Fix UCS crash if player has no channels to load from table.
* Implemented channel blocking feature
* Update database when player channel's owner or password change
* First round of requested changes.
* Logic tweak to ensure player channels are sets to permanent when appropraite
* name_filter table integration and some refactoring
* Use new `reserved_channel_names` table to block specific channel names.
* Remove some legacy channel block code
* Setup required SQL update to create `reserved_channel_names` table.
* Update db_update_manifest.txt
* Update db_update_manifest.txt
* Update chatchannel.cpp
* Code review
* Database to UCSDatabase
* Repository SaveChatChannel
* CurrentPlayerChannelCount repository
* Cleanup name filter
* CreateChannel
* Update websocketpp
* Increment CURRENT_BINARY_DATABASE_VERSION
Set to 9216
* Minor tweaks to blocked channel name checks & other related areas.
- Enforce blocked channel names on channel creation.
- Also enforce blocked channel names on channel join.
- Add channel status check to Debug logging.
- Minor formatting adjustments.
- Add single quotes to column name value in query.
* Minor log change
* Increment DB Version
* Formatting Tweaks
- Made formatting adjustments consistent with KinglyKrab's recommended changes.
- This compiles successfully with these changes, but unable to test the changes until this weekend.
Co-authored-by: Akkadius <akkadius1@gmail.com>
* [Mercs] Add Mercenary Support
# Notes
- Adds `--merc-tables` support to database dumper.
- Adds Mercenary-based repositories.
- Adds required SQL `2023_01_15_merc_data.sql` to insert the tables for those who don't already have them.
- Adds optional SQL `2023_01_15_merc_liaisons.sql` to change NPCs to the Mercenary Liaison class optionally.
* Inline.
* Trim tables_to_dump output
Co-authored-by: Akkadius <akkadius1@gmail.com>
# Notes
- Adds `Character:EnableGroupEXPModifier`, defaults to `true`.
- Adds `Character:GroupMemberEXPModifier`, defaults to `0.2`.
- Adds `Character:FullGroupEXPModifier`, defaults to `2.16`.
- Allows operators to enable or disable the group experience modifier based on number of members.
- Allows operators to change the modifier per member in the group between `2` and `5`.
- Allows operators to change the full group experience modifier.
* [Bug Fix] Fix issue with Bot:;LoadAndSpawnAllZonedBots.
# Notes
- Bots could spawn beyond class/global limits due to being stuck in group limbo and spawning when you enter a zone properly.
* Debug messages.
* Remove unspawned bots from group.
* Update bot.cpp
* Update bot.cpp
* Update bot.cpp
* Update bot.cpp
* >= 0
# Perl
- Minor cleanup of variable types.
# Lua
- Add `bot:GetAugmentAt(slot_id, augment_index)`.
- Add `bot:GetItemAt(slot_id)`.
- Add `bot:SendSpellAnim(target_id, spell_id)`.
- Properly implemented `bot:GetItemIDAt(slot_id)`.
# Notes
- `bot:GetItemIDAt` existed in Lua, but didn't have a bind definition, so was non-functional.
- This makes Perl/Lua bot methods 1:1 as Perl had 75 and Lua had 72, they now both have 75.
# Perl
- Add `$client->CampAllBots()`.
- Add `$client->CampAllBots(class_id)`.
# Lua
- Add `client:CampAllBots()`.
- Add `client:CampAllBots(class_id)`.
# Notes
- Adds constants for `NO_CLASS` which is class `0` and uses `RACE_DOUG_0` for any spots that use race ID `0`.
- Cleans up magic number usage of race/class of `0`.
# Perl
- Add `$entity_list->SignalAllBotsByOwnerName(owner_name)`.
# Lua
- Add `eq.get_entity_list():SignalAllBotsByOwnerName(owner_name)`.
# Notes
- Adds a way to signal all bots by owner name instead of only character ID.
* [Luamod] Add CalcSpellEffectValue_formula to luamods with example code in utils/mods/spell_formula.lua
* Fix typo
* Change formula down to uint32, fix format issues and remove debug on lua file
* [Bug Fix] Fix Bot "Failed to Load" Messages.
# Notes
- Bots were producing error messages for "failing to load" spells and inventory when the bot had no spells, like a Warrior, or when the bot was naked, like a newly created bot.
* Update botspellsai.cpp
# Perl
- Add `$bot->Camp()`.
- Add `$bot->Camp(save_to_database)`.
# Lua
- Add `bot:Camp()`.
- Add `bot:Camp(save_to_database)`.
# Notes
- Saves to database by default, overload is for edge case where a user may not want bot to save to database.
* [Zones] Add Max Level Check to Zones.
# Perl
- Add `$client->CanEnterZone(zone_short_name)`.
- Add `$client->CanEnterZone(zone_short_name, instance_version)`.
# Lua
- Add `client:CanEnterZone(zone_short_name)`.
- Add `client:CanEnterZone(zone_short_name, instance_version)`.
# Notes
- Allows operators to limit zones to a maximum level.
- Allows operators to see if a player can enter a zone before sending them.
- Keeps players from entering via `#peqzone` and `#zone` as well if they do not meet the requirements or are not high enough status to bypass the requirements.
* Cleanup.
* [Bug Fix] Fix NPC Reference in EVENT_SPAWN
# Notes
- Event parsing was too early and memory wasn't fully allocated, meaning that sometimes you could use the NPC reference and other times you couldn't.
- Most people worked around this by setting timers in `EVENT_SPAWN` then using `EVENT_TIMER` to handle the stuff they wanted to do on spawn.
# Example Code in Perl
```pl
sub EVENT_SPAWN {
quest::shout($npc->GetCleanName() . " just spawned with an ID of " . $npc->GetID() . " and an NPC Type ID of " . $npc->GetNPCTypeID() . ".");
}```
* Update bot.cpp
# Perl
- Add `$bot->GetBotID()`.
- Add `EVENT_DESPAWN`.
- Add `EVENT_DESPAWN_ZONE`.
# Lua
- Add `bot:GetBotID()`.
- Add `event_despawn`.
- Add `event_despawn_zone`.
# Notes
- Allows operators to determine when a Bot or an NPC has been despawned via Depop.
- Bots call NPC::Depop on ^camp so we just put the code there.
- Adds the ability to get a bot's ID using their reference in case you're looping a list and need that value.
- Moves `DispatchZoneControllerEvent` from NPC to Mob so it can be used by any type.
# Perl
- Add `$client->CalcEXP(consider_level, ignore_modifiers)`.
# Lua
- Add `client:CalcEXP(consider_level)`.
- Add `client:CalcEXP(consider_level, ignore_modifiers)`.
# Notes
- Allows operators to calculate experience based on consider level as well as ignore modifiers to get a baseline of experience that should be expected when killing a mob.
# Commands
- Adds `#guild search [Search Criteria]` sub command.
# Notes
- Allows operators to search for a guild instead of listing all guilds at once.
- Adds a method for sending guild sub commands to make code drier.
# Commands
- Add `#findcharacter [Search Criteria]`.
# Notes
- Allows operators to search for characters by ID or a portion of their name to easily get ID/Name.
* [Commands] Add #setanon Command.
# Commands
- Adds `#setanon [Anonymous Flag]`.
# Notes
- Allows operators to turn on/off a player's anonymous flag so they can view their Magelo.
* Update eq_constants.h
* Add character ID support.
* Update setanon.cpp
* [Bug Fix] Fixed message on demote permissions check.
* Included promote fix
* Formatting consistency, grammar, use constants
* Further use of constants/consistency of error/failure message colors
# Perl
- Add `quest::does_augment_fit(item, augment_id)`.
# Lua
- Add `eq.does_augment_fit(item, augment_id)`.
# Notes
- Returns the augment slot index where the augment fits within the item instance provided, returns `-1` if it doesn't fit or has no open slot to fit in.
* [Quest API] Add Augment Slot Type/Visible to GetItemStat
# Notes
- Adds the ability to get an item's augment slot types and augment slot visibility information.
* const
# Perl
- Add `quest::do_augment_slots_match(item_one, item_two)`.
# Lua
- Add `eq.do_augment_slots_match(item_one, item_two)`.
# Notes
- Allows operators to see if augments slots across two items match for something like moving augments from one item to another.
* [Feature] Add Experience Gain Toggle.
# Perl
- Add `$client->IsEXPEnabled()`.
- Add `$client->SetEXPEnabled(is_exp_enabled)`.
# Lua
- Add `client:IsEXPEnabled()`.
- Add `client:SetEXPEnabled(is_exp_enabled)`.
# Commands
- Add `#exptoggle [Toggle] - Toggle your or your target's experience gain.`.
# Notes
- Allows operators to turn on/off a player's experience gain individually without changing their rule values.
- The command allows operators to give players access to the command to disable their own experience gain.
# Perl
- Add `$npc->GetKeepsSoldItems()`.
- Add `$npc->SetKeepsSoldItems(keeps_sold_items)`.
# Lua
- Add `npc:GetKeepsSoldItems()`.
- Add `npc:SetKeepsSoldItems(keeps_sold_items)`.
# Notes
- Allows operators to keep specific NPCs from keeping items sold to them.
- Keeps NPCs from being cluttered with stuff like Cloth Caps, Bone Chips, etc.
# Perl
- Add `$mob->IsAttackAllowed(target)`.
- Add `$mob->IsAttackAllowed(target, is_spell_attack)`.
# Lua
- Add `mob:IsAttackAllowed(target)`.
# Notes
- Lua had `mob:IsAttackAllowed(target, is_spell_attack)` but not the other overload.
- Perl had neither.
# Perl
- Add `$mob->IsAttackAllowed(target)`.
- Add `$mob->IsAttackAllowed(target, is_spell_attack)`.
# Lua
- Add `mob:IsAttackAllowed(target)`.
# Notes
- Lua had `mob:IsAttackAllowed(target, is_spell_attack)` but not the other overload.
- Perl had neither.
* [Rules] Add rule to limit single kill xp gain
Adds a rule to allow server operators to restrict XP gain/kill to a specified % of their current level.
* Logic correction
* Commenting
* Logic tweaks
* Rule description update
* Logic adjustment
Changed to allow xp cap > 100% and -1 = disabled
* Formatting
* Removed extra space
* Formatting
Renamed rule to be more clear.
Updated rule description.
Minor formatting tweaks.
Implemented use of descriptive bools.
* Data type adjustment
* Removed Bools
* Update exp.cpp
* Update exp.cpp
* Update exp.cpp
* Update exp.cpp
Co-authored-by: Alex King <89047260+Kinglykrab@users.noreply.github.com>
* [Quest API] Add GetAugmentIDsBySlotID() to Perl/Lua.
# Perl
- Add `$client->GetAugmentIDsBySlotID(slot_id)`.
- Add `$inventory->GetAugmentIDsBySlotID(slot_id)`.
# Lua
- Add `client:GetAugmentIDsBySlotID(slot_id)`.
- Add `inventory:GetAugmentIDsBySlotID(slot_id)`.
# Notes
- Allows operators to get a list of augments from a specific slot instead of having to build a plugin or something to do it.
- Fix issue with Lua tables starting at index `1` versus index `0`, so you lost the first value of the table due to this.
* Update inventory_profile.cpp
* [Rules] Add backstab rules
Add rules to disable elemental and bane damage on backstab.
* Update special_attacks.cpp
Co-authored-by: Alex King <89047260+Kinglykrab@users.noreply.github.com>
* [Rule] Add ManaOnDeath and EndurOnDeath
This rule allows death to fully fill Mana or Endurance.
* Updates rules to live-like
* Adjust rule names to be more descriptive of their intent, remove else cases
Co-authored-by: Akkadius <akkadius1@gmail.com>
Trade check was not checking GetBaseRace and would fail if the bot's illusion couldn't equip the item.
Co-authored-by: toxin06 <53322305+toxin06@users.noreply.github.com>
* [Bug Fix] Allow High Level Spells to be Unmemorized.
# Notes
- If you deleveled below a spell's level, you couldn't unmemorize it, this fixes that.
* Update client_process.cpp
Bots were not saving their Base Gender when saving. This could result in bots with illusions saving as gender 2 and becoming a male human model upon illusion fade.
Co-authored-by: toxin06 <53322305+toxin06@users.noreply.github.com>
# Notes
- Lua door/object create methods were `void` type instead of `uint16`, so you couldn't get the entity ID of the door you created.
- Converted Perl's door/object create methods to return `uint16` instead of `int` as well.
* [Bug Fix] Fix possible crash in ProcessSpecialAbilities.
# Notes
- Passing an invalid special ability along such as `4,1,,-1,100` currently causes a crash since every `,` assumes it's followed by a number.
- Fixed by making sure first and second parameters are numbers and then when looping additional parameters we also check if they are numbers.
* Update mob.cpp
* [Quest API] Add EVENT_LEVEL_DOWN to Perl/Lua.
# Perl
- Add `EVENT_LEVEL_DOWN`, exports `$levels_lost`.
- Add `$levels_gained` export to `EVENT_LEVEL_UP`.
# Lua
- Add `event_level_down`, exports `e.levels_lost`.
- Add `e.levels_gained` export to `event_level_up`.
# Notes
- Allows operators to perform actions on level down.
- Allows operators to tell how many levels were lost or gained in case people are gaining/losing multiple levels and they want to keep track or use this as a mechanic in their code somewhere.
* Update exp.cpp
* Update embparser.cpp
* [Commands] Add #suspendmulti Command.
# Notes
- Allows operators to suspend multiple people at once in case they have a player who is boxing and want to suspend them all at once.
* To lower.
* Update command.cpp
* Update suspendmulti.cpp
* Create suspendmulti.cpp
# Notes
- "F" or "f" weren't handled in this method, so they weren't working properly.
- Most people don't provide this parameter when setting a permanent data bucket, so wasn't noticed in testing.
* [Quest API] Add MaxSkills() to Perl/Lua.
# Perl
- Add `$client->MaxSkills()`.
# Lua
- Add `client:MaxSkills()`.
# Notes
- Allows operators an easy short hand for maxing a player's skills for their level without needing to do all the looping and stuff on their own.
* Cleanup.
* Only set if it's higher than skill level player has.
* Add constant.
* [Bug Fix] Fix case-sensitivity in #suspend Command.
# Notes
- This command required you to properly send the name as it appears in the database otherwise it wouldn't kick the player.
- Solution is to `Strings::ToLower` then `Strings::UcFirst`.
* To lower.
* [Bots] Convert Load, Save, SaveNew, and Delete to Repositories.
# Notes
- General code cleanup, as manually adding to these queries doesn't scale very well.
* FindOne.
* Update base_bot_data_repository.h
* Update template.
# Perl
- Add `$client->Signal(signal_id)`.
# Notes
- Some places still had signal as `uint32` versus `int`.
- Rename `signal` to `signal_id` where valid so we don't have conflicts.
* [Quest API] Add Entity Variable Methods to Perl/Lua.
# Perl
- Add `$mob->ClearEntityVariables()`.
- Add `$mob->DeleteEntityVariable(variable_name)`.
- Add `$object->ClearEntityVariables()`.
- Add `$object->DeleteEntityVariable(variable_name)`.
# Lua
- Add `mob:ClearEntityVariables()`.
- Add `mob:DeleteEntityVariable(variable_name)`.
- Add `object:ClearEntityVariables()`.
- Add `object:DeleteEntityVariable(variable_name)`.
# Notes
- Allows operators to clear all entity variables or delete one by name, previously you just had to set to an empty value to clear after being set.
* Cleanup.
# Perl
- Add `$client->GetGuildPublicNote()`.
# Lua
- Add `client:GetGuildPublicNote()`.
# Notes
- Allows operators to grab a player's public note in there guild if they wanted to.
* [Quest API] Adjustment to depop_all function.
Adjustment to depop_all function to no longer require an owner under all conditions (allows use inside encounters)
* More simplification
* Update questmgr.cpp
Co-authored-by: Alex King <89047260+Kinglykrab@users.noreply.github.com>
* [Bot] Add Buff support for Bards under AI_IdleCastChecks
* Add InCombatBuffSong to Idle Bard cast Logic
* Fixes a number of Buffs that would fail to land on the Bot, causing casting loops
* Accidently removed If Statement added back.
* Update bot.cpp
Co-authored-by: Alex King <89047260+Kinglykrab@users.noreply.github.com>
* [Bots] Optimize inventory loading.
# Notes
- Bots previously were running 23 individual queries to load their inventory versus grabbing their inventory all at once and referencing it in memory.
* Typo.
* Update bot_database.cpp
* Update bot_database.cpp
* Update bot.cpp
* [Bots] Add Bot-specific Spell Settings.
# Notes
- Allows players to set `priority`, `min_level`, `max_level`, `min_hp`, `max_hp`, and `is_enabled` settings per spell based on targeted bot.
- Lets players disable spells they don't want their bots casting or change the criteria they cast them at if they want.
* Update botspellsai.cpp
* Update 2022_11_19_bot_spell_settings.sql
* Typo.
* Update botspellsai.cpp
* Cleanup and add Reload Methods to Perl/Lua.
* [Bot] Update Bot Logic to ignore ST_TargetsTarget when buffing
* Fix Not Operator
* Update botspellsai.cpp
Co-authored-by: Alex King <89047260+Kinglykrab@users.noreply.github.com>
This condition caused the variables to show twice due to the way Sprie parses the source code, and the condition itself is unnecessary since we can just use an inline ternary in this case.
* [Quest API] Add Time String to Seconds Method to Perl/Lua.
# Perl
- Add `quest::timetoseconds(time_string)`.
# Lua
- Add `eq.time_to_seconds(time_string)`.
# Notes
- Allows operators to use this method in place of hardcoded values like `3600`.
* Remove unused method.
* [Quest API] Add Entity Variable Methods to Perl/Lua.
# Perl
- Add `$mob->GetEntityVariables()`.
- Add `$object->GetEntityVariables()`.
# Lua
- Add `mob:GetEntityVariables()`.
- Add `object:GetEntityVariables()`.
# Notes
- Convert all overloads and methods to use `std::string` for entity variables.
- Allows operators to get a list of a Mob's entity variables.
* Update loottables.cpp
# Perl
- Add `$entity_list->GetBotListByClientName(client_name, class_id)`.
# Lua
- Add `eq.get_entity_list():GetBotListByClientName(client_name, class_id)`.
# Notes
- Adds overload to get bots by client name and class ID.
* [Quest API] Add Zone Flag Methods to Perl/Lua.
# Perl
- Add `$client->GetPEQZoneFlags()`.
- Add `$client->GetZoneFlags()`.
# Lua
- Add `client:GetPEQZoneFlags()`.
- Add `client:GetZoneFlags()`.
# Notes
- Allows operators to get a list of all PEQ/zone flags to be looped through or listed out easily without having to have a list of individual zone IDs to check or otherwise.
* Update zoning.cpp
* Repositories and cleanup.
* [Quest API] Add Instance Methods to Perl/Lua.
# Perl
- Add `quest::GetInstanceIDs(zone_name)`.
- Add `quest::GetInstanceIDsByCharID(zone_name, character_id)`.
- Add `quest::GetInstanceVersionByID(instance_id)`.
- Add `quest::GetInstanceZoneIDByID(instance_id)`.
# Lua
- Add `eq.get_instance_ids(zone_name)`.
- Add `eq.get_instance_ids_by_char_id(zone_name, character_id)`.
- Add `eq.get_instance_version_by_id(instance_id)`.
- Add `eq.get_instance_zone_id_by_id(instance_id)`.
# Notes
- The instance IDs methods return arrays of IDs for looping so you can check on mass the instances a player has for a zone.
- Keeps operators from having to guess which possible versions of a zone a player has an instance for or loop through them all to find out.
- Cleanup `common/database_instances.cpp` to mostly use repositories where possible.
* Update database.h
* Update character_corpses_repository.h
* [Bots] Quest API Check Spell in Bot_Spell_Entries
* Add to luabind and packages
* Change Method to be HasBotSpellEntry, change SpellID to uint16
* Ordering, and removed unused logging
* [Commands] Add #bugs Command.
- Adds a #bugs command for viewing bug reports.
- Remove unused bug related rules in favor of hard-coding the new system.
* Cleanup.
* Typo.
* Push.
* Lower status so it fits with message.
# Perl
- Add `quest::ishotzone()`.
- Add `quest::sethotzone(is_hotzone)`.
# Lua
- Add `eq.is_hotzone()`.
- Add `quest::set_hotzone(is_hotzone)`.
# Notes
- Allows operators to toggle hotzone flags within a script dynamically, for stuff like making an instance a hotzone, but not necessarily all versions of the zone.
# Notes
- Perl was sending `UpdateAdmin()` after `SetGMStatus()`, Lua wasn't, so only Perl was updating properly.
- Fix is to just put `UpdateAdmin()` inside `SetGMStatus()`.
* [Bots] Add support for Bot scripting.
# Perl
- Add support for `zone/bot.pl` and `zone/bot_v#.pl`.
- Add support for `global/global_bot.pl`.
- Add `$bot->SignalBot(signal_id)` to Perl.
- Add `$bot->OwnerMessage(message)` to Perl.
- Add `$entity_list->SignalAllBotsByOwnerCharacterID(character_id, signal_id)` to Perl.
- Add `$entity_list->SignalBotByBotID(bot_id, signal_id)` to Perl.
- Add `$entity_list->SignalBotByBotName(bot_name, signal_id)` to Perl.
- Add `EVENT_SPELL_EFFECT_BOT` to Perl.
- Add `EVENT_SPELL_EFFECT_BUFF_TIC_BOT` to Perl.
# Lua
- Add support for `zone/bot.lua` and `zone/bot_v#.lua`.
- Add support for `global/global_bot.lua`.
- Add `bot:SignalBot(signal_id)` to Lua.
- Add `bot:OwnerMessage(message)` to Lua.
- Add `entity_list:SignalAllBotsByOwnerCharacterID(character_id, signal_id)` to Lua.
- Add `entity_list:SignalBotByBotID(bot_id, signal_id)` to Lua.
- Add `entity_list:SignalBotByBotName(bot_name, signal_id)` to Lua.
- Add `EVENT_SPELL_EFFECT_BOT` to Lua.
- Add `EVENT_SPELL_EFFECT_BUFF_TIC_BOT` to Lua.
# Supported Bot Events
1. `EVENT_CAST`
2. `EVENT_CAST_BEGIN`
3. `EVENT_CAST_ON`
4. `EVENT_COMBAT`
5. `EVENT_DEATH`
6. `EVENT_DEATH_COMPLETE`
7. `EVENT_SAY`
8. `EVENT_SIGNAL`
9. `EVENT_SLAY`
10. `EVENT_SLAY_NPC`
11. `EVENT_SPAWN`
12. `EVENT_TARGET_CHANGE`
13. `EVENT_TIMER`
14. `EVENT_USE_SKILL`
# Common
- Convert NPC pointers in common events to Mob pointers so bots are supported.
- Convert signal IDs to `int` where it wasn't already, allowing negative signals to be sent properly.
* Add EVENT_POPUP_RESPONSE.
* Cleanup and fix EVENT_COMBAT/EVENT_SLAY/EVENT_NPC_SLAY.
* Fix DoNPCEmote calls.
* Update attack.cpp
* Update event_codes.h
* Update bot_command.cpp
* [Bots] Add Quest API Support for Limits.
# Perl
- Add `$client->GetBotCreationLimit()` to Perl.
- Add `$client->GetBotCreationLimit(class_id)` to Perl.
- Add `$client->GetBotRequiredLevel()` to Perl.
- Add `$client->GetBotRequiredLevel(class_id)` to Perl.
- Add `$client->GetBotSpawnLimit()` to Perl.
- Add `$client->GetBotSpawnLimit(class_id)` to Perl.
- Add `$client->SetBotCreationLimit(creation_limit)` to Perl.
- Add `$client->SetBotCreationLimit(creation_limit, class_id)` to Perl.
- Add `$client->SetBotRequiredLevel(required_level)` to Perl.
- Add `$client->SetBotRequiredLevel(required_level, class_id)` to Perl.
- Add `$client->SetBotSpawnLimit(spawn_limit)` to Perl.
- Add `$client->SetBotSpawnLimit(spawn_limit, class_id)` to Perl.
- Add `$entity_list->GetBotListByCharacterID(character_id, class_id)` to Perl.
# Lua
- Add `client:GetBotCreationLimit()` to Lua.
- Add `client:GetBotCreationLimit(class_id)` to Lua.
- Add `client:GetBotRequiredLevel()` to Lua.
- Add `client:GetBotRequiredLevel(class_id)` to Lua.
- Add `client:GetBotSpawnLimit()` to Lua.
- Add `client:GetBotSpawnLimit(class_id)` to Lua.
- Add `client:SetBotCreationLimit(creation_limit)` to Lua.
- Add `client:SetBotCreationLimit(creation_limit, class_id)` to Lua.
- Add `client:SetBotRequiredLevel(required_level)` to Lua.
- Add `client:SetBotRequiredLevel(required_level, class_id)` to Lua.
- Add `client:SetBotSpawnLimit(spawn_limit)` to Lua.
- Add `client:SetBotSpawnLimit(spawn_limit, class_id)` to Lua.
- Add `entity_list:GetBotListByCharacterID(character_id, class_id)` to Lua.
# Notes
- Allows operators to set creation and spawn limits based on class, as well as required level.
- Using the class-inspecific methods sets the global limit or required level.
- Global limits are checked prior to class-specific limits and if they are not met, creation or spawn is disallowed.
- Modified preexisting Quest API to make use of this new stuff under the hood.
* Update bot_command.cpp
* Add client bot file.
* [Quest API] Add GetRandomBot() to Perl/lua.
# Perl
- Add `$entity_list->GetRandomBot()` to Perl.
- Add `$entity_list->GetRandomBot(x, y, z, distance)` to Perl.
- Add `$entity_list->GetRandomBot(x, y, z, distance, exclude_bot)` to Perl.
# Lua
- Add `eq.get_entity_list():GetRandomBot()` to Lua.
- Add `eq.get_entity_list():GetRandomBot(x, y, z, distance)` to Lua.
- Add `eq.get_entity_list():GetRandomBot(x, y, z, distance, exclude_bot)` to Lua.
# Notes
- Allows operators to grab a random Bot from entity list similar to Client, Mob, and NPC.
* Cleanup and fix Perl distance.
- Perl distance was sending as already squared, Lua was not.
- Send as non-squared and square in the method so that both work the same.
* Update entity.cpp
* Update entity.cpp
* [Bots] Add Expansion Bitmask Quest APIs.
- Add `$bot->GetExpansionBitmask()` to Perl.
- Add `$bot->SetExpansionBitmask(expansion_bitmask)` to Perl.
- Add `bot:GetExpansionBitmask()` to Lua.
- Add `bot:SetExpansionBitmask(expansion_bitmask)` to Lua.
- Adds `expansion_bitmask` column to `bot_data` table.
- Allows server operators to limit expansion settings on a bot-by-bot basis.
- Allows limiting or allowing of AAs in `Bot::LoadAAs()` based on expansion bitmask.
- Default value is `-1` which just defaults to the `Bots:BotExpansionSettings` rule value.
- Setting bitmask saves to database and reloads AAs so bots automatically recalculate bonuses.
* Add save parameter.
* Typo.
* [Quest API] Add Mob Hate Methods to Perl/Lua.
# Perl
- Add `$mob->DamageHateList(damage)` to Perl.
- Add `$mob->DamageHateList(damage, distance)` to Perl.
- Add `$mob->DamageHateListPercentage(damage)` to Perl.
- Add `$mob->DamageHateListPercentage(damage, distance)` to Perl.
- Add `$mob->DamageHateListBots(damage)` to Perl.
- Add `$mob->DamageHateListBots(damage, distance)` to Perl.
- Add `$mob->DamageHateListBotsPercentage(damage)` to Perl.
- Add `$mob->DamageHateListBotsPercentage(damage, distance)` to Perl.
- Add `$mob->DamageHateListClients(damage)` to Perl.
- Add `$mob->DamageHateListClients(damage, distance)` to Perl.
- Add `$mob->DamageHateListClientsPercentage(damage)` to Perl.
- Add `$mob->DamageHateListClientsPercentage(damage, distance)` to Perl.
- Add `$mob->DamageHateListNPCs(damage)` to Perl.
- Add `$mob->DamageHateListNPCs(damage, distance)` to Perl.
- Add `$mob->DamageHateListNPCsPercentage(damage)` to Perl.
- Add `$mob->DamageHateListNPCsPercentage(damage, distance)` to Perl.
- Add `$mob->GetHateListBots()` to Perl.
- Add `$mob->GetHateListBots(distance)` to Perl.
- Add `$mob->GetHateListClients()` to Perl.
- Add `$mob->GetHateListClients(distance)` to Perl.
- Add `$mob->GetHateListNPCs()` to Perl.
- Add `$mob->GetHateListNPCs(distance)` to Perl.
# Lua
- Add `mob:DamageHateList(damage)` to Lua.
- Add `mob:DamageHateList(damage, distance)` to Lua.
- Add `mob:DamageHateListPercentage(damage)` to Lua.
- Add `mob:DamageHateListPercentage(damage, distance)` to Lua.
- Add `mob:DamageHateListBots(damage)` to Lua.
- Add `mob:DamageHateListBots(damage, distance)` to Lua.
- Add `mob:DamageHateListBotsPercentage(damage)` to Lua.
- Add `mob:DamageHateListBotsPercentage(damage, distance)` to Lua.
- Add `mob:DamageHateListClients(damage)` to Lua.
- Add `mob:DamageHateListClients(damage, distance)` to Lua.
- Add `mob:DamageHateListClientsPercentage(damage)` to Lua.
- Add `mob:DamageHateListClientsPercentage(damage, distance)` to Lua.
- Add `mob:DamageHateListNPCs(damage)` to Lua.
- Add `mob:DamageHateListNPCs(damage, distance)` to Lua.
- Add `mob:DamageHateListNPCsPercentage(damage)` to Lua.
- Add `mob:DamageHateListNPCsPercentage(damage, distance)` to Lua.
- Add `mob:GetHateListBots()` to Lua.
- Add `mob:GetHateListBots(distance)` to Lua.
- Add `mob:GetHateListClients()` to Lua.
- Add `mob:GetHateListClients(distance)` to Lua.
- Add `mob:GetHateListNPCs()` to Lua.
- Add `mob:GetHateListNPCs(distance)` to Lua.
# Notes
- Offers an extreme amount of short hands when grabbing hate list entities by a specific type or damaging a specific type of entity on an NPC's hatelist.
- Should save operators having to use `GetHateList()` then loop it to get the entries they want to do something.
* Cleanup.
* [Quest API] Add Owner methods to Perl/Lua.
# Perl
- Add `$mob->GetOwner()` to Perl.
# Lua
- Add `mob:GetOwnerID()` to Lua.
# Notes
- `GetOwner()` exists in Lua, but not Perl.
- `GetOwnerID()` exists in Perl, but not Lua.
* Update lua_mob.cpp
# Perl
- Add `$mob->RandomizeFeatures()` to Perl.
- Add `$mob->RandomizeFeatures(send_illusion)` to Perl.
- Add `$mob->RandomizeFeatures(send_illusion, set_variables)` to Perl.
# Lua
- Add `mob:RandomizeFeatures()` to Lua.
- Add `mob:RandomizeFeatures(send_illusion)` to Lua.
- Add `mob:RandomizeFeatures(send_illusion, set_variables)` to Lua.
# Notes
- Previous overload required `send_illusion` and `set_variables` despite both default values being `true`, this will allow you to just send nothing if you want both to be `true`.
- Change `RandomizeFeatures()` type to `bool` from `void` to match source method, returns `false` when used on a race that has no features to randomize.
- This allows operators to do something different if the NPC can't use this method.
* [Quest API] Add SendGMCommand() to Perl/Lua.
# Perl
- Add `$client->SendGMCommand(message)` to Perl.
- Add `$client->SendGMCommand(message, ignore_status)` to Perl.
# Lua
- Add `client:SendGMCommand(message)` to Lua.
- Add `client:SendGMCommand(message, ignore_status)` to Lua.
# Notes
- `ignore_status` allows you to have players use GM commands that they are not the required status level for through the Quest API.
- `ignore_status` is default false, so if you don't send it, it checks and makes sure the player can use the command you're sending before allowing it.
* Typo.
* Formatting.
* [Commands] Cleanup #doanim Command.
- Cleanup messages and logic.
- Allow you to use animation names or IDs, could possibly extend this to quest API in the future.
* Update dialogue_window.h
* [Quest API] Add GetRandomClient(), GetRandomMob() and GetRandomNPC() overloads to Perl/Lua.
# Perl
- Add `$entity_list->GetRandomClient()` to Perl.
- Add `$entity_list->GetRandomMob()` to Perl.
- Add `$entity_list->GetRandomNPC()` to Perl.
# Lua
- Add `eq.get_entity_list():GetRandomClient()` to Lua.
- Add `eq.get_entity_list():GetRandomMob()` to Lua.
- Add `eq.get_entity_list():GetRandomNPC()` to Lua.
# Notes
- We didn't have overloads before without XYZ, so was harder to do a zone-wide random.
* Update lua_entity_list.cpp
* [Quest API] Add Popup methods to Perl/Lua.
# Perl
- Add `quest::popupcentermessage(message)` to Perl.
- Add `quest::popupcolormessage(color, message)` to Perl.
- Add `quest::popupindent()` to Perl.
- Add `quest::popuplink(link)` to Perl.
- Add `quest::popuplink(link, message)` to Perl.
# Lua
- Add `eq.popup(title, message)` to Lua.
- Add `eq.popup(title, message, popup_id)` to Lua.
- Add `eq.popup(title, message, popup_id, buttons)` to Lua.
- Add `eq.popup_center_message(message)` to Lua.
- Add `eq.popup_color_message(color, message)` to Lua.
- Add `eq.popup_indent()` to Lua.
- Add `eq.popup_link(link)` to Lua.
- Add `eq.popup_link(link, message)` to Lua.
# Notes
- Adds the Perl plugins like PWAutoCenter, PWIndent, and PWHyperlink.
- Parses out HTML `<>` tags automatically in `popupautocenter` to properly center stuff like colored messages. (Doesn't work with links)
- This lets Lua users have similar functionality to Perl users.
* Add tables and break.
* Add indent_count to indent method.
* Move to Dialogue Window.
* [Quest API] Add CloneAppearance() to Perl/Lua.
# Perl
- Add `$client->CloneAppearance(other)` to Perl.
- Add `$client->CloneAppearance(other, clone_name)` to Perl.
# Lua
- Add `client:CloneAppearance(other)` to Lua.
- Add `client:CloneAppearance(other, clone_name)` to Lua.
# Notes
- Allows operators to easily clone appearance between mobs in a script without relying on a plugin or module.
* Update mob_appearance.cpp
* Update mob.cpp
# Perl
- Add `$group->GetAverageLevel()` to Perl.
# Lua
- Add `group:GetAverageLevel()` to Lua.
- Convert `group:GetHighestLevel()` from `int` to `uint32` in Lua.
- Convert `group:GetLowestLevel()` from `int` to `uint32` in Lua.
* Change #scribespells to be aware of spellgroups & ranks
* Formatting
* Fix Formatting, and change stored return data type to match function return type.
* Compact If Statements
* Implemented SQL Query to reduce number of iterations required.
* Cleaned up Query, and improved performance
* Cleaned up SQL Queries
* Formatting
* Indenting fix.
* Update client.cpp
* Fix Formatting in spells.cpp
* Fix ValueWithin.
Co-authored-by: Kinglykrab <kinglykrab@gmail.com>
Co-authored-by: Kinglykrab <89047260+Kinglykrab@users.noreply.github.com>
This restores sending items to EVENT_TRADE that are updated by source
controlled delivery tasks which was removed in 7cf96ca2d8.
That patch filtered out items consumed by task updates to fix a few bugs
with items being returned despite incrementing a task:
- If an npc without a quest trade event handler was the target of a
delivery task for a NoDrop/non-Quest item, the npc would auto return
it due to the `ReturnNonQuestNoDropItems` rule.
- If an npc without a quest trade event handler was the target of a
delivery task for a non-NoDrop item, the item would be added to the
npc's loot.
- If an npc with an EVENT_ITEM/EVENT_TRADE quest handler used the Lua
or Perl trade plugins, the plugins would return task items unless
specific checks for the turned in slots existed.
The quest plugin item returns are problematic for this since they just
summon to return items not handled by the script
e.g. For a task to deliver N Large Fruit Bat Wings (item id 19616),
if a player turned in 1 Wing in slot 1 and a stack of 20 Wings in slot
2, the task would be incremented 21 times and the following Lua trade
handler would return the stack of 20 from the 2nd trade slot:
```lua
function event_trade(e)
local item_lib = require("items")
if item_lib.check_turn_in(e.trade, { item1 = 19616 }) then
eq.debug("Lua consumed 1 slot and will return other slots")
end
item_lib.return_items(e.self, e.other, e.trade)
end
```
This also occured with the perl plugin though slightly differently
since that plugin returns all slots unless the exact handin slot count
matches (requiring check_handin conditions for all slots):
```perl
sub EVENT_ITEM {
if (plugin::check_handin(\%itemcount, 19616 => 1)) {
# No issue if only one slot used for trade (item not returned)
}
# Perl fails handin check if multiple slots not checked and returns all
plugin::return_items(\%itemcount);
}
```
While that patch solved the issue, it's inconvenient and wrong to not
receive items in trade events used in a source task update. It breaks
existing trade scripts for tasks that aren't quest controlled and it
forces tasks to be changed to quest controlled and manually updated to
script any extra behavior.
This patch stores the task update count on the item instance before
dispatching it to quests. The burden is now on quests and plugins to
use that value in order to prevent returning items consumed by tasks.
`ItemInstance::RemoveTaskDeliveredItems` has been added to simplify
handling this in plugins which is also used for non-quest item returns.
This required some minor shared task refactoring
- Shared task expiration handling was moved to world. Previously this
was handled by zone and had clients self remove when a shared task
expired. This resulted in wrong messages when a task ended.
- FailTask is now implemented for shared tasks which previously only
made the client quit the shared task. It now fails the task for all
members by ending the shared task.
The `Client::EndSharedTask` api will end the client's current shared
task (removing all members). This is similiar to the `FailTask` api
except it doesn't require a `task_id` and the red task fail banner is
optional (live doesn't use it for shared tasks).
The global `end_dz_task` api was added for when a client context isn't
available. This will end a shared task if the current zone is a dynamic
zone for a shared task mission. Currently only shared tasks use dynamic
zones but this api can be expanded if support is added for tasks/quests.
The global `get_dz_task_id` was added to conveniently get the task id
for the current dynamic zone if it's used for a mission. Note this is
a database hit since that information is not available at zone level.
It wasn't possible to easily obtain the corpse from post-death events
because the killed entity id is assigned to the corpse and reset to 0
on the entity before the events are dispatched.
This exposes the killed entity's corpse to EVENT_DEATH_COMPLETE and
EVENT_DEATH_ZONE. Lua exports a Corpse object and perl exports a corpse
entity id.
The purpose of this is to make it easier to add items dynamically on
death. Ideally this would be done in EVENT_DEATH before the corpse is
made, but there's currently some combat system bugs that make that event
unusable since it can be dispatched multiple times.
A follow up will provide an api to reset corpse decay times since adding
items after corpse creation will require quests to manually reset the
decay timer in case the corpse had zero items.
# Perl
- Add `$from_instance_id` to EVENT_ZONE in Perl.
- Add `$from_instance_version` to EVENT_ZONE in Perl.
- Add `$target_instance_id` to EVENT_ZONE in Perl.
- Add `$target_instance_version` to EVENT_ZONE in Perl.
# Lua
- Add `e.from_instance_id` to EVENT_ZONE in Lua.
- Add `e.from_instance_version` to EVENT_ZONE in Lua.
- Add `e.instance_id` to EVENT_ZONE in Lua.
- Add `e.instance_version` to EVENT_ZONE in Lua.
# Notes
- This will allow Operators to prevent people from entering zones by Instance ID or Instance Version.
This cleans up some of the NPC::Death event dispatch code.
Adds handlers for EVENT_SPAWN_ZONE and EVENT_DEATH_ZONE used by zone
controller and fixes the death handler exports which were incorrect.
This fixes a bug that allowed looting items from a player's corpse to
increment a task if it didn't have an npc target defined. It looks
like this bug existed before the changes in 7482cfc0.
This also now passes count for task loot updates to handle item stacks.
Also fixes incorrectly casting Corpse to NPC on loot update
# Perl
- Add `$mob->GetUltimateOwner()` to Perl.
# Lua
- Add `mob:GetUltimateOwner()` to Lua.
# Notes
- Allows operators to get ultimate owner of something like a pet's pet or a pet's swarm pet.
* [Commands] Cleanup #emoteview Command.
Cleanup command messages and logic.
Add constants for Emote Events and Emote Types and replace all the old constants with the new constants.
* Update emoteview.cpp
* Cleanup #emotesearch Command.
* [Commands] Cleanup #modifynpcstat Command.
Cleanup messages and logic,
Add map and loop through it to display all stats, can add to this in the future if we add more stuff modifiable by this command.
* Delete settings.json
* Update modifynpcstat.cpp
* Update modifynpcstat.cpp
* Update questmgr.h
Returning non-zero from EVENT_TASK_COMPLETE will prevent task rewards
and completion emote. This is necessary for a DoN mission which scripts
a mission failure but still gives the lockout.
* [Bots] Initial Cleanup of Functions, moved Bot Casting out of mob_ai.cpp
* Moved Bots off NPC AI_Spells Struct, and AI_Spells private attribute.
* Formatting Fixes, fixed LogAI entries, Added LogAIModerate Alias
* Add Constants.
* Added Bot DB Struct, fixed some potential casting issues
* Formatting
* Formatting
This adds a toggle to disable the Warrior shielding ability. This will not stop the client-side message from sending when you do not have a target, but it will keep the ability from doing anything.
* [Doors] Fix Neriak PoK Stone
This augments the recent zone version heading changes where the doors for Neriak need to be corrected. The client version mask was incorrect and the locations were incorrect for the client. Tested in my sandbox.
* [Doors] Change Misty PoK Stone Destination To Old Zone
Code fix#2482 changed Misty PoK Stone destination to the new misty zone. This needed to be changed back to the old zone. Zone destination was modified along with destination coordinates.
Co-authored-by: chrisjezorek <chris@jezoreksolutions.com>
* [Quest API] Add IsRaining() and IsSnowing() to Perl/Lua.
- Add quest::IsRaining() to Perl.
- Add quest::IsSnowing() to Perl.
- Add eq.is_raining() to Lua.
- Add eq.is_snowing() to Lua.
This will allow server operators to tell if a zone is currently raining, snowing, or neither.
* Remove unnecessary quest manager stuff.
* Added constants and cleaned up #weather command
* Revert "Added constants and cleaned up #weather command"
This reverts commit 2ec85304b7.
* Revert "Revert "Added constants and cleaned up #weather command""
This reverts commit 76f4e411b6.
* Delete settings.json
* Update zone.cpp
* [Feature] AA Cap Limit
Will force unused AA points to the cap if they exceed the cap. Will also force AA Percentage to 0%. NOTE: The variable, UnusedAAPointCap, should NOT be lowered once implemented without first checking the DB for how many Unused AAs people have. The next time they gain any EXP, it WILL drop them to cap. Also, PCs should be given warning prior to this patch going to Live, to ensure they have a chance to spend any AAs above the cap, else they will lose them.
* Fix formatting on strings
* Fixes
* Change ConvertArray to fmt
* Fix formating and >= 0 aa_cap per review
* [Feature] Soft Delete Bots on Character SoftDelete
* Moved Bot Soft Delete logic to be inline with SoftDeletes rule.
* Update from feedback
Co-authored-by: Akkadius <akkadius1@gmail.com>
* Figured out Popup Windows
* SendPopupToClient, and response works
* Added Popup logic
* Didn't use WriteSpellInfoSection function
* Misc fixes, DB String ID 11004 now referenced as a constant
* Remove use of "this"
* Added "else" statement to return if "AllowSpellMemorizeFromItem" rule is not used
* [Bug Fix] Allow Songs to be scribed from scrolls
Songs weren't capable of being scribed from scrolls because we didn't check for `Song: ` in the name.
Converted old logic to substrings, can probably do it cleaner, but it's better than it was.
Removed extraneous `initiator->IsClient()` calls as `initiator` is **always** a client.
* Fix substr logic.
* [Quest API] Add GetGMStatus() to Perl/Lua.
- Add $client->GetGMStatus() to Perl.
- Add client:GetGMStatus() to Lua.
- Fix client:Admin() using Lua_Safe_Call_Bool().
This is just a more descriptive form of $client->Admin() in Perl and client:Admin() in Lua.
* Update lua_client.cpp
* Update perl_client.cpp
- Add EVENT_ALT_CURRENCY_MERCHANT_BUY to Perl/Lua.
- Add EVENT_ALT_CURRENCY_MERCHANT_SELL to Perl/Lua.
- Add EVENT_MERCHANT_BUY to Perl/Lua.
- Add EVENT_MERCHANT_SELL to Perl/Lua.
This will allow server operators to track or do specific stuff based on if a person buys X item from Y NPC or whatever.
* Combine task_activity item and npc fields
This will make tooling easier.
While denormalizing goallists may not be ideal, it decouples tasks from
rewards which share the table and removes a redundant column in favor
of a using the delimited string which better matches live packet data.
* [Tasks] Deprecate goallists table, migrate reward goal lists, simplify logic
* Update 2022_09_25_task_concat_matchlists.sql
* Update 2022_09_25_task_concat_matchlists.sql
* Tweaks
* Fix reward column name in conversion script
* Task reward stacking
* Update task_client_state.cpp
* Implement stack counts
* Fix reward item instance memory leak
* Validate reward item instance
* Fix item reward message
* Fix findtask
Co-authored-by: Akkadius <akkadius1@gmail.com>
On live if a task update would affect multiple elements, only the first
one gets updated. This was added as part of the changes in 7482cfc0.
Setting `UpdateOneElementPerTask` to false will restore the old behavior
that increments all active elements matching the task update criteria.
* [Zone Points] Fix zone point heading data
* Update 2022_09_03_fix_zone_point_heading_data.sql
* Augment #showzonepoints with saylinks
* Add more heading fixes to zone points
* Account for 999 target_heading
* Add zone safe headings
Some live npcs ignore the request cooldown timer (tutorialb)
A separate function had to be used for perl because the apis use an
array instead of array reference which won't allow a bool overload
This also replaces the fixed array and count args with a vector
* [NPC Scaling] Recalculate Skills and Reload Spells on Level Change
- Add $npc->ReloadSpells() to Perl.
- Add npc:ReloadSpells() to Lua.
Previously, you would you have to manually call RecalculateSkills() after you scale the NPC, now the call is built in to the scaling.
Spells did not reload when NPCs were scaled, causing them to continue to use their low/high level spells depending upon which way their level had been scaled, this has been adding to the scaling method. This will make NPCs properly use their level-based spells.
RecalculateSkills() and ReloadSpells() can still be used manually if people scale using something other than the source scaling method. Having this functionality built in to the scaling itself just makes more sense to me. Open to any ideas or thoughts.
* Reload spell effects, too.
* Add faction logging category
Probably should use this for more things
* Add FactionAssociation struct
This is simply just a struct that contains an array of faction ids and
multiplier. This can hold a maximum of 10 entries (Seru hit is 8, so 2
extra) this can be raised if need be.
* Add database changes and other data point changes
This is all the database changes and loading changes
Included is an optional SQL that will be used as a starting point, there
is likely errors or typos, but we will fix those as they are discovered.
* Add Client::RewardFaction function
This just takes the faction ID and the magnitude of the primary faction
hit and calculates the rest.
The minimum change will be either 1 or -1. We stop processing after we
see an ID of 0 and assume there will be no later entries.
The primary faction ID will always receive a hit even if there is no
faction association entries
* Add users of RewardFaction to NPC death, tasks, and QuestRewards
This will only use the new system if the magnitude is set, otherwise we
will just use the old system still
* Add quest system calls and lua QuestReward support
* Add #factionassociation command
This just calls RewardFaction, mostly useful for debugging
This allows removal of the task id limit (MAXTASKS)
There's some suspect places task data isn't verified but left unchanged
If memory use becomes too high once more live data is added tasks can be
stored in shared memory instead
* [Zoning] Fix various zoning issues, flag logic, #zone etc
* Enforce character restrictions later in the connection process so we don't end up in a loop race condition in world
Erasing from the map inside the range loop invalidated the iterator used
internally by the loop. This caused ucs access violations under msvc
debug builds when a discord logging category was enabled.
The task goal system made implementing tasks a little confusing since
the goal could be ambiguous depending on type. This also didn't support
filtering on multiple goals (e.g. looting items from matching npc names
inside an area). Deliver types could specify an npc id in `delivertonpc`
but the database may have multiple npcs with the same name or a task
might want to match partial npc names.
This replaces goalids with explicit fields for npcs, items, proximity
areas, and touch switch ids. These changes make managing task data
easier without needing to update multiple tables and allows filtering
task updates by multiple criteria. To mitigate any performance impact
from merging task proximities, only clients with explore tasks in the
current zone are checked during client movement updates.
Items and npcs still support goallists but it would be possible to
denormalize entries into delimited strings to combine with the match
lists. This would also decouple task goals from reward lists.
The client task update functions were refactored to run through a single
filtering function which significantly reduces duplicated code from the
legacy task system. This will also make it easier to later implement
any unhandled types.
Since the new fields will handle filtering single entries and lists
based on having values set, `goalmethod` now only distinguishes quest
controlled from source controlled.
This is a breaking api change, `taskexploredarea` has been removed
since explore ids no longer exist.
* [Code Cleanup] Zone data loading refactor
* Update client_packet.cpp
* strcpy adjustments
* Ensure safe points get reloaded properly
* Simplify GetPEQZone and getZoneShutDownDelay
* Bring in zone_store where needed
* Update client.cpp
* Signature
* Signature
* Convert helpers to using pointers
* PR comment
* Update worlddb.cpp
* Fix loading for instances
* Fix zoning with fallback as well
* Another place for instance fallback
* Make utils/scripts/generators/repository-generator.pl aware of more
datatypes
This adds support for unsigned and more integer types. It also avoids
using parsing functions that require casting (still needed in some
cases)
Having the data types in the Repository structs better map to the types
in the database will allow us to avoid casting when we pull data out of
them. And as a benefit, assume something is wrong if we do :)
Hopefully clean up some warnings due to casting too.
Co-authored-by: Akkadius <akkadius1@gmail.com>
* [Commands] Add #findrecipe and #viewrecipe Commands.
- Add #findrecipe [Search Critieria] command.
- Add #viewrecipe [Recipe ID] command.
- #findrecipe will show #viewrecipe saylinks if the user has access to that command.
- #viewrecipe will show #summonitem saylinks if the user has access to that command.
* Cleanup
* Lexicon change.
* Remove unnecessary .c_str() and
* [Bug] Loot Drop Randomization adjustment
Loot Table currently favors the first item in the loot drop. This should help remove that condition.
Code by Ailia.
* snake_case
Co-authored-by: Akkadius <akkadius1@gmail.com>
* Add std::string_view overloads for std::from_chars
std::from_chars floating point support is still pour, so we provide some
fall backs. These fall backs currently lack error handling.
(since GCC 11 and MSVC 2019 16.4 FP support is added, clang with libc++
still doesn't support FP)
GCC's floating point support is still rather pour (performance) and
probably shouldn't be used, but we have support to if people want to
now.
Probably need more test cases ...
* Fix issue with std::chars_format define lacking
My test case for lacking FP support was clang with libc++ which defined
this enum anyways.
* [Quest API] Allow CreateInstance to be used without a Client initiator.
Currently, you have to create the instance with a client initiator, whether that's in an NPC's EVENT_SAY /EVENT_ITEM or in a player script.
This will allow you to create instances without needing a client, but if there is one and there are errors, the messages will be sent to the client.
* Update questmgr.h
* Instance version.
- Add $client->GetRecipeMadeCount(recipe_id) to Perl.
- Add $client->HasRecipeLearned(recipe_id) to Perl.
- Add quest::getrecipemadecount(recipe_id) to Perl.
- Add quest::getrecipename(recipe_id) to Perl.
- Add quest::hasrecipelearned(recipe_id) to Perl.
- Add client:GetRecipeMadeCount(recipe_id) to Lua.
- Add client:HasRecipeLearned(recipe_id) to Lua.
- Add eq.get_recipe_made_count(recipe_id) to Lua.
- Add eq.get_recipe_name(recipe_id) to Lua.
- Add eq.has_recipe_learned(recipe_id) to Lua.
* [Bug Fix] Fix Silent Saylinks Sending Message to Others.
Silent saylinks wouldn't send to sender, but to everyone else, so they could see what your saylinks were.
Added an optional `is_silent` bool to ChannelMessageReceived to account for this where necessary.
* Nullptr fix.
Some live tasks make new elements available without requiring all
currently active ones to be completed first.
This adds the `req_activity_id` field to task activities which will mark
an element active if its required activity id is completed. If a valid
value is set then it's used instead of checking the current step.
The `step` field may still be set on rows with a valid `req_activity_id`
to specify its logical step and prevent later steps from becoming active
until completed. It's only ignored when deciding if the current element
is active.
The legacy task logic for unlocking activities was completely refactored
for this. A common method has been added so both zone and world can make
use of it to determine which elements are currently active. The previous
step system should remain unchanged.
The world logic for locking shared tasks when an element became active
did not account for "sequential" mode (all steps 0), unordered steps, or
gaps in step numbers. This also resolves that issue.
* [Quest API] Add Player Teleport Methods.
These methods will allow server operators to teleport players directly to other players via the quest API using the #goto command's functionality.
- Add $client->TeleportToPlayerByCharID(character_id) to Perl.
- Add $client->TeleportToPlayerByName(player_name) to Perl.
- Add $client->TeleportGroupToPlayerByCharID(character_id) to Perl.
- Add $client->TeleportGroupToPlayerByName(player_name) to Perl.
- Add $client->TeleportRaidToPlayerByCharID(character_id) to Perl.
- Add $client->TeleportRaidToPlayerByName(player_name) to Perl.
- Add client:TeleportToPlayerByCharID(character_id) to Lua.
- Add client:TeleportToPlayerByName(player_name) to Lua.
- Add client:TeleportGroupToPlayerByCharID(character_id) to Lua.
- Add client:TeleportGroupToPlayerByName(player_name) to Lua.
- Add client:TeleportRaidToPlayerByCharID(character_id) to Lua.
- Add client:TeleportRaidToPlayerByName(player_name) to Lua.
* Simplify by using repositories
* Simplify
Co-authored-by: Akkadius <akkadius1@gmail.com>
* [Commands] Command Status Reloading
Currently command status changes require a server restart to take effect, this will allow them to be changed and use `#reload commands` without needing a restart.
Added a helper method called GetCommandStatus() for future reference when sending command saylinks to people and making sure if they're high enough status for the command before sending the link.
* Update client.cpp
* Update command.h
* Saylink cleanup.
* Remove unnecessary packet sending.
* Revert "Remove unnecessary packet sending."
This reverts commit e7e77b83af.
* [Feature] Add Instance Version Support to Experience Modifiers.
Allows Operators to set experience modifiers to be instance version specific so that you can have different versions of the same zone have different modifiers. If there is not one found, it defaults to zone_id 0 for global and instance_veresion -1 for global.
* Update zonedb.cpp
* Typo.
* [Bug Fix] Fix Bot Group Loading
There were some weird cases where this code would falsely say a bot group did not exist and this would disallow summoning this botgroup as well as deleting it.
* Typo.
* [Saylinks] Convert all GM Command Saylinks to Silent Saylinks.
- This cleans up all non-silent GM Command Saylinks that we had before due to the way they worked before. All saylinks like this should be silent now.
- Add source short hand capability for say links with same link as text.
* Defaults to r anyway.
* Spacing.
This was causing #task reloadall to desync state for shared tasks.
Characters were removed from the shared task but remained in the
character_tasks table. This CancelTask is cosmetic only to reload
the client window.
This wasn't safe since the erase would invalidate iterators used
internally by the range loops.
Shared tasks with no members are now also cleaned up
Make GetMembers return reference instead of copy (this is used a lot)
Add rule for shared task terminate time for easier debugging
This allows shared tasks to create dz instances automatically through
the `dz_template_id` field instead of using quest scripts. Quest apis
were also added to create expeditions from template ids.
This changes task touch elements to use the dz_switch_id as the goal id
instead of checking if a player zoned. It will remove the need to script
door clicks or modify task element zone field since task packet data can
just be imported.
This adds the `dz_switch_id` field to doors and dynamic_zones. It will
allow for compasses to be automatically added to dz entrances and will
support moving clients to the dz on use without needing to script it.
These can be imported for switches/doors from live packet dumps.
Also removes compass packet encoders (same struct in all clients)
Functionally nothing should change in this patch. This refactors a lot
of formatting and code duplication in requests and member removals.
The long SharedTaskMessage namespace and its constants were contributing
to a lot of formatting that was difficult to read. These were shortened
since they're not all shared task specific anyway (though they should
probably just be moved to string_ids.h with other eqstrs now)
Shared task requests were refactored a little to remove an unnecessary
function that filled potential members. The separate functions used for
/taskquit and /taskremove were also combined into a single function to
remove a member while preserving live message differences.
* Add shared task element locking
This adds the `lock_activity_id` field to the tasks table which will
automatically lock a shared task when that element becomes active.
A method was added to world analogous to zone's UnlockActivities to
determine when an activity is active with respect to task steps.
Also adds quest apis to manually lock or unlock a client's shared task
* Add comment
* [Feature] GM State Change Persistance
- Flymode and Invulnerable will now persist over zoning.
- Appended GMSpeed, Flymode and Invulnerable to the hideme message GMs see when they first login.
- Added #godmode [on/off] command to turn on or off hideme, flymode, gmspeed and invulnerable all in one shot.
- /becomenpc will now disable tells to the target player. It will also automatically disable GM States that interfere with its functionality.
- GM Command /toggle will not properly turn tells on/off
- GMs will now be notified if they are ignoring tells when they first zone-in, provided their GM flag is up.
- Added TellsOff variable to the output to #showstats
* [Bug] Fix tells when gmhideme is turned off.
* [Cleanup] Cleanup function and rename for consistancy.
Remove un-needed this->
* Tweaks
* Tweaks
* Update db_update_manifest.txt
* Move string building logic to a vector and use strings join
* Update client_packet.cpp
* Update 2022_07_28_gm_state_changes.sql
* PR comment tweaks
Co-authored-by: Akkadius <akkadius1@gmail.com>
This was implemented in a very odd way. The intensity is just a float.
This is a breaking api change but low-impact (intensity will be
different).
To convert old values to new values with same intensity:
0: 0.03125
1: 0.05625
2: 0.1
3: 0.175
4: 0.3
5: 0.5
6: 0.9
7: 1.6
8: 2.8
9: 4.8
10: 8.0
Live sends the task updated message for every solo quest and task
increment (not just goal completed).
Also changed color to what live uses now. There are some other color
changes with shared task messages but they correspond with colors
changed in client generated messages but probably not worth chasing
down and causing inconsistency.
* Changed mana_used to use int32,
to match int32 mana_cost
This will allow higher mana costs to function
* Corrected DoHPToManaCovert to Int32
* Removed unused uint16 GetMana function call from Server/zone/questmgr.h
* Change GetSkillDmgAmt from Int16 to Int32 (SkillDamageAmount2 which uses function is Int32)
* Delete mob.cpp
* Revert "Delete mob.cpp"
This reverts commit 3db8bf04d1.
* Revert "Change GetSkillDmgAmt from Int16 to Int32 (SkillDamageAmount2 which uses function is Int32)"
This reverts commit cf5dbc9ce8.
Co-authored-by: dmcintosh-BCT <dan@blackcreektechnologies.com>
* Add task reward points field
This replaces the separate DoN crystal reward fields with points and
point_type fields. This will make it easier to import data from
packet/client captures and possibly better support any future clients
or tasks that don't reward through the newer reward window.
* Fix manifest column check
* Update logic checks everywhere for FVNoDropFlag.
FVNoDropFlag == 0 is disabled
FVNoDropFlag == 1 is enabled for everyone
FVNoDropFlag == 2 is enabled for Admin() >= Character:MinStatusForNoDropExemptions
* Adding extra parenthesis to reduce ambiquity of order of operations for FVNoDropFlag checks
* Move FVNoDropFlag checks into a helper function in emu_constants.cpp and make an enum for the possible values.
Added console warning if setting is outside of allowed values.
* Move to client scoped helper method
Co-authored-by: Akkadius <akkadius1@gmail.com>
* Update C++ standard to C++17
* Nuke EQ::Any in favor of std::any
* Remove std::iterator due to deprecation
* Replace result_of with invoke_result due to deprecation
Returning non-zero from EVENT_CLICK_DOOR will prevent the default
handler.
This should have been implemented when expeditions were put in to
allow scripts to prevent zoning out of vxed and tipt without flags.
Some upcoming changes may need this to allow scripts to prevent
automatic dz entry.
When a packet was over max_raw_size and zlib failed to compress the
first packet chunk then the final output would be 513 bytes which
exceeded m_max_packet_size of 512.
This occured because the first packet chunk used sublen without
adjusting for the new_length + 1 compression flag added in Compress().
When the packet failed to compress then it was already at its max.
After the first packet, chunk sizes are calculated using max_raw_size
which already accounted for the compress flag. (From #979)
This should fix#2325
If a message was longer than 50 characters with "00000" somewhere in the
message (such as messages with hex numbers) then the saylink injection
method was sending a blank message to the chat window.
This refactors the saylink injection method using a crude state machine
to build the output. It should function the same:
- Inner-most brackets generate saylinks when nested
- Saylinks are not generated in brackets that already have a saylink
- Existing saylinks are preserved
- Existing saylinks that contain text with brackets do not attempt to
generate saylinks
- Saylinks are not generated if brackets contains leading or trailing
spaces (e.g. [ spaces ])
If a member is offline (or possibly during a race while zoning?) when
the shared task is completed they will not receive the reward. On live
the character receives their reward (with an updated replay timer) if
they enter back into game while the shared task is still active. They
keep the original replay timer if the shared task is no longer active
and do not receive a reward.
This makes it so clients are issued rewards (and a task completed
event is dispatch) if the client's task state was out of sync with a
completed shared task. To prevent characters being rewarded more than
once in case of bad sync checks, a 'was_rewarded' field has been added
to the character_tasks table and updated when rewards are assigned.
This fixes a couple bugs so the character_activities table is correctly
updated with shared task states to better detect when out of sync:
- The character_activities table is now flagged to update after syncing
shared task states. This table was not being updated if a client was
offline or inaccessible for a shared task element update.
- The character_activities table is now updated when a task element is
completed. This was only being updated for activity increments and on
completing the entire task. SaveClientState is now called at the end
of ClientTaskState::IncrementDoneCount to cover all cases.
This also has a cosmetic change to show replay timers before rewards
like live, though this will not work for shared tasks until refactoring
world code
* Fix for GENERIC_9_STRINGS
* Update .gitignore
* OP_ExpansionPacketData for Titanium and RoF2
* Update for login_opcodes_sod.conf
* Add OP_LoginExpansionPacketData for Titanium and RoF2
* Few expansion fixes
* Update client.h
* Update client.h
* l
* Updates based on PR feedback.
Moved configuration to login.json
Set Titanium limits to constants
* Update login.json
Added the two configurations to login.json
display_expansions - true/false to display on the server select screen
max_expansions - the bitmask of expansions enabled (http://spire.akkadius.com/calculators#expansions-bitmask-calculator)
* Further cleanup based on feedback.
* Further cleanup and refactor max_expansions to max_expansions_mask to better reflect its purpose
* Missed rename of max_expansions corrected.
Shared task replay timers used to be based on the task start time
(reducing the final lockout timer by elapsed task time).
Live changed this in the 2022 April 20 patch:
"Replay timers will now apply their full duration upon completion of
their associated task/quest."
Solo tasks and quests already did this
This also fixes a small bug where request timers were being
deleted when replacing replay timers for shared tasks
* [Validation] Add Size Validation to #hotfix.
- Validates size of shared memory pool versus current count of database so people don't accidentally #hotfix and mess something up.
* Typo.
* Message change.
* Delete EQApplicationPacket after use
* Correct issue where Creating EQApplicationPackets in zone/mob.cpp may not free pBuffer[]
* Handle freeing pBuffer[] if exists in zone/mob.cpp Create*Packet functions
* Handle freeing pBuffer[] in zone/object.cpp Create*Packet methods
* Delete leaked outapp variables in zone/trading.cpp
* Make CreateHorseSpawnPacket() safer by freeing pBuffer[] before replacing with new[]
* Prevent initial new ServerPacket from being leaked in command_reload
* Free pack after sending in command_setlsinfo
* Delete new NPC in command_viewnpctype after printing stats
* Fix compile error
* Delete EQApplicationPacket after sending in command_kick
* Remove unneeded safe_delete(outapp) after FastQueuePacket and fix minor whitespace issue
* Delete packet after sending in WorldServer::SendReloadTasks
* Cleanup logic and free leaked NPCType in Client::Doppelganger
* Free RespawnOption in Client::HandleRespawnFromHover in 'unexpected rez from hover request' branch
* Free EQApplicationPacket after sending in Bot::ProcessBotInspectionRequest
* Free Bot when returning from failed Bot::Save() in helper_bot_create()
* Initialize variable to nullptr to prevent garbage initial value
* Undo change in other PR
* Add humanoid and non-wielded restructions to pick pocket
* Use constants for message string and char color
* Fixed more magic #s
* Fix to include valie bodytypes
* Fix incorrect scope of final else
* My extra message was not needed. Client handles based on packet reply
* Removed string ID I added - issued by client
* Use existing pick pocket reply function / clean up
* Move delete of ItemInstance to avoid edge case leaking in ZoneDatabase::LoadWorldContainer()
* Delete ItemInstance after use in Client::Handle_OP_AdventureMerchantPurchase()
* Delete ItemInstance after use in NPC::GetEquipmentMaterial()
* Delete ItemInstance after use in Bot::AddBotItem()
* Delete GetItems_Struct in edge case when !TradeItemsValid in Client::Handle_OP_Trader()
* Move delete GetItems_Struct to handle edge case when Customer is not valid in Client::Trader_EndTrader()
During some point in the eras you were not able to Bind Wound or Forage when mounted. I am not sure if Live is still like this, so I added a rule with it disabled by default.
* [Telnet] Add guildsay to console commands and Guild Channel to QueueMessage.
- Will allow you to send guild-specific messages from things like Discord EQ.
- Add Guild support in `EQ::Net::ConsoleServerConnection::SendChannelMessage` so guild ID can be parsed out.
* Fix auction ChannelMessage by adding to condition.
* Update console.cpp
* Update console.cpp
* Apply refactoring for modernize-use-default-equals
* Apply refactoring for const local variable
* Replace c-style cast with static_cast<>
* Explicit cast double to float to remove compiler warning
* Make member functions const when possible
* Correct [lnt-accidental-copy] by changing auto to auto&
* Use static_cast instead of reinterpret_cast when appropriate
* Remove unneeded initial values when assigned in all paths and joined delcaration and assignment when possible
* Remove unused include
* Make member function in header const
* [Quest API] Add TrackNPC to Perl/Lua.
- Add quest::tracknpc(entity_id) to Perl.
- Add eq.track_npc(entity_id) to Lua.
- This will allow server operators to arbitrarily Track NPCs for clients with scripts.
- Modified tracking to auto turn off and tell you that you discovered your target if within 10 units, this is to allow scripted Tracking to turn off without the need for the Tracking skill.
* Remove unnecessary DoTracking() call.
* Update client.cpp
* Correct database reads from unsigned to signed integer for item regen, manaregen, endur, and enduranceregen
* Correct item database read for Click.Effect from unsigned to signed int
* [Loot] Remove unnecessary loot error messages.
These messages are only sent when you loot a corpse that is mid-decay (i.e. no items and you go to loot it immediately) or if you try to loot a non-corpse entity.
The ent != 0 shows up a lot if you're trying to loot too quickly and really isn't an error, the server just hasn't caught up to decay the corpse before you try to loot.
* Use preexisting struct.
* Remove newline.
* Update client_packet.cpp
When trying to fully script a combine so the tradeskill itself does not return an item (Item 0) and handling all items through quests, the source will provide an error regardless that "Item 0 does not exist". This change will move the item summon after the validity check thus preventing the error to the client.
* Start of discord integration work
* more testing
* Discord client work
* More discord work
* Cleanup
* Handle retry timer response and max retries
* Update base retry timer
* Move Discord queue handler to UCS, add queuer to own thread
* Post merge
* Send up Zone::SendDiscordMessage
* Start of discord integration work
* more testing
* Discord client work
* More discord work
* Cleanup
* Move Discord queue handler to UCS, add queuer to own thread
* Post merge
* Push up tables
* Quest API stuff.
* Update 2022_05_07_discord_webhooks.sql
* Post merge fixes
* Push up manifest
* Flip logging signs in logic from copy / paste of inverse logic before
* Make sure we add new line to quest api sourced messages
Co-authored-by: Kinglykrab <kinglykrab@gmail.com>
EventItem was leaving the package table on the stack in successful
(non-encounter) calls and only popping the return. All events were
also leaking the full stack on lua_pcall errors. Lua mod callbacks
were popping error returns but leaking the table.
* [Messages] Convert messages from Spells to FocusEffect where necessary.
https://github.com/EQEmu/Server/issues/837 from 2019 notes a couple places that should use Focus Effect chat type instead of Spells chat type.
* Add rule for item cast messages.
* [Rules] Add Frontal Stun Immunity Rules.
- Add Combat:FrontalStunImmunityClasses rule for determining Frontal Stun Immunity by class bitmasks
- Add Combat:FrontalStunImmunityRaces rule for determining Frontal Stun Immunity by race bitmasks
- Add Combat:NPCsUseFrontalStunImmunityClasses rule for determining if NPCs use Frontal Stun Immunity by class bitmasks
- Add Combat:NPCsUseFrontalStunImmunityRaces rule for determining if NPCs uses Frontal Stun Immunity by race bitmasks
- Cleanup GetDefaultGender() as best as possible with the globalload I have.
- Combat:NPCsUseFrontalStunImmunityRaces defaults to true as NPCs currently use Frontal Stun Immunity.
- Added **all** Ogre races to the check for Frontal Stun Immunity.
* Remove other Ogre races.
* Correct potential read out of bounds on array in Client::Doppelganger
* Correct potential read out of bounds in Client::ChannelMessageSend
* Corrected logic to not read out of bounds on the lower end.
* [Bug Fix] Fix issue where #advnpcspawn addspawn does not add spawn sometimes.
- Cleanup where std::stoi should be std::stoul.
- Cleanup ShowStats message to show NPC stats at bottom as well.
* Update advnpcspawn.cpp
* Fix leak of CommandRecords in commandlist
Quicker than porting to std::unique_ptr since we do fun stuff with
commandlist ...
* Fix leak so it won't double free
This is fine enough until we rewrite it to be better
* [Rules] Add Rule to Disable NPC Last Names.
- Add NPC:DisableLastNames to disable NPC Last Names.
- Fix #npcedit lastname to allow you to use an empty string.
* Cleanup of classes in naming.
* Duplicate.
* Update classes.cpp
- combateffects and charmfileid were varchar and have no default value, so if you passed '' shared memory would fail, default these to 0 to prevent this.
* [Commands] Cleanup #spawneditmass Command.
- Cleanup messages and logic.
- Split command into its own file.
* Save querying database if they're not using the only supported option.
* Condense to one message.
* Remove unused local variable
* Remove another unused variable
* Correct typos and remove unused initialization
* Cleanup some code in OPCharCreate
* Remove unused function in client.cpp and undefined declaration.
Also the function potentially had a null pointer dereference according to Visual Studio.
- Noticed some data types were unsigned when they should be signed based on Live items having these stats as negatives.
- Loregroup was uint32 and should be int32 for Loregroup -1, fixed any references to -1 as 0xFFFFFFFF.
- Attack was uint32 and should be int32.
- DamageShield was uint32 and should be int32.
- DotShielding was uint32 and should be int32.
- Endurance was uint32 and should be int32.
- EnduranceRegen was uint32 and should be int32.
- Haste was uint32 and should be int32.
- ManaRegen was uint32 and should be int32.
- Regen was uint32 and should be int32.
- RULE_BOOL(Items, DisableAttuneable, false, "Enable this to disable Attuneable Items")
- RULE_BOOL(Items, DisableBardFocusEffects, false, "Enable this to disable Bard Focus Effects on Items")
- RULE_BOOL(Items, DisableLore, false, "Enable this to disable Lore Items")
- RULE_BOOL(Items, DisableNoDrop, false, "Enable this to disable No Drop Items")
- RULE_BOOL(Items, DisableNoPet, false, "Enable this to disable No Pet Items")
- RULE_BOOL(Items, DisableNoRent, false, "Enable this to disable No Rent Items")
- RULE_BOOL(Items, DisableNoTransfer, false, "Enable this to disable No Transfer Items")
- RULE_BOOL(Items, DisablePotionBelt, false, "Enable this to disable Potion Belt Items")
- RULE_BOOL(Items, DisableSpellFocusEffects, false, "Enable this to disable Spell Focus Effects on Items")
* Add option to dump bot data
* Add player_bot_table dump suppor to command handler
* Add tableList getter to the dump_service
* Fix declaration in header file
* Include missed bot tables
* Rename player-bot to bot to be more descriptive
* Fix missed reference to player-bots
Co-authored-by: Kieren Hinch <khinch-github@nylonmoon.com>
* [INT64] Fix int64 for OOC Regen and GetHP(), GetMaxHP(), GetItemHPBonuses() in Perl/Lua.
- These all had int64 values and were overflowing, returning garbage data.
* Update npc.cpp
* [Money Messages] Cleanup quest::givecash(), split, and task reward messages.
- Cleans up all the money messages using ConvertMoneyToString().
- Allows quest::givecash() to have optional parameters other than copper.
* Commification.
* Corpse messages.
* String IDs and cleanup.
* [Cleanup] Cleanup spell and max level bucket logic.
- Spell buckets will now allow new mob->SetBucket() buckets since most people use these now.
- Max level bucket will now allow new mob->SetBucket() bucket since most people use these now.
- Clean up GetScribeableSpells() and GetLearnableDisciplines() logic and magic numbers.
- Make GetClientMaxLevel() uint8 instead of int since it can only be 0-255.
* Fix typo from other commit.
* Lua setter.
* Update client.cpp
* [Bug Fix] Fix IP Exemptions.
- IP Exemptions were broken due to GetAccountID() returning 0 in logic somehow, resolved this by setting a variable to GetAccountID() at the beginning of the method.
- Fixed weird IP messages where the long form of IP was displayed instead of the string form.
- Fixes edge case where IP rule may be set to -1 and this will make anyone get instantly kicked if IP Exemptions were enabled as their IP Count would always be greater than -1.
* Update client.cpp
* Update client.cpp
* Update clientlist.cpp
* Update clientlist.cpp
- Cleanup messages and logic.
- Add saylinks to messages for ease of use when searching for commands as most have help messages when using them incorrectly or require no arguments and can be used immediately from the say link.
* [Commands] Cleanup #zone and #zoneinstance Commands.
- Cleanup messages and logic.
- Broke these commands out in to their own files.
* Update database.cpp
* Update database.cpp
* Update database.cpp
https://github.com/EQEmu/Server/pull/2073 broke blocking spells. There is another location in mob.h that needs to be updated to int32. Tested as fixed on my server.
- These commands don't function in their current state, and they probably haven't ever.
- Removing the commands and putting this in an editor makes more sense, as #setgraveyard uses the current zone XYZ coordinates of a target to set a graveyard for another zone. and they also only allow version 0 graveyards.
- Not sure of a better idea than just deleting, as setting data based on another zone using your current zone's data seems beyond the scope of a command.
* [Bug Fix] Fix duplicate and missing messages due to innate skill in spells.
* Seperate spell and melee damage range and skip
* Refine when innate messages are produced.
* Fix magic # (replace with constant)
* [Titles] Cleanup titles, title suffix, and last name methods.
- Use strings instead of const chars*.
- Add optional parameter to SetAATitle in Lua so you can save to the database similar to Perl.
- Cleanup #lastname command.
- Cleanup #title command.
- Cleanup #titlesuffix command.
* Update npc.cpp
- Add quest::checknamefilter(name) to Perl.
- Add eq.check_name_filter(name) to Lua.
- Allows operators to check strings against the name filter for stuff like setting custom pet names, titles, suffixes, etc in scripts.
* [Cleanup] Quest API push methods using invalid types.
- Some push methods were pushing integers as unsigned integers or unsigned integer as integers, this fixes all of that.
- Also cleans up some lines that had multiple function calls on them.
* More cleanup of bools and one expansion name was wrong.
- Add $client->TaskSelector(task_list) to Perl.
- Add client:TaskSelector({task_list}) to Lua.
- Allow $client->AssignTask(task_id) in Perl.
- Allow client:AssignTask(task_id) in Lua.
- Can now assign tasks in scripts without the NPC ID parameter.
* Implement SetFace opcode
This implements the opcode that's used to update zone clients when a
client updates their face
* Use SetFace in #feature command
Add check for valid number
This adds the #feature eyes command which isn't in the illusion struct
- Add $client->GetHealAmount() to Perl.
- Add $client->GetSpellDamage() to Perl.
- Add client:GetHealAmount() to Lua
- Add client:GetSpellDamage() to Lua.
* [Commands] #reload Command Overhaul.
- Consolidated #reloadaa, #reloadallrules, #reloadcontentflags, #reloademote, #reloadlevelmods, #reloadmerchants, #reloadperlexportsettings, #reloadqst, #reloadstatic, #reloadtitles, #relaodtraps, #reloadworld, and #reloadzps in to one command.
- #reload has 15 different sub commands you may use, including Log Settings and Tasks reloading.
- All the reload commands are a part of the Developer Tools Menu messages now, as well as part of the documentation.
- Fixes the commands that weren't actually sending their packet to zone server to globally reload stuff.
- Added Variables table reloading to command.
* Consistency.
* Hot reload.
* Final big push.
* [Merchants] Add Merchant Data Bucket capability.
- Allows server operators to limit merchant items based on data bucket values and comparisons.
- Adds 3 columns, bucket_name, bucket_value, and bucket_comparison to merchantlist table.
- Bucket is checked based on GetBucketKey()-bucket_name.
- Buckets are mass loaded when using the merchant so it's not a database call per item, just a grouping of all their buckets from the start.
- This is a nearly year old pull request redone for master.
- bucket_comparison Values are as follows:
- bucket_comparison 0: bucket_name == bucket_value
- bucket_comparison 1: bucket_name != bucket_value
- bucket_comparison 2: bucket_name >= bucket_value
- bucket_comparison 3: bucket_name <= bucket_value
- bucket_comparison 4: bucket_name > bucket_value
- bucket_comparison 5: bucket_name < bucket_value
- bucket_comparison 6: bucket_name is any of pipe(|)-separated bucket_value
- bucket_comparison 7: bucket_name is not any of pipe(|)-separated bucket_value
- bucket_comparison 8: bucket_name is between first and second value of pipe(|)-separated bucket_value
- bucket_comparison 9: bucket_name is not between first and second value of pipe(|)-separated bucket_value
* Revert query change.
* [Commands] Cleanup #cvs Command.
- Cleanup messages and logic.
- std::find was using .begin() in both comparisons, so it wasn't working and unique IPS always returned 1.
* Update cvs.cpp
```In member function 'float NPC::GetNPCStat(const char*)':
/drone/src/zone/npc.cpp:2810:1: warning: control reaches end of non-void function [-Wreturn-type]```
* [Commands] Cleanup #reloadzps Command.
- Cleanup messages and logic.
- Make reloading of zone points global instead of zone specific.
* Further cleanup.
- Add zone->GetZoneDescription().
- Add mob->GetTargetDescription(mob).
* Final cleanup.
* Typo.
* [Commands] Cleanup #npctype_cache Command.
- Cleanup messages and logic.
- Loop was returning as soon as it found first ID, so you couldn't use the spaced ID list functionality at all.
* Remove command.
* [Commands] Cleanup #reloadaa Command.
- Cleanup messages.
- Remove unncessary file_exists command from file.
- Make reloading of Alternate Advancement data global instead of zone specific.
* Update worldserver.cpp
* Update worldserver.cpp
* [Commands] Cleanup #reloadmerchants Command.
- Cleanup messages and logic.
- Make the reloading of merchants global instead of zone specific.
* Update worldserver.cpp
* Update worldserver.cpp
* [Commands] Cleanup #reloadperlexportsettings Command.
- Cleanup messages and logic.
- Make reloading of Perl event export settings global instead of zone specific.
* Update worldserver.cpp
* [Commands] Cleanup #reloadworld Command.
- Cleanup messages and logic.
* [Commands] Cleanup #reloadworld and #repop Command.
- Cleanup messages and logic.
- Add #reloadworld 2 option to forcefully repop all mobs globally as well as reset quest timers and reload quests.
- Remove delay argument from #repop as it isn't used for anything.
* Typos.
* [Commands] Cleanup #trapinfo Command.
- Cleanup messages.
- Does not modify the command file, as it's only one line that calls the method in zones/trap.cpp.
* Cleanup.
* Update trap.cpp
* Update trap.cpp
* [Commands] Cleanup #spawnstatus Command.
- Cleanup messages and logic.
* Further cleanup and consolidation, add inline GetTimer() as timer is protected.
- Fixes `$client->GetAllMoney()` to use `uint64` and not overflow int value.
- Fixes `$client->GetCarriedMoney()` to use `uint64` and not overflow int value.
* Speed up drone builds
* Add chown for ccache
* Add the cmake compiler launcher flag for ccache
* Update .drone.yml
* Don't optimize
* Don't optimize take 2
CastRestrictedSpell is already defined in common/spdat
MSVC Debug builds caught this as an ODR violation, though Release
builds still allowed it (maybe because the methods were identical)
* [Commands] Add additional #peqzone functionality.
- Add #peqzone flagging capabilities so operators don't have to blanket allow #peqzone access to zones.
- Allows you to set a zone's `peqzone` column to `2` and disallow use of `#peqzone` until they have been given the appropriate flag.
- Add #peqzone_flags command to list your #peqzone flags similar to #flags command.
- Add `character_peqzone_flags` table to database and database_schema.h.
- Required SQL update to add the new table.
- Add client:ClearPEQZoneFlag(zone_id) to Lua.
- Add client:HasPEQZoneFlag(zone_id) to Lua.
- Add client:LoadPEQZoneFlags() to Lua.
- Add client:LoadZoneFlags() to Lua.
- Add client:SendPEQZoneFlagInfo(client) to Lua.
- Add client:SetPEQZoneFlag(zone_id) to Lua.
- Add $client->ClearPEQZoneFlag(zone_id) to Perl.
- Add $client->HasPEQZoneFlag(zone_id) to Perl.
- Add $client->LoadPEQZoneFlags() to Perl.
- Add $client->SendPEQZoneFlagInfo(client) to Perl.
- Add $client->SetPEQZoneFlag(zone_id) to Perl.
* Fixes.
* [Bots] Bot::PerformTradeWithClient Cleanup.
- Cleanups message and logic.
- Initial cleanup to eventually allow easy use with Perl/Lua quest API.
* Duplicated comment.
* Implement NPC per second regen
* Add hp_regen_per_second to ModifyNPCStat
* Take per second regen the rest of the way
* Add #npcedit hp_regen_per_second
* Add db migration
- Allows you to just directly use Client instead of having to grab reference to inventory.
- Add $client->CountAugmentEquippedByID(item_id) to Perl.
- Add $client->HasAugmentEquippedByID(item_id) to Perl.
- Add $client->CountItemEquippedByID(item_id) to Perl.
- Add $client->HasItemEquippedByID(item_id) to Perl.
- Add client:CountAugmentEquippedByID(item_id) to Lua.
- Add client:HasAugmentEquippedByID(item_id) to Lua
- Add client:CountItemEquippedByID(item_id) to Lua.
- Add client:HasItemEquippedByID(item_id) to Lua.
* [Quest API] Add AddPlatinum(), GetCarriedPlatinum() and TakePlatinum() to Perl/Lua.
- Allows for easier NPC interactions.
- GetCarriedPlatinum() adds together all currencies in inventory based on conversion amounts so it works easily with removals/checks.
- Add $client->AddPlatinum(platinum, update_client) to Perl.
- Add $client->GetCarriedPlatinum() to Perl.
- Add $client->TakePlatinum(platinum, update_client) to Perl.
- Add client:AddPlatinum(platinum, update_client) to Lua.
- Add client:GetCarriedPlatinum() to Lua.
- Add client:TakePlatinum(platinum, update_client) to Lua.
* Formatting.
Added EVENT_SKILL_UP to Perl/Lua
Adds sub EVENT_SKILL_UP output for use.
Exports:
$skill_id - ID of the skill being exported. Will export skill or language as the same so check below.
$skill_value - New skill level
$skill_max - Maximum value of skill
$is_tradeskill - 0 for non-tradeskill, 1 for tradeskill
Example usage:
sub EVENT_SKILL_UP {
if($is_tradeskill == 0) {
quest::shout("Skill Increase! " . $client->GetCleanName() . " has increased their " . quest::getskillname($skill_id) . " to " . $skill_value . " of " . $skill_max . "!"); #deleteme
}
if ($is_tradeskill == 1) {
quest::shout("Tradeskill Increase! " . $client->GetCleanName() . " has increased their " . quest::getskillname($skill_id) . " to " . $skill_value . " of " . $skill_max . "!"); #deleteme
}
}
Adds sub EVENT_LANGUAGE_SKILL_UP output for use.
Exports:
$skill_id - ID of the skill being exported. Will export skill or language as the same so check below.
$skill_value - New skill level
$skill_max - Maximum value of skill
Example usage:
sub EVENT_LANGUAGE_SKILL_UP {
quest::shout("Language Increase! " . $client->GetCleanName() . " has increased their " . quest::getlanguagename($skill_id) . " to " . $skill_value . " of " . $skill_max . "!"); #deleteme
}
Co-authored-by: toxin06 <53322305+toxin06@users.noreply.github.com>
* [Bug Fix] Restore missing messages for lifetap and dmg spells.
* Fix unintended duplicate message for DD on clients.
* Improve performance and accuracy of IsDamageSpell()
* [Commands] Cleanup #task Command.
- Cleanup messages.
- Add #task uncomplete [Task ID] to uncomplete a completed task without having to go in the database manually.
* Message cleanup.
* hastimer
* [API] Check quest timer duration, timer remaining and if timer exists.
* [API] Methods for getting more information on quest timers.
* [API] Methods for getting more information on quest timers.
* [API] Methods for getting more information on quest timers.
* [Quest API] Add GetBotListByClientName(client_name) to Perl/Lua.
- Add $entity_list->GetBotListByClientName(client_name) to Perl.
- Add eq.get_entity_list():GetBotListByClientName(client_name) to Lua.
- Allows you to get a bot list comprised solely of a specific character's bots.
* Update lua_entity_list.cpp
* [Bug Fix] #peqzone no longer bypass Handle_OP_ZoneChange
* Force other quest functions to trigger EVENT_ZONE properly
* call MovePC
* Use MoveZone to keep things uniform
- Export $caster_id and $caster_level to EVENT_CAST and EVENT_CAST_BEGIN in Perl.
- Export e.caster_id and e.caster_level to EVENT_CAST and EVENT_CAST_BEGIN in Lua.
- Export $killed_x, $killed_y, $killed_z, and $killed_h to EVENT_DEATH_ZONE in Perl.
- Cleanup export strings and unnecessary .c_str() calls on event exports.
* - Fixed Bots Spell Damage being negative under some circumstances (heal target)
- Allow Bots to send non-melee damage reports in the same manner as Clients
- Refactor\Update Bots Spell Damage & Heal calculations to match current state of Clients.
- Allow Bots to actually utilize Spell Damage and Heal Amount stats
* Don't send packets to bots
* remove random tab
* align text lol
* invulnerable
* modifier
* fix
* fix
* fix
* [API] Perl functions to set invulnerable to and modify environmental damage.
* [API] Perl and Lua functions to set invulnerable to and modify environmental damage.
credit to kinglykrab for lua
* [Feature] Client Checksum Verification (Resubmit old 1678)
* Updated db version
* Add new updatechecksum to CmakeLists.txt
* Removed magic number and used constant
* Fix new command to have access to worldserver
* spacing, more venbose desc and remove unneeded check
* Cleanup, refactoring
Co-authored-by: Akkadius <akkadius1@gmail.com>
* Fix for GENERIC_9_STRINGS
* Update .gitignore
* Fixed query for use case when char_id of owner equals a bot_id
* Update BotDatabase::LoadGroupedBotsByGroupID to not use a view though correct edge case where botid=charid
* Correct bot spell damage and healing pathways to account for rule Spell:IgnoreSpellDmgLvlRestriction
* Corrected to be more consistent in regard to the 'spells[spell_id].no_heal_damage_item_mod' modifier. This modifier doesn't seem to actually exist on any content, and bots didn't use it to begin with.
This restriction is present on players - do we want it on bots also?
* [Spells] Fix for numhits type 7 counter incrementing incorrectly.
* [Spells] Fixes for numhits type 7 counter incrementing incorrectly.
bot fix
* [Spells] Fixes for numhits type 7 counter incrementing incorrectly.
mercs
* [Spells] Fixes for numhits type 7 counter incrementing incorrectly.
remove old variable and related code.
* [Spells] Fixes for numhits type 7 counter incrementing incorrectly.
comments
* Apply Spell Dmg and Heal Amt stats as a percentage increase (1 SD\HA = 1% increase to spell effectiveness) instead of a flat addition.
* Corrected logic to allow for coexistence of FlatItemExtraSpellAmt rule and this.
* Adjusted rule name to be less ambiguous.
* [Spells] SPA 79 SE_CurrentHPOnce check for focus and related effects.
SPA 79 SE_CurrentHPOnce should have the damage checks as SPA 0 for heal/damage
* Update spell_effects.cpp
* [Spells] SPA 79 SE_CurrentHPOnce now will check for focus, critical and partial resist checks.
- These events allow more customization beyond forcing operators to use a script file for each and every item they want to have some sort of functionality for these events.
- Perl event exports $item_id, $item_quantity, and $slot_id.
- Lua event exports item_id, item_quantity, slot_id, and item.
- Spell casting was using SpellFinished which casts the spell, and if the spell was a group spell each member of the group would cast it on all the other members, causing a chain reaction.
- This fix utilizes ApplySpellBuff(spell_id, duration) so that it only casts the spell on the target, as with the crosszone and worldwide methods you will be affecting your target based on identifiers regardless.
- This should alleviate some of the crosszone/worldwide casting crashes on larger servers such as Lazarus.
- Add $entity_list->GetRandomMob(x, y, z, distance, exclude_mob) to Perl.
- Add $entity_list->GetRandomNPC(x, y, z, distance, exclude_npc) to Perl.
- Add eq.get_entity_list():GetRandomMob(x, y, z, distance, exclude_mob) to Lua.
- Add eq.get_entity_list():GetRandomNPC(x, y, z, distance, exclude_npc) to Lua.
LogPlayerHandin was not recording the item details of the trade. It should be inserting the trade details into `qs_player_handin_record_entries` but it was not running the query because of missing QueryDatabase function.
* [Commands] Cleanup #showskills Command.
- Utilize popup over messages.
- Usage: #showskills [Start Skill ID] [All] - shows skills starting from skill ID and if "all" is specified it will show skills the player does not have normally (no max/cannot have skill).
* Update showskills.cpp
* Update command.cpp
* live did something that makes sense
* [Combat] /shield command "too far away message
better chat
* [Combat] /shield command "too far away message
never mind that one was red.
* SendCastRestriction not displaying right on linux build
changed const char to string
* fail safe to prevent recast timer checks from triggered spells
* fixed
* Update spell_effects.cpp
* https://github.com/EQEmu/Server/pull/1995
better message code
- Cleanup messages and logic.
- Remove #ai start/#ai stop as they can crash zones and are mostly useless.
- Add EQ::constants::GetConsiderLevelMap() and EQ::constants::GetConsiderLevelName().
- Add quest::getconsiderlevelname(consider_level) to Perl.
- Add eq.get_consider_level_name(consider_level) to Lua.
* revert completed
Too many issues popping up that are difficult to track down. This was probably not best way to solve the problem.
* fixed for real
* Update aa.cpp
* Update aa.cpp
* Update aa.cpp
* should work
* remove spaces
* [Spells] Fix for AA recast timers not resetting properly
- Cleanup messages and logic.
- Utilize item links where helpful.
- Implement #npcloot remove all to remove all loot from an NPC using GetLootList().
- #npcloot money now supports 0 to 65,535 for the money types, clamped using EQ::Clamp.
* escape fix for different target types
* implemented max level for fade
* test
* update
* update
* support modern limits
* Update ruletypes.h
* update
* [Spells] Support for SPA 194 SE_FadingMemories to use max level checks on aggroed mobs
not sure why this code got removed, maybe merge error.
* recast timer updates
* reworked
* removed unneeded param
* fix expendible AA
* fixed
* Update spells.cpp
* [Spells] Fix for AA and Discipline recast timers being set on spell casting failure.
don't check recasts from triggered spells.
* test
* complete
* Update effects.cpp
* Update spells.cpp
* Update effects.cpp
* [Spells] Support for bards using Disciplines while casting or /melody.
Support for spell field 'cast not standing' not allow casting from divine aura
* [Spells] Support for bards using Disciplines while casting or /melody.
DA bypass logic for spells with field 'cast_not_standing'
* updates
* stun and mez bypass
* Update spdat.cpp
* Update spdat.cpp
* Update spells.cpp
* clean
* requirement messages
* update
* pct
* save work
* Reform code 1_22_22
* updated
* update id to pointer
* Update spells.cpp
* rework 2
* update 1_23_22
* Update spells.cpp
* updates
* msg string works
* fix disc timers not be set
* more optimization
* update 1_23_22 PM
moved stop casting out
charm and harmony moved in
* update 1_25_22
rework of functions
* updates 1_26_22
* remove old checks
* gm override added for some
* update bard AA casting checks
* updates
* addbuff exception for bard
* debugs
* charm working
* update
* moved skill check here
* cast from item while singing
* lets not attack mounts
* instant cast items click
* aug clicks working
* aug tests
Bug? Cast time not display on aug clicks for bards
* aug recast from items semi ok
* added item timer function
* unified setting item recast timer
* clean up time
* update
* bard AA cast updates
* debugs removed
* debugs removed
* clean up
* clean up
* better placement of bindsight and numhits fix
* move and rename function
* Update spells.cpp
* add logs
* delete old DoCastingChecks
* Removed old bard pulse functions
* remove AEBardPulse and GroupPulse
* removed Raid::GroupBardPulse
* Pulse Restriction: Divine Aura
* Pulse Restrictions : Fear behavior
* Update spells.cpp
* Update spells.cpp
* [Spells] Major update to Bard song pulsing, Bard item clicks while singing, and spell casting restriction logic.
bots...
* [Spells] Major update to Bard song pulsing, Bard item clicks while singing, and spell casting restriction logic.
added recommended isvalidspell check
* [Spells] Major update to Bard song pulsing, Bard item clicks while singing, and spell casting restriction logic.
merged
* [Spells] Major update to Bard song pulsing, Bard item clicks while singing, and spell casting restriction logic.
removed defines since we have them as constants
- Add $inventory->CountItemEquippedByID(item_id) to Perl.
- Add $inventory->HasItemEquippedByID(item_id) to Perl.
- Add inventory:CountItemEquippedByID(item_id) to Lua.
- Add inventory:HasItemEquippedByID(item_id) to Lua
* Fix for illusion wear change
On zone in, mobs with illusions were not displaying correct armor.
* [Bug Fix] Illusions will now properly display armor to other clients when they zone in
better looping
* [Bug Fix] Fix issue where you can set your title to titles you don't have.
* Fixes.
* Fix missing logic check for HasTitle
Co-authored-by: Natedog2012 <jwalters_06@yahoo.com>
* [Skills] Exponential Decay Skill Up Formula
Added an exponential decay skill up formula option.
The current, linear, formula results in negative chances to skill up, which
have been mitigated via a multiplier and minimum of 1%
* [Skills]Configurable Exponential Decay Formala for Skill Up
What this fixes:
The existing formula for determining whether or not to skill up could result
in negative chances, and made an assumption around the number 252.
This would ultimately result in an override that would set the chance to 1.
My fix:
I created 2 new rules:
Character:SkillUpMaximumChancePercentage
Character:SkillUpMinimumChancePercentage
I changed the forumla to:
chance = ((max - min + skill_modification) * (.99^skill)) + min
This results in an exponential decay that starts at skill-modified maximum
and approaches minimum.
I decided that max-min+skill_modification should never be less than min
I also decided to continue to apply the Character:SkillUpModifier rule
post-calculation. I do not really think this is necessary anymore, given
this new formula, but we can discuss removing it.
I chose 25 and 2 as default maximum and minimum based on feel.
Related method signature fix:
Client::mod_increase_skill_chance was changed to return a double and
accept a double as an input for chance. This matches the actual data types
provided while calling the method and eliminates some type coersion and
resultant truncation. Right now, this method doesn't do anything, but in the
future we could implement skill-specific training dummies that accelerate
skill ups. I deduce that this is the purpose of this method call.
* [Skills]Configurable Exponential Decay Formula for Skill Up
What this fixes:
The existing formula for determining whether or not to skill up could result
in negative chances, and made an assumption around the number 252.
This would ultimately result in an override that would set the chance to 1.
My fix:
I created 2 new rules:
Character:SkillUpMaximumChancePercentage
Character:SkillUpMinimumChancePercentage
I changed the forumla to:
chance = ((max - min + skill_modification) * (.99^skill)) + min
This results in an exponential decay that starts at skill-modified maximum
and approaches minimum.
I decided that max-min+skill_modification should never be less than min
I also decided to continue to apply the Character:SkillUpModifier rule
post-calculation. I do not really think this is necessary anymore, given
this new formula, but we can discuss removing it.
I chose 25 and 2 as default maximum and minimum based on feel.
Related method signature fix:
Client::mod_increase_skill_chance was changed to return a double and
accept a double as an input for chance. This matches the actual data types
provided while calling the method and eliminates some type coersion and
resultant truncation. Right now, this method doesn't do anything, but in the
future we could implement skill-specific training dummies that accelerate
skill ups. I deduce that this is the purpose of this method call.
* fixup! [Skills]Configurable Exponential Decay Formula for Skill Up
* fixup! [Skills]Configurable Exponential Decay Formula for Skill Up
* Update client_packet.cpp
* [Bug Fix] Do not allow /open to be used on traps or auras, causes crash
* [Bug Fix] Do not allow /open to be used on traps or auras, causes crash
* test
* complete
* Update effects.cpp
* Update spells.cpp
* Update effects.cpp
* [Spells] Support for bards using Disciplines while casting or /melody.
Support for spell field 'cast not standing' not allow casting from divine aura
* [Spells] Support for bards using Disciplines while casting or /melody.
DA bypass logic for spells with field 'cast_not_standing'
* updates
* stun and mez bypass
* Update spdat.cpp
* Update spdat.cpp
* Update spells.cpp
* test
* complete
* Update effects.cpp
* Update spells.cpp
* Update effects.cpp
* [Spells] Support for bards using Disciplines while casting or /melody.
Support for spell field 'cast not standing' not allow casting from divine aura
* [Spells] Support for bards using Disciplines while casting or /melody.
DA bypass logic for spells with field 'cast_not_standing'
* start of rework
* reworked v2 no timer
* fix
* more mechanics
* Update pets.cpp
* move to pet.cpp
* [Spells] Updates and fixes to Target Locked Pets
* [Spells] Updates and fixes to Target Locked Pets
Removed a conditional that was rendered obsolete by moving the addition of a
mob to the auto haters list to fire after an IsValidXTarget check. This
made an entity_list call unnecessary. [zone/client.cpp]
Removed said unnecessary entity_list call. [zone/client.cpp]
Removed a superfluous call to ProcessXTargetAutoHaters [zone/attack.cpp]
* [Commands] Cleanup #who Command.
- Cleanup messages and logic.
- Add GetAccountStatusMap() and GetAccountStatusName() helpers for account status stuff.
- Use Chat::Who instead of Chat::Magenta so you can more easily see saylinks.
- Add a summon saylink to the list of saylinks so you can summon the player.
* New line.
- Disallows multiple augments via #augmentitem or otherwise.
- Added ItemInstance::ContainsAugmentByID(item_id) helper method for finding an augment in an item instance.
* [Bug Fix] Add range check to OP_PickPocket
* Pickpocket distance is 15 constant according to Mackal
* Re-add wiggle room for distance check due to pathing
* [XTarget] Disallow Corpses in XTarget Auto Slots
Why:
There exists an odd state where corpses will fill up your XTarget window.
This is reproducable using a combination of a pet to kill a mob
and timely feign death to wipe the owner's aggro.
What:
Added an IsCorpse check to IsXTarget.
Added a block to mark corpse XTargets as dirty to ProcessXTargetAutoHaters
* fixup! [XTarget] Disallow Corpses in XTarget Auto Slots
* fixup! [XTarget] Disallow Corpses in XTarget Auto Slots
* [XTarget] Disallow Corpses Code Cleanup
Added some safety, performance, and code readability changes per PR request.
* Change default expansion values for ALL to -1 from 0
* Adjust content_filter_criteria
* Refactor content filtering logic
* Allow flag strings to also just be empty instead of null
* Formatting
* Editor oops
- #guild rename was checking argument count and not allowing you to rename guilds to names that had spaces.
- #killallnpcs was crashing zones when used sometimes due to getting a nullptr somewhere in the loop.
- #worldwide message was using just the first word of the message sent using the command, not all of them.
Why:
Heal Over Time spells honor the Spells:IgnoreSpellDmgLvlRestriction rule,
shouldn't instant heals honor this rule too?
The fix:
Added a check for Spells:IgnoreSpellDmgLvlRestriction in the GetActSpellHealing
method.
* [Shared Tasks] Cross Zone Remove Fix
Why:
The cross_zone_remove_task quest methods were not removing from
shared_task_members database table and were not clearing shared task
cache. This resulted in a situation where a character could not
request other shared tasks.
What:
Shamelessly copied shared task logic from ClientTaskState::CancelTask
into ClientTaskState::RemoveTaskByTaskID
* What:
Instead of copying code from CancelTask into RemoveTaskByTaskID, it is better
for code maintenance to simply call CancelTask from RemoveTaskByTaskID.
This is cleaner.
Note: I chose to be explicit with the remove_from_db parameter, despite true
being the default. I tend to do this to protect from the default value
changing in the future.
* [Shared Tasks] RemoveTaskByTaskID Cleanup
Removed unused variables.
Distinguished log messages for Shared Tasks from regular Tasks.
Added 1 rule per class that defines tracking distance multiplier for that class
Kept the defaults of 12 for ranger, 10 for druid, and 7 for bard
Created 1 method for determining class tracking distance multiplier
Created 1 method for determining if a class can track, based on multiplier
Updated tracking logic to use these methods to determine whether a tracking
packet should and can be sent or not.
* [Bux Fix] Pick Lock was allowing skillups on doors above player skill
* Fixed indentation
* Fix indentation #2 - I am not so bright :(
* Further refine messages for pick lock to match live
* sql to make pot pick locks book pickable by skill 1 and skillup
- Cleanup messages and logic.
- Adds GetGuildNameByID, GetGuildRankName, GetGuildIDByCharacterID, and IsCharacterInGuild helper methods for guild stuff.
- Convert #guild info message to a popup display to tidy it up and make it more legible.
* start
* working
* Update perl_mob.cpp
* updates
* Update perl_mob.cpp
* illusion behavior
* rework start
* fix later
* Update mob.cpp
* rework
* updates
* Update mob.cpp
* update
* gm command updates
* updates
* Update CMakeLists.txt
* [Features] Appearance Effects will now be sent to clients upon zone in. GM commands.
remove debugs
* [Features] Appearance Effects will now be sent to clients upon zone in. GM commands.
perl fix
* [Features] Appearance Effects will now be sent to clients upon zone in. GM commands.
space fix
* [Features] Appearance Effects will now be sent to clients upon zone in. GM commands.
minor fix
* Update CMakeLists.txt
* [Features] Appearance Effects will now be sent to clients upon zone in. GM commands.
cleaned up some inconsistency
* [Features] Appearance Effects will now be sent to clients upon zone in. GM commands.
* New function to reset spellbar in perl/lua ResetCastbarCooldownsBySlot -1 for all slots and anything else to do it by slot number
* Add ResetCastbarCooldownsBySlot / ResetCastbarCooldownsBySpellID / ResetAllCastbarCooldowns
* [Commands] Add #setaltcurrency Command.
- Add #setaltcurrency [Currency ID] [Amount] command to allow you to set a specific alternate currency to a value.
- Add Zone::GetCurrencyID() and Zone::GetCurrencyItemID() helper methods.
- Cleanup loops through zone->AlternateCurrencies.
- Utilize helper methods where necessary.
- Convert old methods parameters and return values from int to uint32 where necessary.
* Typo.
- Add #unmemspell [Spell ID] command to unmemorize a spell by ID from you or your target.
- Add #unmemspells command to unmemorize all spells from you or your target.
- Cleanup #memspell command and change arguments from #memspell [Slot] [Spell ID] to #memspell [Spell ID] [Spell Gem] for easier use.
- Add #memspell [Spell ID] functionality to memorize to first open spell gem if there are any using FindEmptyMemSlot helper method.
- Rename client->FindMemmedSpellByID(spell_id) to FindMemmedSpellBySpellID(spell_id).
- Add client->FindEmptyMemSlot() helper method.
- Add $client->FindEmptyMemSlot() to Perl.
- Add client:FindEmptyMemSlot() to Lua.
- Add $client->FindMemmedSpellBySpellID(spell_id) to Perl.
- Add client:FindMemmedSpellBySpellID(spell_id) to Lua.
- Invisibility vs. Undead and Invisibility vs. Animals were not breaking charm.
- Add Invisibility enumerator.
- Add special identifier for Invisibility vs. Undead and Invisibility vs. Animals.
* [Spells] SPA 310 SE_ReduceReuseTimer will now work on spell recast time
[Spells] SPA 310 SE_ReduceReuseTimer will now work on spell recast time
* [Spells] SPA 310 SE_ReduceReuseTimer will now work on spell recast time
[Spells] SPA 310 SE_ReduceReuseTimer will now work on spell recast time
- Add #removeitem [Item ID] [Amount] command to remove items by amount versus nuking them all, removes all if amount is greater than what you or your target have.
- Add #setendurance [Endurance] command to set an NPC or player's endurance to a specified amount, or to max if the amount is greater than their max.
- Cleanup #endurance command message and logic.
- Add #sethp [Health] command to set an NPC or player's health to a specified amount, or to max if the amount is greater than their max.
- Cleanup #heal command message and logic.
* [Commands] Add #setmana Command.
- Add #setmana [Mana] command to set an NPC or player's mana to a specified amount, or to max if the amount is greater than their max.
- Cleanup #mana command message and logic.
* Update mana.cpp
- Add #petitems command to show a person's pet items if they have access to the command.
- Adds a default false parameter to QueryLoot for NPCs that keeps messages and logic from being ran on pets for no reason.
- Cleaned up message a bit for loot and stuff.
- Remove check for loottable ID when using #npcstats for NPCs that get items from a script or otherwise.
* start
* bind sight fixed
* Update spdat.h
* Update spells.cpp
* Search or jump to… Pull requests Issues Marketplace Explore @KayenEQ EQEmu / Server Public 60 338 290 Code Issues 106 Pull requests 11 Actions Projects 1 Wiki Security Insights [Bug Fix] Bind Sight will now function properly #1825 Open KayenEQ wants to merge 4 commits into EQEmu:master from KayenEQ:bindsightfix2 Open [Bug Fix] Bind Sight will now function properly
* [Commands] Cleanup #zsafecoords Command.
- Cleanup message and logic.
- Add parameter to allow data to be saved to database.
* Typo.
* Update zsafecoords.cpp
* Update zsafecoords.cpp
* [Commands] Cleanup #zheader Command.
- Cleanup message and logic.
- Add parameter to allow versions to be loaded.
- Cleanup parameter name in CFG methods from instance_id to instance_version.
* Update zonedb.cpp
* [Commands] Cleanup #zunderworld Command.
- Cleanup message and logic.
- Add parameter to allow data to be saved to database.
* Update zunderworld.cpp
* [Commands] Cleanup #nukebuffs Command.
- Cleanup messages and logic.
- #nukebuffs now allows you to nuke all, beneficial, or detrimental buffs, also added a help menu.
- Add BuffFadeBeneficial().
- Cleanup logic in some buff fade methods.
- Fix several spots where we were using CalcBonuses() when it was unnecessary, i.e when you fade no buffs you do not need to recalculate bonuses.
* Update spells.cpp
- Cleanup messages and logic.
- Add RULE_INT(Zone, PEQZoneHPRatio, 75, "Required HP Ratio to use #peqzone")
- Modify #peqzone Timer rule to allow it to be disabled.
* Monk AA Spirit of Master Wu sends message even if it grants 0 extra attacks.
* fomatting + put if statement in wrong place.. oops.
* Need to push something to set up my Tortoise Github Auth
* test
* test
* test
* test
* test
* requested changes
* Update special_attacks.cpp
Co-authored-by: Kinglykrab <89047260+Kinglykrab@users.noreply.github.com>
* [Cleanup] Make use of AccountStatus constants wherever status is checked or used.
- Cleanup all instances of SendEmoteMessage.
- Cleanup all instances of SendEmoteMessageRaw.
- Cleanup all instances of MessageStatus.
- Convert Quest API method defaults to use constants.
* Cleanup constant names.
* [Commands] Cleanup #stun Command.
- Cleanup message.
- Add ConvertSecondsToTime() to string_util.h and convert Quest API Methods to use helper.
* Add days to ConvertSecondsToTime() and cleanup logic.
* Cleanup.
* Typo.
* Cleanup.
* Cleanup.
* [Commands] Cleanup #zonelock Command.
- Add support for Zone IDs.
- Cleanup messages and display.
- Fix dangling pointer in ZoneLongName() helper method so name is displayed properly.
* Add account status enum.
* Typo.
* Typo.
* Convert list to constants.
* Cleanup.
* Update command.cpp
* Fix compile.
2021-11-14 11:32:08 -05:00
1664 changed files with 258980 additions and 214488 deletions
// Titanium doesn't have a translator, but we can still safely add stuff under here without issues since client memcpy's only what it knows
// Just wastes some bandwidth sending to tit clients /shrug
/*0700*/floatfog_density;
/*0704*/uint32SuspendBuffs;
/*0708*/uint32FastRegenHP;
/*0712*/uint32FastRegenMana;
/*0716*/uint32FastRegenEndurance;
/*0720*/uint32NPCAggroMaxDist;
/*0724*/uint32underworld_teleport_index;// > 0 teleports w/ zone point index, invalid succors, if this value is 0, it prevents you from running off edges that would end up underworld
/*0728*/uint32LavaDamage;// Seen 50
/*0732*/uint32MinLavaDamage;// Seen 10
/*0700*/floatfog_density;
/*0704*/uint32suspend_buffs;
/*0708*/uint32fast_regen_hp;
/*0712*/uint32fast_regen_mana;
/*0716*/uint32fast_regen_endurance;
/*0720*/uint32npc_aggro_max_dist;
/*0724*/uint32underworld_teleport_index;// > 0 teleports w/ zone point index, invalid succors, if this value is 0, it prevents you from running off edges that would end up underworld
/*0728*/uint32lava_damage;// Seen 50
/*0732*/uint32min_lava_damage;// Seen 10
/*0736*/
};
@@ -448,6 +448,7 @@ struct ManaChange_Struct
/*08*/uint32spell_id;
/*12*/uint8keepcasting;// won't stop the cast. Change mana while casting?
/*13*/uint8padding[3];// client doesn't read it, garbage data seems like
/*16*/int32slot;// -1 normal, otherwise clear ETA and GCD
};
structSwapSpell_Struct
@@ -1792,6 +1793,17 @@ struct GMSummon_Struct {
/*104*/uint32unknown2;// E0 E0 56 00
};
structGMFind_Struct{
charcharname[64];
chargmname[64];
uint32success;
uint32zoneID;
floatx;
floaty;
floatz;
uint32unknown2;
};
structGMGoto_Struct{// x,y is swapped as compared to summon and makes sense as own packet
/* 0*/charcharname[64];
@@ -2191,11 +2203,19 @@ struct QuestReward_Struct
/*068*/
};
structCashReward_Struct
{
/*000*/uint32copper;
/*004*/uint32silver;
/*008*/uint32gold;
/*012*/uint32platinum;
};
// Size: 8
structCamera_Struct
{
uint32duration;// Duration in ms
uint32intensity;// Between 1023410176 and 1090519040
floatintensity;
};
structZonePoint_Entry{
@@ -2315,9 +2335,12 @@ struct FaceChange_Struct {
/*004*/uint8hairstyle;
/*005*/uint8beard;
/*006*/uint8face;
/*007*/uint32drakkin_heritage;
/*011*/uint32drakkin_tattoo;
/*015*/uint32drakkin_details;
/*007*/uint8unused_padding;
/*008*/uint32drakkin_heritage;
/*012*/uint32drakkin_tattoo;
/*016*/uint32drakkin_details;
/*020*/uint32entity_id;
/*024*/
//there are only 10 faces for barbs changing woad just
//increase the face value by ten so if there were 8 woad
Log(Logs::Detail,Logs::Netcode,_L"Received OP_OutOfOrderAck for sequence %d, starting retransmit at the start of our unacked buffer (seq %d, was %d)."__L,
uint32Slots;// Bitfield for which slots this item can be used in
uint32Price;// Item cost (?)
uint32Icon;// Icon Number
uint32LoreGroup;// Later items use LoreGroup instead of LoreFlag. we might want to see about changing this to int32 since it is commonly -1 and is constantly being cast from signed (-1) to unsigned (4294967295)
boolLoreFlag;// This will be true if LoreGroup is non-zero
uint32Slots{};// Bitfield for which slots this item can be used in
uint32Price{};// Item cost (?)
uint32Icon{};// Icon Number
int32LoreGroup{};// Later items use LoreGroup instead of LoreFlag. we might want to see about changing this to int32 since it is commonly -1 and is constantly being cast from signed (-1) to unsigned (4294967295)
boolLoreFlag{};// This will be true if LoreGroup is non-zero
boolPendingLoreFlag{};
boolArtifactFlag{};
boolSummonedFlag{};
uint8FVNoDrop{};// Firiona Vie nodrop flag
uint32Favor{};// Individual favor
uint32GuildFavor{};// Guild favor
uint32PointType{};
//uint32 Unk117;
//uint32 Unk118;
//uint32 Unk121;
//uint32 Unk124;
uint8BagType;// 0:Small Bag, 1:Large Bag, 2:Quiver, 3:Belt Pouch ... there are 50 types
uint8BagSlots;// Number of slots: can only be 2, 4, 6, 8, or 10
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