Code:
Revision: 440
Author: Wizzel
Date: 1:20:28 AM, Sunday, October 12, 2008
Message:
New database. Latest on alpha. Works with the current SVN build.
Revision: 441
Author: yeahlight
Date: 8:51:57 PM, Monday, October 20, 2008
Message:
Added: NEW DB SCHEMA! Please source db/zone_ids_Oct_20.sql!
Added: A ton of pathing optimizations and pathing cosmetic updates. I am not uploading any new pathing files due to their size. These will be uploaded in batch when they are all completed and in a zip archive. If you are interested in testing the system out, contact me in IRC and I'll email you the files.
Changed: The node search routein. It has been optimized fairly well (the average search is now 12 nodes instead of half the total number of nodes in the zone).
Revision: 442
Author: yeahlight
Date: 2:31:40 PM, Thursday, October 23, 2008
Message:
Updated: Patrollers using the gohome routeins should be less buggy.
Fixed: A large CPU overhead with the setMoving() function.
Added: #DepopAllButThis to make debugging in the zone console a lot less hectic with excess output from other NPCs.
Revision: 443
Author: yeahlight
Date: 2:33:36 PM, Thursday, October 23, 2008
Message:
Added/Deleted: A few miscellaneous files and directories.
Revision: 444
Author: yeahlight
Date: 2:37:49 PM, Thursday, October 23, 2008
Message:
Deleted: A few other files from the SVN.
Revision: 445
Author: yeahlight
Date: 7:04:35 PM, Friday, October 24, 2008
Message:
Added: NEW DB SCHEMA! Please source db/npc_spells_Oct_24.sql.
Added: The beginning work for NPC spell casting (both offensive and defensive) for agro'ed and unagro'ed scenarios.
Added: NPCs may now buff each other.
Revision: 446
Author: yeahlight
Date: 12:06:15 AM, Sunday, October 26, 2008
Message:
Added: NPC debuff "mana emulation" system. Each time the NPC casts a debuff, it becomes harder to cast another until they cannot cast anymore. They are granted opportunities to regain debuff opportunties every six seconds (7.5% chance in combat, 15% chance out of combat).
Removed: Some old illusion workaround code lingering around in the source.
Revision: 447
Author: yeahlight
Date: 11:41:44 PM, Thursday, October 30, 2008
Message:
Updated: DB SCHEMA! Please source db/npc_spells_Oct_30.sql!
Added: NPC flee mechanics and updated emergency NPC actions (healing, gating, etc). (Not yet complete with some loose end crashes in outdoor zones)
Updated: Some magic numbers floating around the source associated with pathing and NPC spell casting.
Revision: 448
Author: yeahlight
Date: 3:23:23 AM, Saturday, November 01, 2008
Message:
Added: More work with fleeing roamers, fleeing statics and fleeing in general.
Added: Return home code for roamers and static spawns who are pulled outside of their box.
Added: More conditions for executing a flee or emergency spell.
Revision: 449
Author: yeahlight
Date: 7:36:57 PM, Saturday, November 01, 2008
Message:
Added: A new zonewide agro list system. If an NPC is agroed, it will be added to the list. If the NPC dies or loses agro, it will be removed from the list. The list will be used to *quickly* reference other engaged NPCs in the zone for various fleeing / agro mechanics.
Added: Extra considerations for green con agro / social ranges. If an NPC is barely green, it will have a decent assist / agro range.
Fixed: A few bugs with roamers and FD.
Revision: 450
Author: yeahlight
Date: 3:01:42 PM, Sunday, November 02, 2008
Message:
Updated: The zoneAgro system. Now storing NPC IDs instead of pointers to NPCs.
Added: NPCs will no longer flee if they have an ally (NPC with the same pFaction) in the area.
Added: NPCs will now aid their allies (NPC with the same pFaction) with heals if they are in the area.
Revision: 451
Author: yeahlight
Date: 1:46:32 AM, Wednesday, November 05, 2008
Message:
Added: Beginning work for the minidungon pathing in outdoor zones scenarios.
Fixed: Optimized the flee determining process quite a bit.
Fixed: Mobs fleeing may now turn back around and fight if they are healed above 25%.
Revision: 452
Author: yeahlight
Date: 5:01:26 PM, Wednesday, November 05, 2008
Message:
Updated: Outdoor and mini-dungeon pathing mechanics.
Updated: The delay used in the teleportToPlayer() function for NPCs is now derived from distance between target and self divided by unit velocity.
Revision: 453
Author: yeahlight
Date: 10:08:31 PM, Wednesday, November 05, 2008
Message:
Fixed: An annoying despawn bug with NPC spell casting.
Revision: 454
Author: yeahlight
Date: 9:25:46 PM, Thursday, November 06, 2008
Message:
Updated: Outdoor pathing mechanics.
Revision: 455
Author: Wizzel
Date: 8:19:30 PM, Friday, November 07, 2008
Message:
Added:The beginning (player management) of a boat system. The rest is on its way in the coming days. Thank you YL, Sp0t and Cof for your help while I do this.
Revision: 456
Author: Wizzel
Date: 2:30:07 AM, Saturday, November 08, 2008
Message:
Added: Small fix.
Added: New boat sql files to be be used in boat system.
Revision: 457
Author: yeahlight
Date: 3:23:28 AM, Saturday, November 08, 2008
Message:
Added: Leash system. If a PC runs an NPC out of 1500 range, the NPC will drop agro and head home, but keep the PC in memory to persue again if the PC comes back within 750 range (camping will remove the memory). Also, if the NPC comes within 25 range of another NPC of the same pFaction, they will share leash memory with one another.
Updated: PCs are now updated with a zone wide SendPosUpdate() when an npc starts OR stops moving (but not the starting/stopping between nodes, only at the end of the complete path). This should be sufficient for tracking.
Updated: SendPosUpdate() ranges across the board for roamers, patrollers, fleers and NPCs headed home. A PC running around with selos or lesser movespeed should no longer see roamers poping up on their screen randomly.
Updated: If an NPC is out of range of a pathing node, it will head home in a strait line reguardless if home is in sight. The NPC will resort to teleportation if it encounters a wall on the back.
Fixed: NPCs no longer follow the same spell casting rules as PCs. They no longer need LoS when the spell finishes, only a range check.
Fixed: Node searching on PCs now bring the PC's z-axis value to the ground below them to be used in server side calculations to prevent exploits with levitate.
Revision: 458
Author: yeahlight
Date: 2:03:07 AM, Wednesday, November 12, 2008
Message:
Added: A very promising spell resistance system. This needs more testing, but it appears work well.
Revision: 459
Author: yeahlight
Date: 9:50:32 PM, Wednesday, November 12, 2008
Message:
Updated: Spell resistance system to now consider spell resistance mods (Lifetap grants magic(-200), for example).
Added: spellResistMods.txt to the root directory since I failed to find the byte(s) in the spell struct that describe a resist modifier.
Revision: 460
Author: yeahlight
Date: 10:02:52 PM, Friday, November 14, 2008
Message:
Added: The "mob push" system. An NPC will now have a 10% chance to be pushed with respect to the attacker's heading 1 unit. This system is essential to raiding.
Fixed: Some small logic errors with clicky items and interruptions.
Revision: 461
Author: yeahlight
Date: 2:12:42 AM, Saturday, November 15, 2008
Message:
Fixed: Some annoying bugs with PC spawn updates.
Revision: 462
Author: yeahlight
Date: 5:53:18 PM, Tuesday, November 18, 2008
Message:
Added: Spell stacking system from EQEMU 7.0.
Updated: Close range NPC SendPoSUpdate() logic. NPCs no longer send updates every 200ms when chasing a target, they now send an update when a change in heading is significant (greater than one degree).
Revision: 463
Author: yeahlight
Date: 12:29:30 PM, Wednesday, November 19, 2008
Message:
Added: Temp fix for the zone freeze issue that is plaguing the alpha server.
Revision: 464
Author: yeahlight
Date: 8:10:20 PM, Saturday, November 22, 2008
Message:
Added: Special Attacks to NPCs. Currently working: Triple attack and Quad attack.
Added: PC mitigation system. This needs a ton of tweaking, but the system is in working order.
Fixed: Various things with LoS in low hanging ceiling environments.
Revision: 465
Author: yeahlight
Date: 5:41:04 AM, Sunday, November 23, 2008
Message:
Fixed: Various issues with the PC damage mitigation system.
Revision: 466
Author: yeahlight
Date: 4:33:01 AM, Monday, November 24, 2008
Message:
Added: PC Block, Parry, Dodge and Riposte.
Added: Proper skill loads for NPCs based on PC rules.
Updated: NPC on PC combat mechanics and balancing.
Fixed: Bankers are now the proper class again.
Fixed: Various LoS issues.
Moved: Various client only functions to the Mob class for NPCs to use as well.
Revision: 467
Author: yeahlight
Date: 4:29:49 AM, Tuesday, November 25, 2008
Message:
Fixed: Weapons now proc their associated spell effects.
Updated: PC on NPC combat substantially. PC attacks now use the same system from which NPCs derive their efficiency and accuracy.
Updated: PC combat damage system substantially.
Added: NPCs now have checks for parry, block, riposte and dodge.
Updated: #setskillall. The targeted PC now processes a skill check for each skill versus the incomming value. If the max skill is lower than the supplied value, the max skill value is used, thus preventing necromancers from riposting, etc.
Added: A massive skill array for levels 50 and beyond to accompany the array for levels 1 to 50. (The updated skills are located in the skills.xlsx file in the root directory).
Added: Skill-up filter for trade skills. Only one trade skill may advance beyond 200 now.
Updated: Debug output to light blue instead of white. It should be a lot easier to separate debug code from legit messages during battle spam.
Revision: 468
Author: yeahlight
Date: 1:44:17 AM, Wednesday, November 26, 2008
Message:
Added: Item and Spell haste for PCs.
Updated: The proc system. Now, an item will only proc twice a minute.
Fixed: A bug with level skillups on spells that have large spreads between 50 and 60.
Revision: 469
Author: yeahlight
Date: 8:48:37 PM, Wednesday, November 26, 2008
Message:
Moved: Spawn and door packets to login process 4. The zone is now fully populated before the client finishes zoneing.
Added: Default, KOS faction levels for most races. I don't know if these are all correct, but it's certainly better than having all NPCs sitting on amiable.
Revision: 470
Author: yeahlight
Date: 8:57:41 AM, Thursday, November 27, 2008
Message:
Moved: AC calculations from the client to mob class. NPCs also need these formulas now.
Updated: NPC on PC / PC on NPC combat mechanics.
Added: Dual wield checks for qualifying NPCs (Monks and pets).
Revision: 471
Author: yeahlight
Date: 4:24:08 AM, Wednesday, December 03, 2008
Message:
Added: Three MySQL batch files. Read the following carefully: Run all three of these batch files in navicat with "Continue on errors" CHECKED / ENABLED. You need to run itemUpdate(Run First).sql first followed by itemUpdate(Run Second).sql. You may then run items_nonblob.sql. The item load process has been temporarily changed back to a set of updated blobs (classic - velious) as I begin to work with item effects. I have very little desire to use the stat field approach to item loads, so if you want to use the items_nonblob table, then you may work on the current, unfinished method! =P
Added: Soft AC caps for all classes. I took a guess at the numbers, but the order of returns for classes is accurate.
Fixed: Item race and class lists. BST and VAH are no longer displayed. These bitmask fields are adjusted as they are loaded.
Fixed: Hand to Hand skill type weapons are all now 1HB skill type. Our client does not have a H2H skill type. This should produce no ill effects as a monk's H2H skill is the same as their 1HB skills.
Updated: Haste calculation. Haste is now the sum of the highest haste item + the highest song OR spell + overhaste.
Updated: PC on NPC / NPC on PC combat mechanics a bit.
Revision: 472
Author: Tazadar
Date: 12:14:15 PM, Wednesday, December 03, 2008
Message:
Added Several comments on my last work in order to be understood if needed :)
Revision: 473
Author: yeahlight
Date: 12:50:47 AM, Friday, December 05, 2008
Message:
Added: NPC summon, enrage and rampage. Summon: An NPC flagged with the summon ability will summon their target if they fall out of melee range or break LoS in melee range (a few old exploits abuse the LoS portion). Enrage: An NPC flagged with the enrage ability will become impossible to hit for 12 seconds from the front, riposting every attack. An NPC may only enrage once per fight and only at 10% health. Rampage: An NPC flagged with the rampage ability will keep a separate hate list based on the order of agro. Rampage is a bonus, single attack on the highest entity on that list that is not currently the target of the NPC.
Added: Haste caps based on level.
Fixed: A small bug with non-pathing NPCs returning home.
Fixed: Optimized the CalcBonuses() function a bit, avoiding unnecessary overhead from item / haste calculations when they are not needed.
Revision: 474
Author: yeahlight
Date: 1:22:57 AM, Saturday, December 06, 2008
Message:
Updated: The proc system. Proc rate is now determined by weapon delay (after haste adjustment) plus a small bonus derived from DEX. The system still revolves around the two procs per minute goal (1.5 for off-hand weapons), but the rate is not strictly enforced; players may go a long duration w/out a proc or they may proc many times in a short period.
Updated: PC on NPC / NPC on PC combat mechanics. Rogues have been given a small hit rate bonus to compliment the monk evasion bonus. Also, a mob attacking a target higher level than itself is now penalized based on the level gap.
Updated: Efficiency ATK calculation to include worn/spell ATK.
Fixed: A small logic error with NPC moving home.
Fixed: NPCs may no longer summon while fleeing.
Fixed: Procs now bypass regeant checks.
Fixed: Memory leak in Message().
Revision: 475
Author: yeahlight
Date: 4:14:53 PM, Saturday, December 06, 2008
Message:
Added: New database.
Revision: 476
Author: yeahlight
Date: 5:08:39 PM, Saturday, December 06, 2008
Message:
Added: My blob data for backup.
Revision: 477
Author: Tazadar
Date: 5:27:47 AM, Monday, December 08, 2008
Message:
Fixed: Crush and Block message when killing a npc.
Revision: 478
Author: Tazadar
Date: 3:58:24 PM, Monday, December 08, 2008
Message:
Added : Drowning Damage Management, Falling Damage Management,Burning Damage Management in Process_Action()
When you delete a character all its corpse are deleted too !!
Fixed: Correct message when you die (burning /drowning/falling).
Removed the crush and block thing for PC death.
Revision: 479
Author: Tazadar
Date: 5:39:00 AM, Wednesday, December 10, 2008
Message:
Fixed: -Interrupt issue when casting a spell and targeting a corpse.
-Crash when casting a self spell and targeting a living NPC.
Revision: 480
Author: yeahlight
Date: 5:48:18 AM, Saturday, December 13, 2008
Message:
Added: NPC special attacks: All kicks for monks, kick for warriors, backstab for rogues, HT for SKs, LoH for paladins and bash for all bashing classes.
Added: NPC magic immunity, slow immunity, charm immunity, fear immunity, mez immunity and stun immunity.
Fixed: Removed recommended levels from items.
Fixed: Flurry and rampage now use the same logic as the weapon proc system (slowing the NPC will not adjust the NPC's procs per minute).
Fixed: A riposte may no longer be riposted.
Fixed: Weapon procs only fire from the primary attack attempt, thus procs may fire on misses, but will never fire from secondary hits (the second hit in a successful double attack) or from ripostes, backstabs, etc.
Fixed: NPCs above level 60 no longer have points in skills their class should not have.
Fixed: Resisted duration debuffs are now actually resisted and no longer place phantom debuffs on the target.
Revision: 481
Author: yeahlight
Date: 4:53:29 AM, Sunday, December 14, 2008
Message:
Added: Loot messages
Revision: 482
Author: yeahlight
Date: 5:02:32 AM, Tuesday, December 16, 2008
Message:
Added: NPCs now display their visible loot pieces sitting in their loot table (weapons, robes, etc).
Added: NPCs now read in default chest, primary and secondary textures from the database, such as the priest of discord and his robe / staff.
Fixed: Stun immunity now gives the correct message and only negates stun portions of spells instead of the entire spell.
Revision: 483
Author: yeahlight
Date: 8:02:21 PM, Tuesday, December 16, 2008
Message:
Added: Weapon procs for NPCs wielding weapons with proc effects.
Fixed: NPCs now have the appropriate attack animation and damage messages based on wielded weapons.
Fixed: NPCs are no longer under the same proc level restrictions as PCs.
Revision: 484
Author: yeahlight
Date: 3:32:51 AM, Wednesday, December 17, 2008
Message:
Fixed: Items handed over to NPCs are now displayed.
Added: NPC trade weapon management. One-handers may move to off hand slot if necessary; two-handers replace primary and purge off-hand weapons; wielding two one-handers enables dual wield; and one-handers purge and replace two-handers from primary.
Revision: 485
Author: Tazadar
Date: 5:49:59 AM, Wednesday, December 17, 2008
Message:
Added: Remove one charge when you use a clicky item .
Revision: 486
Author: yeahlight
Date: 8:22:30 PM, Wednesday, December 17, 2008
Message:
Added: Stun to bash and stun to kick (warriors 55+).
Added: Accommodations for 2HPierce skill checks and attack animations (our client does not have a 2HP skill, but does tag some weapons with "Skill: TWO HAND PIERCE").
Added: More weapon management for NPCs. No-drop weapons take priority over dropable weapons, thus a PC may not replace a raid target's starting weapons with rusty daggers.
Fixed: Stuns now land on PCs.
Fixed: A stunned entity may no longer evade (dodge, parry, riposte and block) hits.
Fixed: NPCs over the level of 55 may not equip a weapon in their off-hand if their main-hand weapon is no-drop. Prior to the change, a PC may give a raid NPC a trash one-hand weapon and effectively increase their DPS by 25 to 100% (a weapon in each hand enables dual wield for non-monk classes).
Revision: 487
Author: yeahlight
Date: 5:17:46 AM, Thursday, December 18, 2008
Message:
Fixed: A very rare bug where a first attack riposte would push an entity into negative hate, creating some very ill effects.
Fixed: A riposte may really not be riposted now. I overlooked something before, but it is now handled correctly.
Fixed: Looting a visible piece of armor from a corpse no longer sends the clients in the zone a massive 9220 byte packet of lag.
Fixed: An NPC's wielded weapons are now resolved at the correct time (the moment after the loot table is resolved and the moment following a trade).
Updated: NPC weapon management. I've decided NPCs level 60 and above will ignore weapons given to them by players. I do not see anyone charming level 60+ NPCs, so I do not believe this will prevent anything legit, but rather prevent a list of major griefing opportunities.
Revision: 488
Author: yeahlight
Date: 4:12:43 PM, Friday, December 19, 2008
Message:
Added: Disease counters, poison counters and rune absorption to spells. Cure disease will remove debuffs if they have disease counters, etc.
Updated: Combat mechanics to check for runes on target before the final amount of damage is calculated. Entities may have more than one rune on at once as long as the spells stack.
Fixed: Messages from direct damage spells. Credit is now given to the caster of the spell.
Fixed: A logic error affecting an NPC's ability to properly equip shields with a no-drop main hand weapon.
Revision: 489
Author: yeahlight
Date: 6:15:01 PM, Friday, December 19, 2008
Message:
Added: Frontal stun immunity for Ogres.
Fixed: Some logic error with poison/disease counters and runes.
Fixed: Damage effects on remaining HP calculations. PCs may now join the "puple club."
Revision: 490
Author: yeahlight
Date: 10:35:28 PM, Saturday, December 20, 2008
Message:
Added: Shrink/Grow.
Fixed: Rewrote, optimized and corrected the HP regen per tick function.
Fixed: A critical bug with the used IDs in the zonewide entity list. The new system properly keeps track of all the used IDs and prevents two entities from sharing the same ID (no more logging in and the server sees your character as a puma, sarnak, etc.)
Revision: 491
Author: yeahlight
Date: 2:54:18 AM, Sunday, December 21, 2008
Message:
Added: PC taunt. When the PC hits taunt, the PC's hate level is adjusted to be 1 point higher than the second entity on the list. If the PC is the only entity on the hate list, their hate value will continue unchanged. A PC will actually lose hate if they choose to mash the taunt button instead of using the ability when they lose agro.
Added: Hate level debug messages.
Fixed: No more phantom focus effects on items.
Disabled: Flee mechanics for NPCs out of pathing node range. There is a critical logic error that needs to be addressed.
Revision: 492
Author: Tazadar
Date: 1:42:53 PM, Sunday, December 21, 2008
Message:
Fixed : Group bug when inviting a peron in ProcessOP_GroupFollow() (not sure if it works 100% need a lot of testing on this )
Added : Exp group split
Found : New Opcode (yay) => GM command to know where a player is ^^
Revision: 493
Author: yeahlight
Date: 6:34:03 PM, Sunday, December 21, 2008
Message:
Added: Autoinventory looting. Items will now move from corpse to equipment slots if the equipable slots are open.
Fixed: A logic error with loading rune spells on zone.
Revision: 494
Author: yeahlight
Date: 9:32:01 PM, Sunday, December 21, 2008
Message:
Added: Attack delay debug messages for NPC attacks.
Added: Spell and *dropable* item haste calculations for NPCs.
Fixed: Applying item and spell bonuses between attacks no longer resets the attack timer. The new attack speed is updated when the current attack timer expires.
Fixed: Non-Monk NPCs level 60+ may no longer dual wield. It does not make sense to have raid NPCs dealing 'Y' DPS Monday and '2Y' DPS Wednesday based on random loot inventory.
Revision: 495
Author: yeahlight
Date: 3:09:39 AM, Monday, December 22, 2008
Message:
Added: The beginnings for spell slow. The spell data for slows is quite ambiguous and confusing, so I read in spell slow data from a function. Only SHM and ENC slow data exists at the moment.
Fixed: Slows override spell/song haste.
Fixed: Misses now generate hate.
Revision: 496
Author: yeahlight
Date: 7:22:12 PM, Tuesday, December 23, 2008
Message:
Fixed: If a mob dies during a regen check (DoTs), the server now browses the debuffs on the target to determine the kill shot and the entity responsible for the killing blow.
Fixed: DoT messages are now debug messages only and will not be visible on the final server build.
Fixed: Killing blows from a non-pet NPC will prevent the reward of exp and faction.
Revision: 497
Author: DarkPrince
Date: 8:06:36 PM, Tuesday, December 23, 2008
Message:
Added: EQC Shared Memory DLL
Fixed: Cleaned up Shared Memory DLL
Added: EQCSharedMemory..cpp/h for ways to call out Shared Memory
Added: World Calling Shared Memory -> However its in a #ifdef as still working on it (zone does not use the dll)
Added: Singleton Pattern for database.cpp (Allows only 1 instance to be created and reused over and over again)
Changed: the Database class has had its constrcutores made proivate, to call it, please use: Database::Instance()->Method();
Fixed: How Guilds load from the atabase
Fixed: How World & Zone Cache Guilds from the database.cpp
Added: #guild dpcreate - This uses the challenge/response authorizatiopn style for creating a guild. Zone no longer handles the guild creation, instead if requests if the user can create it to the zone, zone then creates it and sends a response back to the zone. Thhisuses custom structs & opcodes
Added/Fixed more, but cant remember them :P
Revision: 498
Author: DarkPrince
Date: 8:18:56 PM, Tuesday, December 23, 2008
Message:
Revision: 499
Author: Tazadar
Date: 4:40:47 AM, Wednesday, December 24, 2008
Message:
Revision: 500
Author: Tazadar
Date: 5:38:10 PM, Saturday, December 27, 2008
Message:
Fixed : Issue with bag (no more random junk items in bags !)
Revision: 501
Author: yeahlight
Date: 10:13:08 PM, Monday, December 29, 2008
Message:
Added: Most (if not all) of all adaptations required for the new client to completely functional with our server code.
Added: #myfootprint to keep track of a client's upstream usage.
Added: Reward system for kills. Exp and faction are now rewarded to the applicable parties (exp for the kill group or the most damaging single entity and faction for all parties involved). If a non-pet NPC gets the kill shot on a mob or a non-pet NPC does more than 50% of the damage, no one will be rewarded with anything (exp, faction, loot; nothing).
Added: Pet exp sponging. If a pet (charmed or summoned) does more than half the damage, the pet will "take" half of the exp.
Updated: The spdat.eff file on the server with the file from the new client.
Fixed: Guild masters should now accept the correct classes.
Fixed: The login server now accepts connections from the new client.
Fixed: The group split experience function is now accurate.
Fixed: PCs may now obtain that elusive level 60.
Fixed: Emotes no longer send duplicate messages to the PC performing the emote.
Fixed: Guild masters now reference your classes maximum obtainable skill level for training sessions.
Fixed: Removed the group exp bonus; this was not in classic.
Revision: 502
Author: yeahlight
Date: 7:11:48 PM, Tuesday, December 30, 2008
Message:
Fixed: Pets now properly follow their master, attack targets and return to their guard location with fluent movement updates and velocities. Pets return to guard spots with a walk velocity and follow / assist their master with a run velocity.
Fixed: A pet's damage is now credited to the pet instead of the owner to properly enforce pet exp sponging.
Fixed: NPCs dieing to a double, triple or quad attack no longer call the NPC::Death() function multiple times, thus no longer rewarding players multiple times with exp and faction.
Fixed: A PC may no longer gain more than 10% of their level with a single kill.
Fixed: Pets no longer attack their master with special attacks.
Revision: 503
Author: yeahlight
Date: 1:14:31 AM, Wednesday, December 31, 2008
Message:
Added: Debug messages to every while loop in the source to discover our remaining infinite loops. The debug messages are set to OFF by default. See config.h to enable them.
Added: NPC attack reservation. If an NPC's attack timer expires and they are not in melee range, they will immediately swing at their enemy the next time they come into melee range.
Added: Break out counters to two infinite loops while I investigate the conditional statements.
Revision: 504
Author: DarkPrince
Date: 6:26:19 PM, Wednesday, December 31, 2008
Message:
Split entity.cpp to entity.cpp and EntityList.cpp
General Clean-ups
Revision: 505
Author: yeahlight
Date: 8:41:31 PM, Friday, January 02, 2009
Message:
Big News: Successfully hooked our *critical* World crash. /flex
Added: Missing files from a recent commit. I had to take a guess at these, but the server builds. Feel free to replace my guess work with the real files.
Added: A server toggle to prevent/allow PC on NPC damage packets sent to all other clients. It is currently set of OFF.
Added: Starting character location loads from the database.
Added: Base HP regen rates from the database. NPCs will double this rate while not in combat.
Fixed: Completely removed the rest of the DoT messages.
Fixed: A large CPU overhead from the NPC::Damage() function.
Fixed: Merchants and Bankers now use the warrior skill set.
Fixed: Merchants and Bankers no longer give exp or faction rewards.
Fixed: Guild masters now respond 100% of the time instead of 2% of the time.
Fixed: Quite a few zone crashes due to combat pointer oversights.
Fixed: NPC messages now use a proper name instead of a server name, ie "a sarnak courier" vs "#a_sarnak_courier01".
Fixed: The login server data structures for our new client.
Fixed: Players no longer have to occasionally double click doors to open them.
Revision: 506
Author: yeahlight
Date: 10:30:37 PM, Friday, January 02, 2009
Message:
Added: SharedMemory.dll for Sp0tter.
Revision: 507
Author: yeahlight
Date: 2:00:21 AM, Saturday, January 03, 2009
Message:
Added: #YLDebug 1/0 to toggle my debug messages ON/OFF.
Added: Level checks for skills for NPCs. An NPC will no longer have access to all their potential class skills from level 1; they will earn them as they grow in level.
Fixed: PCs may no longer increase their skill rank of a skill that has not yet been trained by a guild master.
Revision: 508
Author: yeahlight
Date: 6:30:34 AM, Sunday, January 04, 2009
Message:
Added: Dropped item support. Dropped items are now added to the zone wide object list and will be visible to all current and future clients coming into the zone for the next five minutes. After five minutes have passed, the dropped item is removed forever.
Revision: 509
Author: yeahlight
Date: 5:16:35 AM, Monday, January 05, 2009
Message:
Added: Drop coin support. Players may now drop coins on the ground, accompanied with the correct coin graphics, and pick them back up. Picked up coins go directly to inventory until I can figure out how to move them to the cursor. Coins follow the same rules as other items, which is they will vanish after five minutes have passed.
Revision: 510
Author: Tazadar
Date: 5:08:53 PM, Tuesday, January 06, 2009
Message:
Added : Drop item when you have no more space in inventory (need some more work, have a weird bug :( )
Fixed : Bug when swapping bags (one goes empty)
Revision: 511
Author: DarkPrince
Date: 5:46:30 PM, Tuesday, January 06, 2009
Message:
Added EntityList.cpp and Entity.cpp
Revision: 512
Author: yeahlight
Date: 1:54:12 AM, Wednesday, January 07, 2009
Message:
Fixed: Auto drops to ground from canceled trades.
Revision: 513
Author: Tazadar
Date: 1:50:38 PM, Wednesday, January 07, 2009
Message:
Fixed: Dropped bags when trade is canceled are no longer empty.
Added: Message when dropping bag (when trade is canceled)
Revision: 514
Author: Tazadar
Date: 5:52:47 PM, Wednesday, January 07, 2009
Message:
Added: SendZoneSpawnsBulk, it does not work every time and do weird things for now but it may be fixable ^^
Revision: 515
Author: yeahlight
Date: 6:35:15 PM, Wednesday, January 07, 2009
Message:
Added: #Worldkick for testers to remove their stuck accounts from the world server if they are using the login server.
Revision: 516
Author: sp0tter
Date: 8:47:50 PM, Thursday, January 08, 2009
Message:
Replaced the giant switch statement in Client_Packet.cpp that handles all opcodes with an array of function pointers that are indexed by the actual opcode value. (Extremely faster.)
The opcodes that do not have their own process functions are handled as they were in Client::ProcessOP_Default. Ask Sp0tter if you have any questions about function pointers or how to add new ones.
Revision: 517
Author: yeahlight
Date: 6:41:24 PM, Friday, January 09, 2009
Message:
Added: New list of tester commands.
Revision: 518
Author: yeahlight
Date: 9:19:43 PM, Friday, January 09, 2009
Message:
Fixed: Some trailing bugs with the new tester command list.
Revision: 519
Author: Yeahlight
Date: 6:49:46 PM, Saturday, January 10, 2009
Message:
Fixed: A handful of crashes.
Revision: 520
Author: Tazadar
Date: 4:16:31 PM, Monday, January 12, 2009
Message:
Modified: The SendZoneSpawnsBulk function and the EncryptZoneSpawnPacket function in order to work with the client (some npcs are up need more work !! :) )
Revision: 521
Author: yeahlight
Date: 6:28:30 AM, Tuesday, January 13, 2009
Message:
Fixed: The NPC spawn struct, allowing the client to properly examine bulk spawn packets!
Fixed: The zone will no longer assault the first client(s) in with single spawn packets as well as the bulk spawn packets. After ten seconds have passed, new spawns to the zone will issue single spawn packets like normal. We may need to adjust this timer if clients are zoning in and getting pets summoned in under 10 seconds.
Revision: 522
Author: Tazadar
Date: 9:51:16 AM, Tuesday, January 13, 2009
Message:
Organization: EncryptZoneSpawnPacket is now in the correct namespace.
Added: When you cancel a trade with a NPC/PC and have no place in your inventory your items (items in bag included) drop on the ground correctly.
Removed: (commented) The old SendZoneSpawns.
Revision: 523
Author: yeahlight
Date: 1:35:09 PM, Tuesday, January 13, 2009
Message:
Fixed: Non-GM PCs no longer constantly communicate with "drunk talk" enabled.
Fixed: Training a skill now actually trains the skill.
Revision: 524
Author: yeahlight
Date: 9:19:31 AM, Wednesday, January 14, 2009
Message:
Fixed: Broke the 1600 line NPC::Process() function down to a 160 line process.
Fixed: PCs now lose exp at all levels.
Fixed: PCs no longer load in at 0,0,0 for connecting clients, thus no longer have models stuck in the wall in most zones.
Fixed: PCs zoning in are now set to the proper location server side, thus no longer agro'ing mobs directly above / below their client side location.
Fixed: NPCs with unassinged faction IDs no longer assist each other (no more getting slayed by guards for attacking killing rodents).
Fixed: Sneaking behind an NPC now puts you at indifferent.
Revision: 525
Author: yeahlight
Date: 5:35:28 PM, Wednesday, January 14, 2009
Message:
Added: #changefaction command.
Revision: 526
Author: yeahlight
Date: 5:31:50 PM, Thursday, January 15, 2009
Message:
Added: Support for faction mod spells.
Added: Support for hate mod spells.
Revision: 527
Author: yeahlight
Date: 5:53:09 PM, Thursday, January 22, 2009
Message:
Added: Support for bind affinity. Caster may bind in many zones, but they may only bind other players *in the same group* in limited zones (mostly cities).
Added: Support for outdoor spells. Runspeed, levitation and harmonize spells may only be casted outdoors.
Fixed: The dispell line will only remove debuffs that do not have poison/disease counters.
Revision: 528
Author: yeahlight
Date: 7:39:59 PM, Friday, January 23, 2009
Message:
Fixed: Spell casting mistakes now reduce the mana pool of the caster (casting on corpses, attempting to use an outdoor buff indoors, etc.).
Fixed: Snares are no longer blocked indoors.
Fixed: Levitation spells will be stripped off if the client attempts to zone into a "no lev" zone (hole, airplane, velketor, etc).
Fixed: Spells no longer land on corpses unless their target type is "corpse".
Revision: 529
Author: yeahlight
Date: 8:32:49 PM, Saturday, February 14, 2009
Message:
Added: Support for shadow step.
Added: NPC move speed change invulnerabilities (snares and roots).
Fixed: Removed the "you have been summoned" messages from shadow step and other similar scenarios by forcing a client position change on the target instead of using the GM summon process.
Fixed: Spells with a root component may not be used indoors.
Revision: 530
Author: yeahlight
Date: 3:44:24 AM, Wednesday, February 18, 2009
Message:
Added: Support for the invulnerability spell line.
Fixed: PC's under the control of mez, fear or charm now have their UI frozen.
Fixed: Default starting size of PC races (used with grow/shrink/illusions/etc).
Fixed: Root may now be used indoors again (getting conflicting reports on this spell type line).
Revision: 531
Author: yeahlight
Date: 9:40:32 AM, Wednesday, February 18, 2009
Message:
Added: Support for buff proc effects (See: Boon of the Garou).
Added: Support for spin stun on both PC and NPCs (See: Whirl Till You Hurl). This time around, NPCs are spinning as well, but the duration of the stun on the NPC is typically reduced to be more in line with other stuns of the same level.
Revision: 532
Author: yeahlight
Date: 8:30:10 PM, Monday, February 23, 2009
Message:
Added: Support for eye of zomm.
Added: Support for corpse summon spells.
Fixed: A handful of rare crashes.
Revision: 533
Author: Tazadar
Date: 7:21:51 AM, Tuesday, February 24, 2009
Message:
Found : the pricemultiplier in vendor packet (i.e the thing which changes your prices with cha)
Revision: 534
Author: yeahlight
Date: 6:14:59 PM, Friday, February 27, 2009
Message:
Added: Support for the reclaim energy line of spells.
Added: Support for the weather changing spell(s).
Added: Support for call of the hero.
Added: Support for summon companion.
Fixed: The FD spell line now uses the abjuration check to determine success rate.
Revision: 535
Author: yeahlight
Date: 3:07:47 AM, Sunday, March 01, 2009
Message:
Added: Support for death save type spells (See: Divine Intervention).
Added: Support for succor type spells.
Fixed: Spells no longer use SE_CHA as a spacer. All instances of SE_CHA with a base value of 0 have been replaced with SE_Blank. This should eliminate the remaining spell stacking issues.
Fixed: Gating in the same zone your are bound in now works properly.
Fixed: Spin stuns no longer put the victim at an incorrect z-axis location.
Fixed: Corpse summoning now uses the target of the caster instead of the target of the target.