ACEmulator Monthly Report – June 1, 2019 – July 1, 2019

ACEmulator / ACE:
8 authors have pushed 121 commits to master
149 files have changed
6,523 additions
2,185 deletions
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Changelog

Notable Changes:

  • Fix issue with converting books from JSON to SQL.
  • Adjusted some debug output.
  • Add overridden properties for region encounter generators.
  • override_encounter_spawn_rates
  • encounter_regen_interval
  • encounter_delay
  • Allow camp generators to despawn
  • When a full “camp” is wiped, if the camp has a parent generator, destroy it so the parent generator can roll the slot again.
  • Added data error protection for treasure data in generator profiles.
  • Renamed Envoy references to Sentinel
  • Updated Knight’s Stash, and some other generator profiles
  • Fixed a bug with handing equipped items to Town Criers
  • Clean up issue with Weenie Cache corruption via admin commands/player creation.
  • Fixed some bugs for PKLite
  • Fix issue with invisible Acid hotspot
  • Add quest flags, update emote tables to allow reentry/reuse of Gatekeeper crystals. This is not retroactive to those who have already completed it. Turning in those required items will fix it for those characters going forward.
  • Update Water and Flame Guardian npcs
  • Fix clothingbase/palette template for appearances
  • Fixed various inventory stack bugs
  • Fixed issue with Recipe Manager “CopyFromSourceToResult” not using the player as the source.
  • Fixed a bug with corpse/chest inventory closing when trying to loot from magic combat mode
  • Log cleanup
  • Additional network fixes
  • Updated CommandParser for better handling of multiple arguments with spaces
  • Fixed a bug where irresistible spells could be resisted
  • Indexing biota_wcid db column, improved mansion/villa basement loading speed
  • Vissidal flagging quest
  • Fix give chests spamming server logs about MaxGeneratedObjects being less than InitGeneratedObjects
  • Update Tibri the Cavedweller and Peng-Ya
  • Add missing MaterialType to Foolproof Salvage
  • Added multi-homed internet support
  • Fixed item proc sources and messages
  • Fixed edge case for equipping thrown weapon w/ dual weapon wielded
  • Added defense spec bonuses
  • Update GetCachedInstancesByLandblock for external exporting
  • Fix issue of weenie cache corruption, setting the weenie’s weenietype instead of biota’s weenietype
  • Ensure subbed combatpets are always melee-ing by not spawning any inventory/weapons.
  • Generator system tweaks
  • Carry over Delay from profile template correctly.
  • Update RemoveQueue info in GeneratorDump.
  • Adjust CurrentCreate to be calculated to prevent out-of-sync issues.
  • Fixed a bug where stamina/mana kits could not be used at full health (was performing wrong vital checks)
  • Additional refactoring for healing kits
  • Updated Nullify Item Magic scroll drop
  • Expand qst command.
  • Code fix for out of order emote sets.
  • Fix issue with food consumables ObjectDescriptionFlag.
  • Fix issue with certain doors.
  • Updating outdoor house references for unloaded landblocks
  • Generator system revamp
  • Add Landblock_Tick_GeneratorRegeneration
  • Split up Generator Regeneration and Heartbeats
  • Notify Geneator of Pickup of Landblock Stackable
  • Add RegenerationTimestamp and GeneratedTreasureItem properties
  • Add InitializeGenerator
  • Remove IsLinked
  • Change SelectProfilesInit to use GetMaxObjects
  • Change SelectProfilesMax to use GetMaxObjects
  • Update GetMaxObjects
  • -1 MaxCreate == Fill up all slots
  • Renamed HandleStatus to HandleStatusStaged
  • Restore previous HandleStatus
  • Update StartGenerator
  • GeneratorInitialDelay > 0: offset NextGeneratorRegenerationTime
  • else if InitCreate > 0: Regen
  • Add GetNextRegenerationTime
  • If generator isn’t previously loaded, skip delay
  • Update DisableGenerator
  • Add ProcessGeneratorDestructionDirective
  • Support GeneratorDestructionType and GeneratorEndDestructionType
  • Update AddGeneratorLinks
  • Increment InitCreate and MaxCreate per profile template spec (placeholder), per each link added
  • Update Generator_HeartBeat
  • Starts/Stops Generator, checks event status
  • Add Generator_Regeneration
  • Queues for Respawn and/or/both Spawns objects
  • Add ResetGenerator
  • Update GetSpawnTime to always return UtcNow
  • Update Spawn
  • If TreasureGenerator is used, set GeneratedTreasureItem
  • If profile PaletteId and/or/both Shade have value, use it
  • Wire up @regen command
  • Add @generatordump command
  • Change EmoteType.Generate to use Generator_Regeneration
  • Update OnDeath to call OnGeneratorDeath for Generators
  • Update OnActivate
  • Move default action to last action to allow other actions to start before
  • Change OnGenerate to use Generator_Regeneration
  • Update Chests
  • Remove ResetGenerator
  • If Locked disable timed regen of contents
  • Update Reset
  • Override ResetGenerator
  • Update ResetInterval resetting
  • Rename Generator to GeneratorProfile
  • Rename Generator.cs to GeneratorProfile.cs
  • Update WorldObject_Generators.cs
  • Skip PlaceHolder object profiles
  • Change ProcessGeneratorDestructionDirective to not affect dead/dying creatures
  • Update WorldObject_Generators.cs
  • Bad data protection
  • Code fix for linkitemgen2minutes
  • Bad Init/Max for this linkable
  • Add GeneratorUpdateTimestamp
  • GeneratorHeartbeat renamed to GeneratorUpdate
  • This matches property found in enum
  • Stop saving Gateway portals to Shard DB
  • Add IsGateway to Portal
  • Add default sound to Pressure Plates
  • Update Corpse Decay Logging
  • Do not change default icon unless Shade or Palette was defined
  • Add NpcInteractsSilently handling for EmoteType.Give
  • Wire up trophies command
  • Fixed highframe bug for level 6 spellcasts
  • Fixed some vitae bugs
  • Prevent allegiance passup xp from reducing vitae
  • Refactored drop item
  • Added PK timers
  • Improved item magic code
  • Fire EmoteManager.OnDrop when an item is dropped to landblock. (Clutch of Kings (Rehir))
  • Added Morgluuk Linvak event
  • Fixed a bug with house payments for offline allegiances
  • Added code to use the Setup of a piece of clothing to visually equip it if no ClothingBase exists. This specifically applies to Ursuin Guise, WCID 32155, but may apply to others in the future.
  • Prevent using Hookers if house isn’t owned or is closed and player isn’t on guestlist.
  • Fix gems that cast recall spells.
  • Fixed doubled up spawns in Matron Hive East
  • Minor changes to Destroyed Portals
  • Fixing fellowship proportional xp sharing
  • ConnectionListener: Add NetworkReset error handling
  • Added Revitalize Other VI and Nullify Item Magic to loot system scroll drops
  • Recipe updates / additions:
  • Retired old Barbed Crop and Sharpened Virindi Scalpel in favor of updated recipes using MoA skill checks
  • Added Foolproof salvage recipes
  • Added Ancient Armor dye recipe
  • Adding ExperienceHandlingType, ShareType for xp classification
  • Updated fellowship quest bonus to match retail, with additional config options
  • Refactored consumables
  • Update Vendor Buy/Sell to validate item amounts before creation
  • Prevent using Hookers if they aren’t hooked.
  • Updated Olthoi Hunter
  • Updated fellowship kill tasks to match retail by default, with additional config options
  • More busy state checks during teleport
  • Updating allegiance chat channel when breaking from vassals
  • Some changes to Tomb of Adhorix
  • Improved support for Phantom weapons
  • Added missile reload anim speed modifier
  • Added burden modifier
  • Fixed a bug where Oak Salvage couldn’t be applied to melee weapon
  • Added support for swearing allegiance to lower level characters
  • ConfirmationManager refactoring
  • Updated chess pieces so that drudges are white team
  • Added GameEventAllegianceLoginNotification packet
  • Updated Allegiance panel for online/offline status
  • Added more info to /debugdamage
  • Fix prismatic ammunition
  • Continue to add UCoN content and quests
  • Fix Dire Mattekar Kill Task quest
  • More descriptive exceptions in ConnectionListener
  • Added ActionChain performance measurement
  • ObjectGuid.ToString() cleanup
  • Added /additemspell command for devs/admins – add a spell to an existing item
  • Added multiple wield requirement checks
  • Landblock decay code cleanup
  • Updated Physics.WeenieObj to WeakReference
  • NetworkSession.cachedPackets pruning
  • Added Sandstone Salvage for new items, updated existing Sandstone Salvage bags
  • Prevent using contained Container (R keybind).
  • Add Do nothing stub to Generic weenie class.
  • Add requirecomps command.
  • Add SpellComponentsRequired property.
  • Add HasComponentsForSpell.
  • Add HasComponentsForSpell checks to Player.CreatePlayerSpell for targeted and untargeted spells.
  • Fix issue with certain createlist profiles.
  • Additional cleanup for ignoremagic*
  • Added Sandstone Salvage to RecipeManager
  • Add LightSource Weenie class.
  • Added lock resistance enchantments
  • Added /verify-skill-credits
  • More refactoring for hollow missile damage
  • Fixed a bug with item enchantments not ticking in side containers
  • Added /god admin command
  • Added more info to /debugdamage
  • Wire up EmoteType.CreateTreasure.
  • Adjust ItemMagic/SpellType.PortalSummon to use spell.Link instead of spell.Name.
  • Add Laurana to her Cavern home in Glenden Wood; currently using texture update properties to craft the NPC’s correct look, until SedgeMail Leather armor is added to the game; will require ACE PR 1968 to make accessible
  • Add Lightning Longbow that is wielded by NPCs only
  • Add Invitation to Master Fletchers “portal gem”
  • Remove few spawns from Glenden Wood due to changes in town, such as doors in the air from a burned out structure
  • Correct Sho Pathwarden Chest to hand out correct racial Pathwarden Robe
  • Update Pathwardens to have the remaining WS5 granite and WS5 steel salvage at 33% reward on Pathwarden gear turn in
  • Add the two Salvage bag items used for the Pathwarden gear turn in
  • Add more Under Cover of Night patch weenies
  • Wire up EmoteType.TeleportTarget
  • Adjust appraisal code for better NpcLooksLikeObject handling.
  • Start adding Under Cover of Night content, including some initial weenies and landblock spawns
  • Added retained message for sandstone salvage
  • Updated crafting chance of success dialog
  • Fixed some issues with ivory and leather salvage
  • Fixed hollow damage for chorizite missile weapons
  • Fixed some issues with emote table RNG
  • Made a small adjustment to the GetPaletteID function that was, in certain circumstances, returning the wrong palette.
  • Move network/packet work from WorldManager to NetworkManager
  • Remove unused code from GameActionPacket
  • /auditobjectmaint
  • add /allstats, make /delete safer
  • Fixed tailoring for pauldrons
  • Fixed some gaps in house abandon / eviction for unloaded landblocks
  • Disable players putting or merging items into corpses. You can only pull from not push to.
  • Update logging for decay of corpses.
  • Changed Landblock.Tick to not decay on first tick.

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