ACEmulator / ACE:
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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.