Code: Cavedude * Fixed corpses not displaying the correct armor appearance. * Changed many instances of printf to use Log() instead to prevent writing to file. * Potion families (regular, minor, greater) will now use clicklevel instead of the caster's level for the spell effect level. * Removed attuned code, which was already largely disabled anyway. Also… removed color methods from the ItemInst code, which was a remnant from armor dye. * Feigned before an NPC begins to flee will again clear damage credit. * Renamed RemoveDamageCredit() to RemoveFromDamageCredit() to be uniform with existing methods in this code block. * Added PERMAROOT_FLEE special ability to force a NPC to flee (turn and stop attacking) when permarooted. They will attack as normal when rooted by a spell. * Moved PERMAROOT_FLEE to DESTRUCTIBLE_OBJECT's position since that isn't used. * Selling an equipped item to a merchant will now properly update your appearance. * Added the ability to force a NPC to equip a loot drop item. This can be used if you need a NPC to prefer one item over another in a specific slot. It can also force a NPC to equip a bow or other ranged weapon instead of primary/secondary items. Once an item is forced into a slot, items added later will not override it. * Ranged items will now display properly in-game for NPCs. * Fixed an issue causing NPCs to not equip ammo items. * Made several changes to AddLootDrop() to reduce memory usage and make the code easier to read. * The method NPCs use to determine item material in AddLootDrop() for OP_WearChange is now matches the one used by all mobs in GetEquipmentMaterial(). * Moved several NPC equipment methods from npc.cpp and mob.cpp to loottables.cpp. * Changed AddLootDrop() calls to be uniform with the database column's default values. * Removed several methods that were duplicates or no longer used in the NPC equipment code. (RemoveItem() being one of the primary ones.) * Rewrote three methods that delete NPC items to be safer, to send out OP_WearChange, and to properly clear the equipment variable for the given slot. * Fixed some odd behavior that occurred when a NPC has duplicate items and they have their pockets picked. * Hopefully improved the loading of Bazaar trader items. * Added rule AlKabor:LightBlueExpPenalty which controls how much of an experience penalty light blue conned mobs will have. This can be tweaked until it feels AKcurate if need be. * Removed the Client variable XPRate which was unused. * Removed support for evolving items, and several item columns we are not using in the database. * Added rules to change the exp percentage for each con except green. * Feign will no longer prevent exp gain while in a group. * Anybody in a group can now accept a raid invite on behalf of their group, assuming the whole group is in the same zone. * Merchants with merchantid 0 will no longer open a merchant window. * Updated the rules regarding bracer textures to match how the client handles them. If a bracer is in the left slot, it should now always be favored over the right. * Corrected an issue in the WearChange struct which hopefully fixes a few random minor problems we've seen. * Removed some custom messages sent by merchants. * Removed server agreement rules. Haynar * Restored a change to spell casting animations. * Fixed some comparisons in eqstream. * Improved some of the timer functions to be more efficient. This reduces idle zone cpu usage. * Removed unused Lua methods for Archery and Throwing Attacks. * Changed delay range for static mobs, when they return home, after losing aggro. This is closer to how EQLive behaves. * Improved some of the precision calculations associated with geometry calculations. * Optimized the calculate heading to target, to go directly from radians to EQ angles. Rather than go Radians -> 0-360 degrees -> EQ angles. * Added delayed damage for bolt spells, archery and thrown weapons. * Added mob and geometry collisions for bolt spells, archery and thrown weapons. * Mobs fleeing should stop turning to face their attackers behind them (hopefully got rest of cases where this was happening). * NPCs spawned with the #spawn command will now have a default size assigned. Database Robregen * All Gorilla type NPC in Plane of Mischief should drop Library card. * Slightly increase drop chance for Hilt of the Nobleman from skeleton in Najena. * Vengeful skeletons in everfrost should no longer flee at low health. Cavedude * fixed the graphic for Frist Giant Femur * Fixed alchemy skills.
I was reading about Pet Pulling yesterday and I ran into (Server) Tick Pulling. This sounds like that?
In Big Bang Theory there is a episode where Howard and Raj try to find the Playboy Villa with all the gorgeous models in it. I imagine you devs are doing the same, working in a huge villa in Hollywood, enjoying life and it only gets hectic when a patch is applied. Right, guys? And yes, I am bored, hehe.
Oh, I enjoyed watching Hoff eating his Burger from the floor. But you have heard of Netflix, Bum, even in rural Texas?
>Added mob and geometry collisions for bolt spells, archery and thrown weapons. Can't get arrows to collide with giant 25ft tall hobbits for some reason.