5-6-2015

Discussion in 'Changelog' started by robregen, May 6, 2015.

  1. robregen

    robregen Administrator Staff Member

    Messages:
    8,393
    Code:
    Cavedude
    * Alliance line of spells will act more like a beneficial spell now.
    * Setting the follow distance to 0 in the follow quest method will now force the NPC to always follow at a walking pace. (They will run when they gain aggro, but will return to a walk once they lose aggro.)
    * Added two new columns to spawn2 to facilitate manipulating spawn timers when world boots.
    *****************************************************
    *** If clear_timer_onboot is 1, world will delete the spawn timer for that spawnpoint, forcing the NPC to spawn when the zone boots.
    *** boot_respawntime sets the spawnpoint's timer to the specified time + variance at boot time, replacing any existing timer. The NPC will also use this timer even if it has no active timer and is supposed to spawn.
    *** World:AdjustRespawnTimes rule added to allow admins to skip the above behavior in certain cases - for example an emergency restart.
    *** Fixed an issue with weather not stopping caused by my last cleanup.
    +++ Required SQL (already sourced on TAK):
    + alter table spawn2 add column `boot_respawntime` int(11) not null default 0;
    + alter table spawn2 add column `clear_timer_onboot` tinyint(3) not null default 0;
    ******************************************************

    Haynar
    * Pets will now walk faster, while following players.
    * Added a buffer outside range of max clip for targeting. The client allows targeting just outside of the clip plane, if a mob was right where you clicked. This will prevent the target from becoming invalid, and causing you to have to re-target the mob to attack.
    * Removed the delta for pet following that was in last patch. It did not work very well anyways.
    * If you FD while on the rampage list, you will no longer get hit. The rampage will go on to the next person in rampage order. The FD person will not be removed from the list, so if they get back up, stand by to continue to take rampage.
    * If a mob is casting a spell, they will not process a flee check until finished casting. This prevents some abnormal behavior, if that spell was a heal on them, and would have put them above the point to flee. Now they will stand and fight, so interrupt that healing spell.
    Robregen
    * Monk wearing magical gloves can hit creatures that need a magical weapon when fighting hand to hand. (credit to noudess)
    * Vendors should no longer assist other mobs regardless of faction.

    Database:
    Robregen
    * Added some missing Mistmoore trash mobs.
    * Added a couple more pathing for Mistmoore.
    * Mistmoore should now be more diverse throughout the zone.
    * added an imp familiar to another spawngroup as well as increasing the spawn chances at the Mistmoore graveyeard.
    * Potion of Warding should now cast poison couteract buff.
    * remove charges from Giant yellowjacket tarsus.
    * Crag Spiders can now rarely if not seldomly drop up to 8 silks.
    * Death beetle in SolB should now drop an item everytime.
    * Lave beetle should now be KOS instead of dubiously.
    * Guano harvester should now cast invisiblity more often.
    * remove charges from Gem of Stamina.
    * Fixed several Imbued Ogre War recipes.
    * Added a couple of missing Imbued War Collar Recipe.
    * Evacing in Hateplane should now take you to the center of the zone.
    * Naggy, Vox, Phinny, Fear Minis, Cazic Thule, and Innorruck should now instant spawn everytime Server reset.

    Script:
    Robregen
    * Fear Golems and dracoliche should now warp to Cazic Thule whenever Cazic Thule aggroed.
    * Trash Fear mobs should now walk instead of running whenever Cazic Thule aggroed.

    General:
    Robregen
    * Added a new path file for Mistmoore.