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Old 04-20-2016, 01:04 PM
Haynar Haynar is offline
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Join Date: Oct 2009
Location: West of the Mississippi
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While I have been away on special assignment, working on netcode for EQEmu, our own cavedude went into BEASTMODE!!! Lots of good changes in latest patch. Progress continues on Velious development. Looking for a late summer or fall release. Good fun to be had by all.
Quote:
Originally Posted by Robregen
Code:
Cavedude
* Removed RestRegen code as our client does not support it.
* Mezzed NPCs will no longer seek out new clients to add to their hatelist and will no longer call for help.
* Corrected the issue causing charmed NPCs to despawn when their player master leaves the zone.
* Fixed an issue causing phantom waypoints to be added to the end of patrol and circle type grids.
* Further changes to OP_Damage packet generation to prevent double messages for debuffs with a direct damage component.
* Moved OP_Damage packet generation from CommonDamage to its own method, Mob::GenerateDamagePackets()
* Some small tweaks to the filters and how the caster receives damage messages in GenerateDamagePackets.
* Feign Death will now block PC to PC trade requests.
* Defensive skills can now skillup while invulernable.
* Added enums for damage types so we know what we're looking at.
* Moved OP_Damage from encode to native code.
* NPC shouts will now display in white text.
* Changed some spell failure messges incorrectly using MT_Shout to use CC_User_SpellFailure instead.
* Changed several messges using MT_SpellFailure to use CC_User_SpellFailure to be more uniform.
* Summon Companion will no longer summon pets that appear on another NPC's hatelist.
* Pets that are engaged will now add entities that attack their master to their hatelist. (Previously, they were not adding anything to their hatelist while engaged unless they were directly attacked.)
* Added message when Summon Companion fails due to the pet having aggro.
* Removed the engaged and hate checks from the flee ally count.
* NPCs that are deep green to top hate will now flee if able. (We can tweak this one if it doesn't seem right.)
* /consent will now work on any offline character, even if they don't yet exist.
* Rewrote the consent packet logic and added some comments.
* Regen rewrite:
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--- Rewrote HP regen formula to match the client.
--- Rewrote mana regen formula (Thanks to Ravenwing and guildmate)
--- As a result of the above, Bard mana regen is now a fixed value (with level bonuses) instead of being based on meditate skill.
--- HP and mana regen will now take level, item, spell, and AA bonuses into account even when hungry/thirsty.
--- Classes that do not get mana will no longer calculate mana regen (this includes low level hybrids.)
--- Change endurance regeneration to send fewer packets. It now works closer to the behavior seen in packet collects from Al'Kabor.
--- Being either hungry or thirsty will now lower/stop mana and hp regen and stop endurance regen. This is how the client works, and due to the other changes in this commit the server must now match to prevent falling out of sync.
--- Rewrote code that causes endurance to drop when hungry/thristy to cause smoother updates.
--- Endurance updates will no longer occur when endurance has not changed.
--- Implemented STR/AGI/DEX penalties when endurance is low.
--- Added rule AlKabor:NPCsSendHPUpdatesPerTic. When true, NPCs will send HP updates to players per tick or when targeted instead of real time. This is correct behavior for Al'Kabor, but probably not desired. This rule is more for preservation. Defaults to false.
--- Added Regen logsys category, SQL handled by world automagically.
--- Added #showregen command to provide details about a player's regeneration.
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Haynar
* Fixed a pathing bug where mobs/pets could get stuck, when they can't find a node route to their destination.
* Fixed a hate list issue with scripts, that was inadvertently clearing the hate list when it was not desired.
* Updated some position rounding for mob movements.
Torven
* Strength modifiers will now adjust NPC offense.
* Agility modifiers will now adjust NPC avoidance.
* NPC offense, mitigation, avoidance, and to-hit calcs have been slightly adjusted to be more accurate.
* Spells with IDs 859 to 1023 have been hardcoded to be uninterruptable. This was discovered in a client decompile by Demonstar55. (these spells are stuff like drake breath and raid boss AoEs)
Robregen
* Added IsMobSpawnedBySpawnID function to lua (thanks Cavedude)

Database:
Robregen
* Added a missing faction for a soulsipper in Emerald Jungle.
* Added a missing see ivu for a drolvarg pawbuster in Karnor's Castle.
* removed see invisible from live names as well as see undead from undead named in Mistmoore Castle.
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Haynar <Millennial Snowflake Utopia>