Npc List SQL: These updates were done by the new next-gen npc id job. This job is way more accurate than the previous version due to the changes we made in reformatting npc_list.sql. A handful of zones were detected as shifted. Since this is the first run of the new job, I tried to do some manual spot checking in each shifted zone, and from the npcs I spot checked, things were looking correct to me. With that said, it's still possible there are bugs. If anyone finds any, please tag me in the issue or change so that I can look at why the job did not update it correctly. I apologize in advance for any incorrect ids :p
Scripts/Transport/Elevators - These were done by a post processing script, which shifts any ids the npc list job shifted in any lua xcript or transport/elevators SQL. This is just done by doing an ordered by descending find/replace. What this means is, if the script was out of sync with the npc ids before this change, it will still have the wrong id and need to be fixed manually - otherwise it will have obtained the new id as according to the batch job. Any scripts that get manually corrected due to being out of sync should be automatically picked up next time its id shifts. Help in verifying these is appreciated - if we get them all in sync, this job should be able to keep them in sync.
Very interested in any bugs that may be found so that we can improve the jobs further. If anyone is interested in the jobs, check the darkstar-utils repo.
Attempts to locate and shift script ids to match new npc ids as necessary
I double checked any that were noted in a comment, but otherwise largely assumed they shifted by one, since all zones shifted by 1 with the addition of UnityMaster npc.
This means that if the npc was broken before from neglect, it probably still is, but otherwise its likely fixed.
I couldn't possibly test everything myself so please help test and report remaining issues.
-moved harvest_festivals.lua into a new events folder
-getZone now returns a lua_zone instead of the zone ID
CORE: added new functions to lua_zone class
-fixed an SQL error loading mob lists
Attempted batch update of NPC IDs with my batch job from #215. The new mapping file approach helped the job a lot in its verification, but it still struggles a lot with some of the more generic npc name (csnpc, blank, etc).
I will need to see what I can do to improve this approach further -- but we should also start standardizing on a naming convention. The lesser used zones (WoTG, etc) are all extremely inconsistent, and these areas are the hardest for automation right now because of it.
After the batch update I did some basic manual review of my own, but @gedads should probably eventually glance over it with his usual process. I specifically looked out and fixed areas I knew the batch was weak at currently, and left the areas it seemed to be updating fine alone.
Covered the basics of - the file still loads, the server seems to work, and I did fix the startup warnings in conquest.lua and server.lua right off the bat as well this time.
Overall, there didn't seem to be nearly as many changes detected this time around as last time when the random achieve masters all over the place bumped almost all zones.
Hopefully that means less scripts to fix, since we still haven't fixed all of them from the April update.
DATABASE: Gave Jorgy and Tiamat proper NM Spawn tables. Gave retail accurate Shrouded Maw Instance 2 positions. Restoring a deleted mob_spawn_points entry I added for Bloodsucker NM a while back :(
SRC: New LUA binding for getSpawnPos (Get Mob Position, x y z) (Thanks Lautan!)
- Added Home Point 1 script to Metalworks, Fixed Doors in Gusgen, Made King's tomb teleporter work to retail. Fixed Ranguemeont pass door to remove hardcoded NPC ID.
SQL: Renamed groundstomes and homepoint# in NPC_list so there is consistancy for script use.
DATABASE: bcnm.lua's for Shouded Maw were calling many mob spawns, moved all to BCNM_Instance. Corrected Status's of the tiles for Diabolos in NPC_List.
DB: NPC ID's updated for East Sarutabaruta, Beadeaux, Dangruf Wadi, Ordelle's Caves, Crawler's Nest, Upper Jeuno. Treasure spawns updated: Beadeaux, Dangruf Wadi, Crawler's Nest. (Thank you killeon) I also fixed non-town Chocobos from being targetable. They were also too small.
LUA: Updated Treasurespawn point and Field Manual ID's for corresponding zones. (Thank you killeon)
(Adjustments for Nov. 4th Update)
SQL: Fixed NPC ID's in Fort Ghelsba, King Ranperre's Tomb, Monastic Cavern, Sauromugue Champaign and many previously committed zones. LUAs: server, conquest (IDs in conquest.lua are all updated, just cleaned up some extras spaces throughout). Fix treasure_spawn_points in Monastic Cavern, King Ranpare's Tomb, and Fort Ghelsba. (Thank you Killeon)
Updated Guide_Stone.lua and Parike-Poranke.lua with correct dialog.
Added Giant_Footprint.lua.
Added dialog to Bubbly Bernie's qm npc.
Updated conquest.lua and server.lua.
(Thank you killeon)
SQL: Corrected NPC IDs in Beaucedine Glacier, Behemoth's Dominion, Eastern Altepa Desert, Meriphataud Mountains, Northern San d'Oria, Qufim Island, Rolanberry Fields, South Gustaberg, The Sanctuary of Zi'Tah, Valley of Sorrows for Nov. 4th Version Update.
(Thank you killeon)
(Thank you killeon)
SCRIPTS: Updated Signpost.lua, Novalmauge.lua, Runic_Portal.lua, conquest.lua, server.lua, logging.lua. Added scripts for NPCs in Caedarva Mire, Konschtat_Highlands, La Theine Plateau, Port_Jeuno, Valkurm Dunes and corrected some typos.
(Thank you killeon)
SQL: Updated NPC IDs in npc_dummies.sql, npc_list.sql, treasure_spawn_points.sql.
(Thank you killeon)
(Thank you killeon)
SCRIPTS: Fix for leypoint.lua. Updated conquest.lua, server.lua, excavation.lua, harvesting.lua, logging.lua, mining.lua
(Thank you killeon)
SQL: Corrected NPC IDs in Batallia Downs, Davoi, Maze of Shakhrami, Giddeus, Gusgen Mines, North Gustaberg, Palborough Mines, Yughott Grotto for Nov. 4th Version Update.
Updated npc_dummies.sql for Quemaricond.
Updated treasure_spawn_points.sql for Nov. 4th Version Update.
(Thank you killeon)