Expand arenaDrawIn to handle all draw-in functions.
Mixins created for mimics and "standard" draw-in that
triggers when out of melee range. Boundaries, ranges,
timing, etc aren't verified.
* Added Fablinix's weapon skills and ranged attack
Added Fablinix's TP moves to mob_skill_lists.sql. Changed Fablinix's TP moves in mob_skills.sql to match standard gobbie Bomb Toss and Goblin Rush properties, and added skillchain properties. Added the logic to trust\fablinix.lua for his ranged attacks as well as holding his TP to close skillchains.
* Fixed Fablinix's Subjob and Added Enwater
Changed Fablinix's sub job to RDM based on https://www.bg-wiki.com/ffxi/Cipher:_Fablinix and gave him his enwater spell.
* Added Fablinix's Cure Spells
Added gambits for Fablinix's Cure spells.
* Added Fablinix's MP Mod
Added Fablinix's MP+250% mod.
* Added Fablinix's Stun gambits
Added all the gambits for Fablinix's Stun. There is however an issue in spell.cpp line 699 that is causing the cast to fail because the check is based on the trust's job, not the trust's level. I'll be addressing it in my next commit.
* Fablinix's "Gobbie Die"
Added a special case to the trust level check in spell.cpp to emulate Fablinix's second main job of BLM.
* Added Fablinix's teamwork messages
Added the teamwork messages so both Fablinix and the Moogle say the right thing when one of them is already in the party.
* [Trust] - Apply Mob Pool Mods to Trust
Add Call to load mob_pool_mods before Trust Stats are applied which allows for MPP and others to be applied correctly
Update lua_base_entity to expand break conditions to exclude Trusts as well as Mobs
Migrates MODs that don't scale with level from individual scripts to sql/mob_pool_mods
Leaves Level scaling MODs in place (e.g. Shantotto II power scaling)
* Re-locate Trust mods that apply via script back to script.
* Rebase Corrections, Migrate Ferreous Coffin HPP/MPP to mob_pool_mods
* CoP - Dawn Adjustments
* Small Fixes + Battlefield loss kickout
* Add accidentally deleted mod back
* Add accidentally deleted mod back
* Fix Styling + Minor # Issues
* [WIP] BLU AF Quest "Transformations" #1061
Would like some assistance on the mobskills (mind and shield) as well as verifying the spell list. I used the spell list that was on bg/cylopedia, watched a few videos and gave it some more HP as it was just too low.
Thanks!
* Updated spell_list ID and Alzadaal Ruins IDs.lua
* Updated Immortal_mind.lua and Immortal_shield.lua
Update to mob_skills.sql, and Immortal_mind/shield luas to reflect comments from above. Pulled up on test server, confirmed that all skills and spells were used and didnt break the server. Specifically to, the shield reduced gust slash damage when it was active, logs also showed removed and went back to normal gust slash damage. All other CS's work to include obtaining AF hat.
MyISAM = table level locking, fast but not safe for multiple simultaneous writes
InnoDB = row level locking, slow, but is safe for multiple simultaneous writes
```
Features MyISAM InnoDB
Type Non-Transactional Transactional
Locking Table locking Row-level locking
Foreign keys No Yes
Table, index, data storage Three separate files Combined Tablespace
ACID No Yes
```
- Rebranding.
- Migrate to GitLab.
- Add support for database updates when using Docker.
- Give purpose to version.h (adjust minor version with client updates).
- Add an in-game `!ver` command.
- Remove references to AGPL.
- Fixed script logic (onMobRoam to onPath at spawn time, then recurring check to continue pathing in onMobRoam, with onPath sterting the patrol through nodes)
- Greatly reduced pathnodes while re-plotting several of them. These are not 100% accurate.
- nuked MOD_MOVE from mob_pool_mods.sql and set speed in onMobSpawn instead. I am assuming when wiki says 250% they just mean its movement rate is 250, as they use the terminology interchangeably in many places. If I am wrong, his movement would be 125 assuming a base speed of 50, or 100 assuming a base speed of 40.Honestly none of these feel right, and I suspect he's 150 or 200. But feelings aren't good practice :P
Pending fresh retail captures, an overhaul to the pathing methods, and a change to send the entity update packets more often, this is as good as he gets.
P.S. I also corrected spelling on some unrelated comments my spellchecker caught while I was looking for his mods.
Fume Lizard: rename group, add drops
Virulent Peiste: 5% XP bonus
Carriage Lizard: WAR, no spells
Lesser Wivre: do not aggro
Snow Lizard: do not aggro
Buds Bunny: group name and drops
Tigers: adjust aggro, linking, and truesightedness
Grand Marid: non-aggro
coeurl skill lists
Pygmytoise: job, aggro, immunities, resistances, skill list