* Ranger Equipment fix, Additem delete
- add parameter with default value to AddItem
- On Conflict, still log conflict, but delete the conflicting Item by default
- Delete the base boots of Rangers befor adding the new boots
* Updated Mobile Scripts
- went through all scripts to update them to SetWearable
- reverted change to AddItem
* Update to SetWearable
- last item being set will be worn (if no override to OnEquip returns false
- delete the item on the layer that is the same as the new item (if existend)
- used ifs to cap item.Movable, therefor no need to call to Random if <= 0 or >= 1
* Update base InitOutFit
- replaced the Additem for Backpack with SetWearable, Movable is getting set this way too
- altered the other SetWearable calls, to allow the items to be moved / dropped (as they should normally)
* Null reference sanity check.
Co-authored-by: Voxpire <admin@vita-nex.com>
Added stam/hits/mana regen timers to registry. Players and creatures will have their own timers to reduce any timer drift for players.
Moved TimerRegistry.cs to Server folder
Fixed issue where champ spawns weren't generating after they were deleted
Fixed issue where champ spawn corpses weren't deleting after 1 minute
Added timer object threshold where if met, a new timer will be created. This will prevent timers from processing potentially large lists causing server hangups.
removed huge memory leaks of un-needed timers firing during mobile creation and deserialization
Corpse decay times are now controlled by the mobile
Converted Winch Assembly to peerless Altar
Converted Shadowlord to BasePeerless
Converted peerless keys to BaseDecayingItem
Server startup will require you to delete items. This if fine. It will auto re-generate deleted items.
Co-authored-by: TrueUO <knight.daniel.r@gmail.com>
- Fixed the loot intensity values for DCI and HCI.
- Changed how the exodus dungeon and key getting works.
- Various quest fixes.
Co-authored-by: TrueUO <knight.daniel.r@gmail.com>
- Fixed a rare crash that could occur with Vendor Search.
- Mysterious fragments drop in t-maps correctly now when Jolly Rogers is enabled.
- Display issue fix for various Kings Collection Items.cs
- Bola has incorrect (reversed) logic, this has been corrected.
- Various changes to make Exploding Tar Potion work per EA.
- Merchants Trinket upgraded to match EA. (Has charges now)
- Various confirmed loot tone downs on various ML named monsters.
- Fixed an exploit with Exploring the Deep quest monsters.
- Fixed various exploits with using the help menu to circumvent the Trade Order restrictions.
Co-authored-by: TrueUO <knight.daniel.r@gmail.com>
- fixes issue where you could still use teleporters and moongates while completing trade orders
- Exploding Tar Potions now work correctly.
- Added logging to Auctions.
- Can't sell items in locked containers.
- Explode potions no longer follow mobiles.
Co-authored-by: TrueUO <knight.daniel.r@gmail.com>
Removed CanBeWornByGargoyle, RequiredRace properties from all equipment. It is now handled in RaceDefinitions.cs and each race is responsible for validating their own equipment. It is, for the most part, done by ItemID
Consolidated various timers into one static timer: PlayerVendor, RentedVendor, FountainOfLife, Hireables
Fixed a few timer memory leaks
Clockwork leggings can now be imbued
Fixed Phylactery hue
Destard Dungeon Spawn = EA
- Addons now ignore roofs (since they ignore floors if their height is > 16), as per EA.
- Blessed items will now drop as loot
- Consolidated methods for getting a random player from looting rights list
- PlunderBeacons and its spawn now give cargo, per EA
- Pirate/Merchant ships now give the proper amount of cargo during rising tides events
- Players can now sell commodities to brokers with no stock
- Mirror Image formula fix.
- Slayer Longbows can now be imbued.
Co-authored-by: TrueUO <knight.daniel.r@gmail.com>
All loot pack items are now generated when the mobile is killed.
Reworked monster stealing and begging.
Various re-structuring and bug fixes.
Co-authored-by: TrueUO <knight.daniel.r@gmail.com>
Added removed mobiles to Spawner Persistence to remove them from spawners.
Re-Added harful effects for aura effect, reduced range to 3.
Various code cleanup.
Co-authored-by: TrueUO <knight.daniel.r@gmail.com>
-Fixed issue where client helpers could bypass the container gump and add items directly to the seed box
-SearedFireAntGoo is no longer stackable
-Blue NPC's (mainly vendors, not initial innocent) can no longer be attacked on trammel maps
-Aggressors/Aggressed from pet masters now works properly. This was suspected to crated large numbers to redundant aggressor/aggressed added to a mobiles aggressor/aggressed lists
-Aggressive action for healing a mobile while fighting another mobile has been re-enabled
-AuraDamage is now a harmful act, ie those affected will aggro on your pet!
-MLDryads should no longer attack other wild creatures during Blackthorn Invasion Instance
-More code cleanup
If a class has a field that's not marked readonly but is only set in the constructor, it could cause confusion about the field's intended use. To avoid confusion, such fields should be marked readonly to make their intended use explicit, and to prevent future maintainers from inadvertently changing their use.
* Cleaned up TC and some random mobiles.
* Why did we ever hide when the world was saving and the save times from players?
* Removed BankChecks from Community Collections
* Removed faction args from AcquireFocusMob in BaseAI
* Removed Pre-AOS properties from BaseArmor
* Cleanup BaseClothing and PlayerMobile (removed era checks)
* Removed old Opposition Group, replaced by Tribe. UPdated BaseCreature
* Spell Cleanup
* Cleanued up Loot.cs, Lootpack.cs
* Removed Era Checks from multiple files
* removed old tmap config
* Removed faction args from AcquireFocusMob in BaseAI
* Removed Pre-AOS properties from BaseArmor
* Cleanup BaseClothing and PlayerMobile (removed era checks)
* Removed old Opposition Group, replaced by Tribe. UPdated BaseCreature
- Cu Sidhe stats are reduced properly after Tame
Moved the following BaseCreature Overrides to Special moves and area effects:
-True Fear
-Damage Auras
-Life Drain (succubus type)
-Colossal Blow
-Colossal Rage
Changed "armorer" to "armourer" per EA.
Plague Beast lord now uses poison spit ability
Enhancements:
consolidated dragon breath/area poison data in the respective SpecialAbility/AreaEffect Class
- StatLossOnTame is now handled, for most creatures, in OnAfterTame. Since Pet Training, it has become more of a pain keeping up with all the different stat loss types. This way, the individual stat losses can be easier handled in the respective creatures' scripts.
- date caught now added to big fish trophy
- Added Champion Spawns to Create World. THey no longer generate automatically
- Added Exploring the Deep and Fortune Fire Casino generation to SA Decoration. For existing servers, you can use the commands [GenExploringTheDeep and [GenerateCasino respectively. Be advised, do not generate exploring the deep if it already exists, it will double spawn.
- Added paladin spawn to trinsic
- Added auto versioning to SpawnerPersistence so fresh shards are not running spawn fixes that should be addressed in the spawner folders
- Added Orc Pirates to Repond Slayer Group
- Refreshing houses now works for friend+ while opening doors, stepping on plot (customizable houses), and accessing the house sign
- Added Ship's Strong Box, 1/100 drop chance while fishing up SOS Chest
- Fish Trophies now re-deed to moving crate
- Poisoning ability now applies to dread spiders
- Arcane Bookshelf and Elven Dresser now crafts the correct container addon
- Peerless altar now removes pets via AllFollowers and no longer uses pet table. This will remove pets such as familiars that are casted/summomed after the encounter begins
- Detect Hidden should now work properly
- Momentum strike should now attack the proper targets. It basically uses the same rules as AOE spells
- Added Invisibility potions to potion kegs
- Fixed issue in BaseBoat where players weren't counted properly
- Added Function to BaseContainer where adding items will check for a stack (DropItemStack). Before, this was only achievable with TryDropItem, which requires a mobile to be passed in as an argument.
- Fixed issue with VvV notoriety - report back!
- Guardzone/Guardwhacking should now be per EA - report back!
- Added much need IsMonster propery to BaseCreature.cs
- Added pack checks for gorgon lense
- remove durability from Blackthorn Epaulettes and Hooded robes. Do we need to do this to the dresses too?
- Moved CheckHouseLimit to BaseHouse
- Consolidated HumanBrigand into Brigand
- Removed HumanBrigandCamp, uses BrigandCamp
- fixed bug where a player would lose mastery levels if they soulstone a skill off *Requires Core Re-Compile*
- Added mastery check where active mastery is deactivated if skill level drops below 90
- Armor Ignore is now capped vs players (even from monsters)