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Old 06-15-2016, 01:01 PM
sektolzer sektolzer is offline
Large Bat


Join Date: Mar 2016
Posts: 11
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Code:
Cavedude
* Eye of Zomm will no longer force the caster to stand after it has faded.
* Eye of Zomm will now swim at a painfully slow rate.
* Corpses will now sink to the bottom in water.
* Fixed an issue that sometimes caused corpses to end up in the wrong location when they fell off a boat.
* Rewrote /camp to fix an issue causing the player to leave their group when the camp is abandonded.
* Removed the "soandso has left the zone" message players recieved when a group member zoned.
* Moved a log message when a player leaves the group to a better spot to avoid spam and confusion.
* Added accountid column to group_id. This is for the benefit of world so it can remove a member of a group after the client's variables are cleared.
* Changed success in CheckIncreaseSkill() to use uint8, and added an enum for SKILLUP_SUCCESS and SKILLUP_FAILURE to make it less confusing and easier to read.
* Damage and death packets will now be sent in the correct order. This corrects some invalid messages including most pain and suffering messages.
* When death occurs on a combat swing, the final damage packet will no longer be sent. The death packet will handle the final damage message(s).
* Consolidated the death packet creation code to a single method.
* Environmental deaths (falling, drowning, etc.) will no longer produce the pain and suffering message and will now generate the proper message for the type of death endured.
* Added comments, logging, and performed a general cleanup of the damage code, particularly when a death is involved.
* Damage shields should now bypass runes.
* Non-melee damage messages will no longer filter under Damage Shields.
* Divine Intervention/Death Pact will no longer fade on a failed rolled. The buff will remain until you either roll a success or die.
* Changed the success chance of DI/DP to be closer to the client's formula.
* DI will now heal NPCs for 100,000 HP.
* When zoning, players will now receive the message "soandso is now the leader of your group." instead of "You have joined the group."
* The out of range spell check that happens at the end of a cast will no longer generate interrupted messages. Instead, only the caster will see "Your target is out of range, get closer!" using the spell failure text category.
* Changed healing messages to use the spell chat category.
* Corrected some NPC spell messages to use default white text instead of spell.
* Players will no longer see what spell has been cured, and instead will see "Your target has been cured."
* Fixed multiple messages that were not correctly displaying for corpse summon spells.
* Addressed a rare zone crash I see locally. (Not clue if it's fixed or not, I'm not exactly sure what's causing it.)
* Removed the hardcoded zone_controller NPC as it was creating issues with encounters. The NPC is now found in the DB with ID 10. It will need to be given a spawnpoint in whichever zones it is to be used in.
* Call of the Hero will now despawn the target's summoned pet and fade charm on their charmed pets.
* If the target of CoH is not within 100 coords of the caster, aggro will not be cleared and the caster may draw beneficial aggro.
* Randomized the zone-in locs of ports slightly to help prevent players from incorrectly falling to death. Please note: This does not prevent falling to your death while encumbered. The more weight you have, the more likely you are to fall while zoning.
* AE Mem Blur spells will no longer cause beneficial aggro.
* Added some logic I overlooked in the Divine Intervention rewrite.
* Bard pulses will no longer stick on targets who are invulnerable.
* Corrected the Bard stacking rules regarding spells and songs that are different types (Beneficial vs Detrimental.) This allows as an example Guardian Rhythms and Tashania to stack.
* Mobs buffed with Divine Aura will now be picked last when a NPC chooses who it will attack each swing.
* Mez spells with a Mem Blur component will have the Mem Blur effect skipped if the target is already debuffed with the same Mez spell. If a different Mez is cast, any Mem Blur component will be rolled as normal.
* Spells that use a stack blocker are now properly handled in the Bard stacking rules.
* NPCs that are immune or are too high in level for a charm or mez spell will now properly resist it.
* Healing a charmed pet will no longer create beneficial aggro.
* Minimum faction value cap is now -2000 instead of -3000.
* Bard song server filters should now match the client's filters.
* Bards will no longer see the "Your spell did not take hold" message when detrimental AE songs are cast and there are nearby players. Instead, the player target will receive a protected message.
* Spin stuns on NPCs will now have a random chance to break early. Whirl till you Hurl and Dyn`s Dizzying Draught have a higher chance to break.
* Corrected an issue causing the stun component of a spin stun to drop without fading the debuff.
Haynar
* Improved movement of mobs/pets over short distances, so they no longer look choppy sometimes while moving.
* Fixed an error with the delta position translations from the client, which was not accounting for the (+/-) correctly.
* Improved the loiter logic when a mob resumes moving, associated with feign death. Mobs should not linger every single time and will resume movement after they start facing their desired direction.
* Fixed an issue with rotations when mobs return to their guard position. They should rotate smoother until they are facing their guard heading.
* For NPCs, the delay in moving following loss of engagement, should no longer reset for other loss of aggro methods, such as coh, mez/memblur. The total delay is maintained so that even for FD, it does not reset after one attempt unless it has all been used up.
* Fixed an issue when a client's charm on an NPC breaks, causing their target to get corrupted.
* Snared pets will follow their owners a little better, rather than being snared to a stop, when they hit the distance they would switch to walking.

Database:
Robregen
* Pet should now duel wield without weapons.
* Added a missing flavor text to Froggy in Sebilis
* Goblin Drunkard in Sol A should now cast spells and a pet.
Robregen / Haynar
* added Various possible spawnpoints for Quillmane/PH found on live
* shorten the respawntime of trash roaming mobs in South Karana to 36 seconds.

Misc:
Haynar
* added pathfile for Runnyeye.

Quests:
Cavedude
* timorous section of Captains_Skiff is now working. (You can take the skiff to zone into butcher, but not the other way around currently.)