Broker/Vault (Fix#10):
- Traditional broker integrated (/frombroker), GM itemsearch is still available via /itemsearch. AoM client cannot sell/use shop, can only buy from broker.
- DoF and KoS client now support House Shop (sell inventory, vault to broker).
- House containers now function like actual containers and can be stored in the vault which will allow placement in the home (to serve as a merchant).
- Sales crate merchant windows in player houses implemented for broker.
- Peering URI's added for broker/shop support: /addseller, /removeseller, /additemsale, /removeitemsale
- House vault and vault slots implemented for DoF, KoS and AoM clients.
Stability and Functionality:
- World Database now has seq_character_items (Sequence) to sync self and peers instantiating new unique IDs for character items. This is to avoid conflict/overriding another unique id.
- spawn and spawn_houses tables have a lua_script that can now be defined outside the existing spawn_scripts table for a singular spawn.
- Fixed a watchdog/hangup when clearing hate lists inside a spawn list lock.
- Item unique id is being transitioned to int64 (although older clients still only support int32, clients later on are int64).
- Fixed so that spells that have no duration will no longer be added to maintained effects.
- Fixed spell cleanup, maintained effect does not remain on the Player causing a crash.
- Fixed spell conflicts to that check all targets are applicable for the spell.
- Fixed issues with maintained effects or spell effects stacking repeatedly.
- Fixed assigning items to non inventory slots when 'adding' an item to the Player.
- Fixed locking orders between maintained effects and spell effects to avoid deadlocks.
- Fixed entering house and visiting houses, targetting of the house door is now enforced server side.
- Item locking is now enforced by the type of locking (eg. house placement, crafting, shop list for sale). Locks no longer override/interfere with each other.
- Additional logging around spell casting and targets.
- Spawns/Objects/Widgets so on related to houses now have their own sub tables _houses, eg. spawn_houses, spawn_npc_houses, spawn_object_houses, so on to avoid conflicting with existing tables non-house.
- new LUA Functions:
ShowShopWindow(Player, FromSpawn) - opens shop window for player (if in their house) for listing, pricing items, retrieving sales log and coin, etc.
SetSpawnHouseScript(Target, LuaScript) - Utilized in the item script 'placed' function to set the spawned house item's lua script.
SendBook(Target, ItemID) - Sends the book to the target player based on the item id.
GetPickupItemID(Spawn) - Gets the item id that the house spawn would represent
SetHouseCharacterID(Spawn, CharID) - Sets the house spawn character id (should be used on Spawn). Set CharID to 0 to set to the current houses character id.
- Updated LUA Functions:
StartHeroicOpportunity(Caster, ClassID, OverrideTarget) - OverrideTarget now available to change the heroic opportunity target
HasItem(Player, ItemID, IncludeBank) - No parameter change, include bank, which serves as 'all' should now work correctly (previously did not check bank/other negative slots), default is false.
- Slash Commands Added:
/sle - Fix#41, Set Location Entry (DB command for setting spawn location entry values such as offsets and overrides)
/store_list_item - used to list an item for broker shop
/store_set_price - used for setting items price for shop
/store_set_price_local - used for inventory items price for shop
/store_start_selling - Begin selling from inventory for shop
/store_stop_selling - Stop selling from inventory
/store_unlist_item - used to unlist an item from broker shop
/close_store_keep_selling - Closes store shop window, but keep selling from inventory while in house
/cancel_store - cancel selling from inventory
Custom spells now survive cross zone with their modified spell stats saved to the database for reloading later. The design is such that a spell can be custom defined for its spell stats, but a character/player cannot have more than one of that spell (eg. food can share a spell id since only one food can be applied to you, but you can't have many spells apply using the same custom spell id).
CREATE TABLE character_custom_spell_dataindex (
charid INT UNSIGNED NOT NULL,
spell_id INT UNSIGNED NOT NULL,
idx INT UNSIGNED NOT NULL,
type ENUM('int', 'float', 'bool', 'string') NOT NULL,
value1 TEXT,
value2 TEXT,
PRIMARY KEY (charid, spell_id, idx)
);
CREATE TABLE character_custom_spell_display (
charid INT UNSIGNED NOT NULL,
spell_id INT UNSIGNED NOT NULL,
idx INT UNSIGNED NOT NULL,
field VARCHAR(64) NOT NULL,
value TEXT,
PRIMARY KEY (charid, spell_id, idx, field)
);
CREATE TABLE character_custom_spell_data (
charid INT UNSIGNED NOT NULL,
spell_id INT UNSIGNED NOT NULL,
field VARCHAR(64) NOT NULL,
type ENUM('int', 'float', 'bool', 'string') NOT NULL,
value TEXT NOT NULL,
PRIMARY KEY (charid, spell_id, field)
);
- Fixed a repeated rubberband like behavior that Spawn's would run forward toward their target in combat or on their return run to their starting point.
- WS_HearCastSpell for 546-561 version has an extra byte at the end of the packet we were missing (might be in later clients too have to confirm)
- PlayerScripts support added, new function calls, AddTimer support for Players.
- Static Zones / Special Zones will now silently check to startup zones without reporting the log message, log message only on startup or taking on peer leadership.
- Broadcast and Global Announcement are now supported through peering.
- Fix#22 identified a number of loose spawn pointers and changed to int32 spawn id reference.
- Fix#1 support for all known chat codes for various channels, spell casting and damage.
- In conjunction with Fix#1 spell combat messages are fixed, no longer 'YOU cast' when another spawn casts, added last_tell_name to track the chat code %RT server side.
- size_mod added to InfoStruct Float, supports shrinking and growing Non Player's. InfoStruct also has a UINT ignore_size_mod_calc set to 0 by default, when 1 it will let you set the size_mod and items/spells will not override it from stat calculation.
- XP Table is now static (global) in the Player class so we do not constantly call the database each time the player needs to know a level's XP requirement.
- Removal of duplicate spell cast success and effect messages.
- Fix#21 blue xp bar for KoS and DoF displays properly now.
- GetExpRequiredByLevel(level) added to return the EXP required for to reach the level.
- Fix#25 teleporters cleaned up during /reload spawns to avoid crash
- Fix#16 /reload items supported in peering mode.