Emagi
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e9936f1c80
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script protection on spells against reuse of the lua state between proc / other spell processes
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2025-01-18 18:54:10 -05:00 |
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Emagi
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dad7873dc5
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LUA functions added: GetSpellCaster(Spell) and GetCasterSpellLevel(Spell) the Spell field is optional if in a spell script
db additionally had field added:
alter table character_spell_effects add column caster_level smallint(5) unsigned not null default 0;
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2025-01-18 09:16:35 -05:00 |
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Emagi
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3efce0abd6
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call spell remove function for reason "target_dead" and "target_removed" also address the long delay between calling the remove function and the death of a spawn. Lastly made it so we can reference the spawn group id after death for a spawn since we remove it from a spawn group.
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2025-01-16 12:29:24 -05:00 |
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Emagi
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716caffb14
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Have zone pointer tracked in the luaspell so we can assure we delete the spell properly when zone shuts down or spawn is gone
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2024-12-01 18:24:56 -05:00 |
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Emagi
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555045cbe2
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reload spells now works with the lua state redesign and we delete spell in the spell_scripts instead of other places (casttimer, active_spells, so on)
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2024-09-10 09:14:40 -04:00 |
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Emagi
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fb592b4d76
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Update LuaInterface::DestroySpells to assure we cover all the new lua states under the spell_scripts instead of the obselete spells map
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2024-09-06 08:17:50 -04:00 |
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Emagi
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14003ee3a4
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LUA Spell Scripts updated to have a queue much like SpawnScripts, but extended to LuaSpell for tracking procs and lifetime of the lua state
Need to avoid crashes/overrun of the lua stack.
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2024-09-04 06:44:04 -04:00 |
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Emagi
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950b8e1564
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revert and check if "remove" function exists in script
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2024-09-02 09:19:47 -04:00 |
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Emagi
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727040d2dd
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Attempt to fix deleting spells more than once if short durations
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2024-09-02 08:15:41 -04:00 |
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Emagi
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b490dce8b4
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no lua sub dir for include
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2024-07-22 09:01:06 -04:00 |
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Emagi
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f0e163b1d8
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fix lua includes
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2024-07-22 08:58:14 -04:00 |
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Emagi
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89194da149
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EQ2Emu Source Base July 2024
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2024-07-22 08:52:28 -04:00 |
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