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Re: VGOEmu Progress

Posted: Sat Jul 09, 2016 10:41 am
by Faux
Awesome work guys! I need to get off my butt and get spell casting progressed to keep up!

Re: VGOEmu Progress

Posted: Fri Jul 22, 2016 2:55 pm
by Xinux
Updates so far for this month.

Code: Select all

r2209
Update: Changes SummonNecroPet to SummonPet to handle more then just necro pets. Also added in required values for Name, Type and Duration
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r2208
Added: Added check for defensive target update to only send hit point updates it was sending energy.
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r2207
Added: IsReloading() check and setting IsReloading() to .reload spells command
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r2206
Update: No need to constantly set isDay() and IsNight() Update: Fixed copy/past error with special_cost
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r2205
Change to isday() and isnight() don't need the spawn for it.
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r2204
Added: Server now keeps track if it is day or night on the server using the following bool's IsDay() , IsNight() , SetIsDay() and SetIsNight() Added: LUA Function IsDay() and IsNight()
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r2203
Update: Forgot to add the rules into the RuleManager ops ;)
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r2202
Update: current_stack, max_stack and unknown 71 in the struct file has been changed to current_charges, max_charges and cooldowngroup Update: Code has been updated to reflect the above changes
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r2201
Update: Changed Health, Energy, Endurance and out of combat regen to use ruleset values.
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r2200
Added: NPC's should stop moving when stunned Added: NPC's should stop attacking when stunned
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r2199
Forgot to add a ReadUnlock
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r2198
Added: Defines for OP_ServerProperUseItem responses
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r2197
Change: Update to OP_ServerItemRefreshTimer struct
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r2196
Added: PC's should no longer be able to cast or use items while stunned
Added: PC's should not be able to move while stunned or rooted
Added: PC's should stop swinging if stunned while in combat
Added: LUA Functions GetEntityTypes(), GetDefaultGroundSpeed(), SetSpeedOverride()
Added: MovementOverride() Function to handle stuns/root
Change: Change in SetSpeedOverride() function to remove override it is now -1 instead of 0
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r2195
Some work in progress on unraveling crafting, but not activated for general use.
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r2194
Added: Command .setdrawscale to adjust a players size Added: LUA SetDrawScale() adjust a players size
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r2193
Added the Lua function SetAttributeBaseValue
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r2192
This should be a fix for NPCs getting stuck in combat after death.
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r2191
Slight change to VGEmu_lua_PlayNonCombatAnimation
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r2190
Vendor Buyback should be working now.
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r2189
fixed memory leaks
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r2188
Update to spell animation routine to allow npcs to use the same system. Many crafting frameworks that are commented out for now. Players with an empty strategy hand for diplomacy will get the 3 starter cards automatically now.
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r2187
The harvesting tooltip packet is now sent when the Lua functions for updating player harvesting skills are used
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r2186
Updated SaveCastSpellText
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r2185
Fixed typo in SaveCraftingActions to move action_id properly.
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r2184
fixed a bug where ObtainItem quest steps could possibly not complete when obtaining more than the required number for the step at once
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r2183
Added a "ticks" and "window" param to the Lua function PopupMessage
Attempted fix for the last crash (not sure, stack wasn't very helpful)
More tweaks for harvesting, I think I should be able to set it up for players to actually use the system now
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r2182
Small change to help prevent issues when an objective id is not entered for a quest interaction in a spawn script.
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r2181
Not sure why but have to send HandleClientFlying(client) twice now. Moved the function call back to where i originally had it before it was moved.
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r2180
SQL update for vendor item sell price
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r2179
Items should sell for the correct amount now even when stacked. Vendor items should sell for the correct amount now.
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r2178

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r2177
found/fixed a few more harvesting related bugs, will work on getting this dev ready tomorrow
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r2176
tweaks for skinnable NPC harvests
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r2175
forgot the harvesting_id_fk query
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r2174
Added: Vendor bought items now sell back at 80% of the purchase price.
Fixed: Stacked items from drops and vendors should now give the correct coins when sold.
Added: Mouse over icon should reflect the correct sell price until you log out still need to make it persistent. Which will require updating sell price in the DB.
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r2173
initial harvesting functionality, docs to come tomorrow reload harvesting command a few lua functions to get/set harvesting skill ids/max levels
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r2172
Adjust unknown1 to send 1 if the target is a corpse. Still need to figure out values 2,3,4
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r2171
You should now get the correct coins when selling stacked items. Still need to fix it so that if you have a stack of 50 and sell 1 item out of that stack you still get stack price for that 1 item.
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r2170
Added: Item Conversion parse
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r2169
Fixes updating quests when players lose.
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r2168
Adds some npc response animations for parleys.
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r2167
Small animation update.
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r2166
Fix to packet parser to call the parsing for servertarget3
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r2165
Huge change to quest and parley systems. Eliminates need for most parley scripting and spawn scripting to show quests and parleys. Preliminaty crafting work (**add RecipeInfoList and Crafting to your project**). New Telon will be populated with civic diplomacy. 
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r2164
Added option to parse OP_ServerTarget3
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r2163
Big change to enable putting all the parley pieces together. PacketParser -parleys [filename] will build a raw parley dialog table and a raw parley npc cards played table.
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r2162
forgot the define fix
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r2161
Added: item conversion (IE, combining harvesting parts into full items)
Added: fields for primary/secondary harvesting skills
Fixed: the attribute sphere defines for harvesting/diplomacy were backwards
Fixed: the OP_ServerCharacterDetails packet no longer sends an empty array element (sequencing was being started at 1)
Fixed: small mutexing tweaks in a couple SpellProcess functions, reasoning laid out in the latest crash thread
Added: max value calculations for harvesting skills
Added: skill requirement checks for equipping items
Added: the primary/secondary harvesting skill tooltip packet is now sent
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r2160
Added more diplomacy/parley parsing
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r2159
Changed Diplo_id to diplomacy_id to be consistent
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r2158
Minor bug fix to parley dialog options, and better handling of reloading parleys.
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r2157
Huge diplomacy update. Incorporates support for Parley Lua scripts. ** Add ParleyInfoList.h and ParleyInfoList.cpp to your project ** More to come as we get the online database support for adding Parley scripts ready.
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r2156
Minor change to vgemu-structs for ServerParleyBegin.
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r2155
Script to set up the parley table for diplomacy scripting use.
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Re: VGOEmu Progress

Posted: Sun Jul 24, 2016 12:37 pm
by shargash
Lots of good stuff! I'm anxious to start testing harvesting (and am really looking forward to crafting).

Re: VGOEmu Progress

Posted: Sat Jul 30, 2016 8:51 pm
by Xinux
Some quick notes of recent additions.



Harvesting is now live.

Bows/X-bows should work now but there is still a animation issue which we should have fixed soon.

Day/Night spawning has been implmented .

Minions have been added to a few classes just need to script the other classes. (Note currently only suport 1 minion up at a time).

Various distance checks have been added mo more hailing a mob from 1/2 a chunk away.

HP updates on your defensive target should be more consistant now.

More values have been made into rules for easier adjustments.

PC's should no longer be able to cast or use items while stunned

PC's should not be able to move while stunned or rooted

PC's should stop swinging if stunned while in combat

Fix for dead npc's turning into the walking dead and still attacking you.

Vendor buyback is now working.

Vendor bought items now sell back at 80% of the purchase price.

Item conversion is now working (turning logs into planks etc etc)

Re: VGOEmu Progress

Posted: Sun Jul 31, 2016 1:43 pm
by shargash
FYI, if anyone is looking for me, I will be offline for almost the entire month of August. I'll check in as soon as I get back.

Re: VGOEmu Progress

Posted: Thu Aug 18, 2016 2:27 pm
by Xinux
*Update*

Code: Select all

r2234
Update: quest valid check
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r2235
Update: change to PlayNonCombatAnimation to allow npc's to use it
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r2236
major group code rework the group window player stats will now update fixed various memory leaks linux compile fixes
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r2237
crash fix removed an excess LuaError in GetItemType
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r2238
offered_quest delete fix
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r2239
the LoadSpawnEntry query for specific chunks was loading placements for all chunks... the chunk id was also being saved to SpawnEntry.entry_id. Fixed this, reload spawns is now considerably faster.
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r2240
Added: auto attack toggle icon now shows when auto attacking Update: Removed unknown12 from spells and replaced with icon_toggle. This controls if the icon will have a + sign or a sword when it is toggled.
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r2241
Added: Character should now dismount if auto attacking or casting a spell
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r2242
Added: Offensive and defensive fighters should start auto attacking when you use a ability now.
Added: Should now get the visual effects when you level.
Update: Scrolling combat text should now be the correct colors auto attacks = white and abilities = yellow.
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r2243
added a missing NpcList mutex lock
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r2244
added a check to prevent HP from dipping below 0
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r2245
reload spawns will now clear the respawn list optimized a few highly used functions
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r2246
forgot a check
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r2247
Initial implementation of spell timing system. Works for debuffs so far. Unclear what other functions we will need, but things like immunities could be handled by this system as well.
Altered tick timers to be stored by a map with an integer index value. This index value is stored in the effects list instead of a pointer to the tick timer to eliminate the chance of a bad pointer dereferencing.
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r2248
more optimizations (done with this for now unless I decide to speed the spawn send/removes check further)
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r2249
removed a check (the attackable EntityBitmask on aggro checks, non-attackable NPCs can still engage in combat with other NPCs)
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r2250
likely fix for the recent crash iterating through ChunkServer::npc_list LuaErrors will now append the offending script name automatically
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r2251
extra safety check for Lua script name debugging (fail)
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r2252
Update: Animation for using a bow/xbow and also swapping from range to melee should be good now.
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r2253
Updated: Corrected opcode value 
Added: Handling of OP_TeleportInChunk 
Added: Saving of client teleport response 
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r2254
Update: Change from localhost to 127.0.0.1 due to sql connection changes
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r2255
Huge crafting update. Should allow the tutorial crafting quests on Isle of Dawn and creation of first crafting item. **NOTE** Remove recipeinfolist.h and recipeinfolist.cpp from your projects. Add craftinginfolist.h and craftinginfolist.cpp to your project (A more suitable name). You can also add 'Crafting' to your vgemu-world.xml for proper logging.  
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r2256
Quick sanity check to prevent runaway (non-stackable) items filling inventory.
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r2257
Modified code to allow any following npc to cross chunk lines.
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r2258
>>>>>********* Added basic chunk water/lava geo detection checks (grab the volumes.phys file)! ***********<<<<<<
Added a world timeout to login so that the webpage module can better detect NT's server status while debugging
Changed the auto attack check for NPCs with the "gold" locked encounter UI mode
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r2259
Added: IsAttackable() Lua Function Added: ItemRefreshTimer() Lua Function Added: SendItemRefreshTimer() packet function
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r2260
Update: Forgot the define for ItemRefreshTimer
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r2261
Update: Heals spells floating combat text should be green now and partial heal amounts should show now.
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r2262
Added: NPC's should no longer aggro someone if they get in to range if the npc is already in combat.
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r2263
Added: Characters will now go into combat if aggroed by a npc 
Updated: Characters will no longer be removed from combat if attacking multiple mobs and they kill one of them.
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r2264
Format correction
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r2265
Fixed a couple small things with groups (UI mostly) Added a Lua function GetOriginalLocation by request
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r2266
forgot structs
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r2268
Added: All Quest Difficulty level experience is now a rule
Added: All Quest XP Modifiers are now a rule
Added: Handles for all Quest Types
Added: Define for all spheres
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r2269
Added: Speed value to .spawn details
Added: DefaultCombatGroundSpeed rule
Added: GetDefaultCombatGroundSpeed() LUA function
Update: NPC combat movement speed is now a Rule
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r2270
Added: When you clear your target and have a mob attacking you it will move to the encounter window until it hits you or you target it.
Updated: Adjusted check to break root and changed the chance to break to a stored value assigned via LUA
Added: Snared() IsSnared() LUA Functions
Updated: Rooted() LUA function to accept a value for chance to break
Updated: Should no longer get a Lua SpellDamageTargets command error when you don't have a target while having a DOT going.
Updated: NPC movement to account for snare and root effects.
Updated: Add encounter window now has a second value to bypass checks for current target.
Added: Casting a spell that is not a instant cast will now slow your movement considerably
Added: RootBreakChance() and SetIsSnared() and GET's for both
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r2271
Update: Check to stop a crash if your target dies/Despawns and the server then tries to remove a detrimental effect.
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r2272
Update: Moved removal of casting movement restrictions all spells with cast times should be covered now.
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r2273
Updated: Corrected damage type defines
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r2275
Added: EXP table for all three spheres (adventure, crafting and diplomacy)
Added: Crafting and Diplomacy EXP bar will now fill correctly
Added: You will no longer level once you hit max level per server rule.
Added: You will no longer gain experience when at max experience and max level
Update: You will no longer get the experience message if it does not yield any experience
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Re: VGOEmu Progress

Posted: Thu Aug 18, 2016 3:17 pm
by zippyzee
For being in the doldrums of summer, we have made a lot of progress. Thanks to those helping out now for moving things along and filling in a lot of important details.

Re: VGOEmu Progress

Posted: Sun Aug 21, 2016 1:57 pm
by Xinux
Here is a few more since my last up update.

Code: Select all

r2278
Added: Spell casting push back and spell interrupts when taking damage.
The more your spell gets pushed back the greater chance to be interrupted
Added: Casting() and IsCasting() LUA functions
Added: SetIsCasting() bool at the pawn level
Added: SpellInterruptBaseChance and SpellPushBackBaseChance rules

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r2280
enhanced water detection (can discern between swimming depth and just touching water now)
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r2281
Added: Pet's should only be able to attack attackable npc's
Added: Item charges should now be working correctly
Added: RemoveCharges() LUA function
Added: current_charges and max_charges are now loading/saving from character_items
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r2283
Added: Command .gminvis on/off
Added: Will not show on /who list unless GM or DEV when using GMInvis
Added: Will not replicate to other clients when using GMInvis
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Re: VGOEmu Progress

Posted: Sun Aug 21, 2016 4:05 pm
by svguerin3
Awesome progress, thanks for sharing!

Re: VGOEmu Progress

Posted: Thu Aug 25, 2016 3:27 am
by Crispin
I have nothing to offer really, except to say I check in regularly and really love reading about all the updates. All I can say is thanks once again!