Will need to refactor how most of this stuff is done, it's pretty ugly
atm. For now I changed so the trading maps will only store the object
ID's, this way we don't have the objects not being traded (since they
aren't initialized)
Packet captures logs on the Test Center show multiple times that the
moodAnimation delta is being sent more than once (sometimes 5+ times for
the same objId) - disabled for now to see what happens.
Fixed#0000061 : Houses can now be destroyed, even when not redeeding
- Added AI action regeneration when in combat
- Fixed NPC self-buffing null pointer exception
- Fixes 0000031: Incap is not working correctly
- NPC AI now considers deathblow values correctly
- AI state transition further debugged
- Pet now follows owner after killing attacker
- Added debug log system
- Cleaned up system console from system.out messages
Scripters should change any commoners being spawned to use
core.staticService.spawnCommoner instead of spawnObject (see
mos_eisley.py in static_spawns\tatooine for an example). The
spawnCommoner method will add required attachments and set the proper
options bitmask in order for the missions to function properly.
Note that delivery missions won't work unless you have spawned buildouts
on the planet you are requesting the missions on due to this change.
Fixed an issue where players who weren't admins could access the
structure management terminal
Fixed an issue a person requesting the housing status page would see
their own name as the owner even if they weren't
Fixed an issue where the object service would encounter an error when
attempting to view child objects via an attachment
Added getFirstName and getLastName methods to the CreatureObject class
Possibly fixed an issue where items that were moveable would be picked
up via double-clicking