Fixed some bugs with retrieving quest items
Changed quest service's next task method to temporarily not auto-advance
to next quest if it's defined - will be re-enabled when most of task
types are done
Changed buildout objects to load server templates (unsure why they were
not loaded before)
Fixed SpawnPoint odb save error
This fixes problem that prevents players not being able to level up
since they are technically considered -1 when they are first created
which is why setgodmode level 1 would allow exp gains.
- Added invasion-specific buffs
- Added factional handling
- Added AI switches
- Added construction/repairing
- Fixed enemy TANO color when changing status
- Fixed notification baselines to consider GCW-specific circumstances
- Optimized AI algorithmic complexity by eliminating expensive
arithmetic operations
- Fixed reposition state to avoid locations in water
- Considered tower defense buff for NPCs in combat service
- Compacted 3 AI threads into one
- Dynamic allocation of AI resources depending on patrol point index and
same faction AI density
- Added Withdrawal state for more realistic post-battle behaviour
- Positioned all pylons, camps, officers, terminals, barricades,
turrets, towers, cloners in the appropriate coordinates
- Added barrier and tower plus the according buffs
- Added defender NPCs
- Fixed enemy NPCs not showing hostile after faction change
- Added ally function implementation to rebel and imperial scripts
- AI does not lock up in a state anymore
- AI seeks better position if LOS is blocked
- AI resumes previous states better now
Added a null/empty name check for players logging in - this will prevent
people who have not been saved to the database correctly from logging in
(thus this fixes the strange name problems)
These changes should fix a lot of issues (mainly chat related like
mails, tells, chat channels) for anything that was using the out-dated
getObjectByFirstName() in chatservice. Also it'll allow us to not have
to go through uppercase and lowercase versions every time we try and
pull an object by names.
Something is very wrong with getObject. It's returning null even on new
objects that were just added to it and I need to be able to track when
it's null on the TC.
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
- Factory crate correctly implemented for REing
- PUPs proc initial steps, needs to be further developed
- Multi-colored junk items name handling added