Commit Graph
15 Commits
Author SHA1 Message Date
Treeku 69da7a4abd Commands now account for different cmdTable struct 2014-04-07 18:31:13 +01:00
Treeku 0bbf98e209 All command tables now get read 2014-04-07 16:31:23 +01:00
Ziggeh c1486c27fe Commands - Fixed getters and setter for targetType 2014-04-07 11:29:19 +02:00
Treeku b89190fd97 Fixed invalid postures/states problem 2014-04-07 05:12:43 +01:00
Treeku 92b262d828 Fixed float error properly 2014-04-07 05:02:39 +01:00
Treeku 497f290e54 Fixed cast exception (maxRangeToTarget is a float) 2014-04-07 04:53:38 +01:00
Treeku 948f4db778 Fixed a few more errors 2014-04-07 04:45:59 +01:00
Treeku 3e46e6e7d5 Fixed byte adding error in command reading 2014-04-07 04:38:03 +01:00
Treeku 53c54b983e Fixed duplicate maxRangeToTargets 2014-04-07 04:32:03 +01:00
Treeku 0ff0c2657f Commands refactor part 1. Read more...
- Commands no longer need to be registered.
- No need for combat command registration.  This is detectable by if it has a value for characterAbility.
- No need for alias registration.  Use core.callScript.callCommand() in the duplicate script.
- No need for GM cmd registration.  There is a column called godLevel for this.
- Command ranges were not checked, allowing buggy issues like buffs being applied from 2000m away!
- Buffs will be auto applied now to target or self without needing to be scripted.
- Target types and command types are in the table (whether the cmd should be used on you, ally target, enemy target or group) as described here https://github.com/ProjectSWGCore/NGECore2/issues/370 <-- This is going to save us months of wasteful scripting and combat bugs
- Invalid weapons are now checked
- Cooldowns now check for cooldown group rather than commandName
- HitType no longer needs to determine attack range; this info is in the commands table
- Locomotion is partially checked and states fully checked
- Command table breaks when it's found the command for efficiency

In general, we were hardly using any of the info in the commands table and instead struggling to script it and experiencing loads of bugs as a result.  It's a waste of time to script what is already there.
2014-04-06 22:39:30 +01:00
Waverunner 9e80b5eeae Added basis for server-side cooldown checks, added warmup checks, closed #273
Note that cooldown check is currently used only for the holoemote
command. To add a cooldown to any command, all you have to do is
CreatureObject.addCooldown(name). In this commit I also moved some
cooldown variables from CombatCommand to BaseSWGCommand since many
non-combat commands had cooldowns (Wookie Roar, Holo-Emotes). I also put
in a warmup cooldown (time before command is called) for non-combat
commands.
2014-04-03 19:23:31 -04:00
Light2 6daca0347c Fixed double login bug, added gm permissions, added checks to gm commands, update your postgresql db 2013-12-14 22:14:45 +01:00
Light2 ca5aae4187 Added DoTs, added buff stacks, fixed several combat bugs, added several commands and buffs 2013-09-29 19:17:16 +02:00
Light2 cfa5ea5a43 Added expertise, added AoE/Cone combat, added some commando expertise boxes as an example for expertise scripts 2013-08-28 17:56:35 +02:00
Light2 7d66690c49 NGECore2 Code 2013-07-07 21:07:06 +02:00