Commit Graph
1129 Commits
Author SHA1 Message Date
Ziggeh e9f4f39fd0 Commands - Fixed minor variable naming error 2014-04-07 18:56:30 +02:00
Treeku 3bff39bd2e Added alias "afk" for "toggleawayfromkeyboard" 2014-04-07 18:56:29 +02:00
Treeku 9b87eb0f59 Commands check LOS & distance if correct type 2014-04-07 18:56:29 +02:00
Treeku 51f89dced7 More command service improvements 2014-04-07 18:56:28 +02:00
Treeku 4de1120376 Fixed unreachable code 2014-04-07 18:56:28 +02:00
Treeku 144e483769 Few command improvements 2014-04-07 18:56:28 +02:00
Treeku 3ff8d7b940 Fixed issue with returning combat commands 2014-04-07 18:56:27 +02:00
Treeku 78d0f90ee7 Fixed invalid postures/states problem 2014-04-07 18:56:27 +02:00
Treeku e3cf93fbb1 Fixed float error properly 2014-04-07 18:56:26 +02:00
Treeku 78b6b52740 Fixed cast exception (maxRangeToTarget is a float) 2014-04-07 18:56:26 +02:00
Treeku 8cbf80b2ce Fixed a few more errors 2014-04-07 18:56:25 +02:00
Treeku 4aa3b7058a Fixed byte adding error in command reading 2014-04-07 18:56:25 +02:00
Treeku b7eef0cf35 Fixed duplicate maxRangeToTargets 2014-04-07 18:56:24 +02:00
Treeku 9dded09432 Fixed a few more things 2014-04-07 18:56:24 +02:00
Treeku 131841520b Fixed a few things 2014-04-07 18:56:23 +02:00
Treeku 8398a2dc56 Cooldowns only added if they are more than a 1 sec
It's probably not worth it otherwise.
2014-04-07 18:56:23 +02:00
Treeku 0bf30444fc Fixed null errors 2014-04-07 18:56:22 +02:00
Bronco69 5516a55762 fix in Medic expertise
realized that the health buff is linked to the stamina box in expertise
http://i.imgur.com/hW0L0zp.jpg
ive chosen CL48 for mark 2 because you get initially mark 1 at CL48 too.
2014-04-07 18:56:22 +02:00
Bronco69 01fedd5cdb fixes in Jedi expertise
multi expertise commands fixed
2014-04-07 18:56:21 +02:00
CharonInferar bc8172a008 Fix at suspicion of concurrency problem in surveyingservice 2014-04-07 18:56:21 +02:00
Ziggeh 29b6738852 Jedi - Fixed Force Throw and Spark 2014-04-07 18:56:20 +02:00
Treeku 6e137ab561 Commands can have custom cooldowns again 2014-04-06 23:07:30 +01:00
Treeku 124fb6747f Minor cooldown change 2014-04-06 22:52:45 +01:00
Treeku 863176353d Forgot something 2014-04-06 22:44:26 +01:00
Waverunner d835bdb61c Merge branch 'master' of https://github.com/ProjectSWGCore/NGECore2 2014-04-06 17:42:21 -04:00
Waverunner 494bd4a8ad GMs can now get the accountId of the target (getplayerid) 2014-04-06 17:42:08 -04:00
Treeku 86e72f29f8 Commands refactor part 2. Read more...
- Commands no longer need to be registered.
- 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 22:40:02 +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
Light2 87db82f6fa Merge branch 'master' of https://github.com/ProjectSWGCore/NGECore2 2014-04-06 22:58:01 +02:00
Light2 e6d336836c fixed action/health regen bug 2014-04-06 22:57:48 +02:00
Seefo a67012dd09 Merge branch 'master' of https://github.com/ProjectSWGCore/NGECore2 2014-04-06 16:31:46 -04:00
Seefo 584380503c Changed buff for Elder Jedi Oppressor Robe 2014-04-06 16:31:34 -04:00
Waverunner cc1ce8bf2c Merge branch 'master' of https://github.com/ProjectSWGCore/NGECore2 2014-04-06 16:30:14 -04:00
Waverunner 438c960d88 Buffs refactored to use DatatableVisitor on server load
Originally, everytime a new Buff instance was created, it would loop
through the Datatable Visitor everytime. Now it's only done once on
server startup and put into a buffMap. A copy of the base buff is then
done through the constructor of Buff class should a new instance of that
buff type needs to be created from the one inside the map.
2014-04-06 16:29:31 -04:00
Light2 25eefbd989 fixed #388 2014-04-06 21:43:58 +02:00
Light2 b350bad2da Merge branch 'master' of https://github.com/ProjectSWGCore/NGECore2 2014-04-06 21:20:26 +02:00
Light2 96bed77202 some AI fixes 2014-04-06 21:19:16 +02:00
Seefo de28fe1fc6 Merge branch 'master' of https://github.com/ProjectSWGCore/NGECore2 2014-04-06 14:58:06 -04:00
Seefo 540c6b20de Fixed armour calculation bug when wearing a Jedi robe 2014-04-06 14:57:53 -04:00
Waverunner 730b446f02 Change holoemote cooldown to seconds 2014-04-06 14:42:02 -04:00
Treeku 74b1c107af Minor cooldown fix 2014-04-06 19:36:42 +01:00
Treeku 4f56b40d84 Changed cooldowns to correctly use a float 2014-04-06 19:30:11 +01:00
Treeku f23c6be71d Removed check preventing new skillMods showing 2014-04-06 18:49:41 +01:00
Seefo 61ef24cbac Revert "Cleaned up calculateArmorProtection in the Equipment Service a bit"
This reverts commit 62166f0929.
2014-04-06 13:34:45 -04:00
Seefo 62166f0929 Cleaned up calculateArmorProtection in the Equipment Service a bit 2014-04-06 13:33:53 -04:00
Waverunner eb9624533f Fixed #300: (Misc) Clicking on profession icon does not alterate within list 2014-04-06 12:52:44 -04:00
Waverunner 1fbf0613a7 Fixed #386: Wookies/Ithorians cant gain CL 90 via frog
Added option to load resources or not too (enabled by default)
2014-04-06 12:11:27 -04:00
Seefo 5c34a3644e Updated some Jedi robe scripts and fixed a concurrency error 2014-04-06 12:01:32 -04:00
Seefo e0eb5c3c5f Updated Player Object version 2014-04-06 11:44:19 -04:00
Waverunner 47c6eb2f45 Merge pull request #390 from Mesagoppinmypants/patch-1
Added Lava Cannon to Frog
2014-04-06 11:19:31 -04:00