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  #1  
Old 04-05-2002, 01:59 PM
DeletedUser
Fire Beetle
 
Join Date: Sep 2002
Posts: 0
Default Bored? Thought so....

Have some information for you guys to look over while 0.3.0 is completed, have a few more problems that need to be resolved and it should be ready.

New Features:
-PVP Implemented
-Trade Fixed
-Items are now viewable in Trade
-Items can now be seen when dropped on the ground.
-Code which stops zone servers from crashing has been implemented.
-New NPC code to make their attacks more realistic
-#copychar created
-/becomenpc structs added
-Summon is available for NPC's.
-NPC and PC spells can now be interrupted.
-#movechar created
-Added PVP flagging to ServerZoneEntry.
-Added ServerType to variables. 0 = Normal Server; 1 = PVP Server
-New variable in database... UseCFGSafeCoords... 1 is ON, everything else is OFF.
-Rampage is available for NPC's.
-Added #npcspecialattk
-Added #gmspeed (100+) on/off (new Account table format. Use the new one)
-Added version tag to Servername on LoginServer List.
- Added zonepoints-code.
-Enrage is available for NPC's.
-Maxdmg/Mindmg now customizable in npc_types
-Added the command "#guild setdoor {guildEQid}" (GM+). Use this and click on the door you want to become a guilddoor.
-Banish added, customizable by level in the npc_types table.
-Added FLAG_ACCOUNT into quest scripting.
-#listnpcs recreated, now type in a name or a range of npc id's to get a listing.
-Added #npcloot money pp gp sp cp

Bug Fixes:
-Fixed a bug that caused the server to send all NPC spawnpackets twice to the first client.
-Interrupting spells by ducking/jumping now will no longer freeze you.
-NPC and PC spells can now be interrupted.
-Fix in ListNPCs to avoid infinite loop and use of strupr & strstr.
-Fixed a bug that caused objects (dropped items) not to spawn for new clients which enters the zone
-Fixed an issue with safe coordinates having the X and Y value reversed.
-Made it so that when you zone, you should now go to the correct safe coords in the zone, instead of always going to the database safe coords.
-Some fixes to WesQuests.cpp for Linux
-Fixed Linux compile.
-Doors will open with the right animation now (use new table)
-Fixed small errors in #help list.

Misc Changes:
-Changed character zonename & x/y/z position to be read from new columns in character_. Use the new format.
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  #2  
Old 04-05-2002, 02:20 PM
Jay
Sarnak
 
Join Date: Feb 2002
Location: Indiana
Posts: 30
Default

OMG you guys have been busy! Words cannot describe my pleasure in seeing what you guys have been up to. I must say the emu is rapidly approching full on semi-verant status.

One feature in particular which has sparked my interest is the #guild setdoor command. I am assuming it allows a guild leader to set the targetted door as "locked" to non-guild members. Am I correct? If my assumption is accurate I am greatly impressed with that feature. I believe it will add a more life-like feel to the server and the guilds which inhabit it.

All together it looks great! This release took care of a LOT of things. I look forward to working on the new database and invoking all the new features! WTG Devs!
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  #3  
Old 04-05-2002, 02:35 PM
Katt
Fire Beetle
 
Join Date: Apr 2002
Posts: 13
Default /clap

Good Work!
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**Katt in the Hatt**

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  #4  
Old 04-05-2002, 03:27 PM
theCoder
Sarnak
 
Join Date: Jan 2002
Posts: 90
Default

Wow, I can't wait until 0.3.0 is out. I'll probably be running around clicking on all the doors (after, of course, I summon all my items). With the door stuff, does that means that the lifts work in Kelethin?

As to Jay's comment, it looks like the #guild setdoor command is for GM+ only (100 or above). This is probably a good idea, otherwise one guild leader could lock other guilds out of the banks or something But otherwise, that sounds really neat as well!
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