* FM, Taros and Boosts awards from killing mobs should be pretty
accurate now. A temporary formula for adjusting player/mob level gap is
implemented, but it will probably need to be adjusted in the future
* Mobs now drop correct crates
* Crates can be opened and give you correct items This includes
regular mob crates, world boss crates, mission crates, IZ race crates,
E.G.G.E.R.s, golden Eggs, and Event Crates. Keep in mind that neither
IZ races or golden Eggs are implemented, but if you spawn such a crate
it can be opened.
* All data is read from a json file, for which I'm going to release a
tool soon so it's easily adjustable
* There is a new setting for enabling events, which enables dropping
extra event crates These are Knishmas, Halloween and Easter
* Initial Group Implementation
* Request/refuse/join and leave groups.
* Chat into groups.
* Get status updates on every group member each tick.
* Owner leaving the group destroys the entire group.
* Added more nano powers
* Revive for both variants work.
* Many nano powers now have a group variant working.
* Enemy checks for aggro before retreating.
* Enemies keep aggro on dead players with revive nanos out.
* Further Nano powers + Bugfixes
* Infection damage now relies on bitcondition flags.
* Antidote power now works.
* Improved how groups handle leaving players.
* Fixed mob aggro range.
* Group Healing is now functional.
* Possibly fixed the player being unselectable bug.
* Fixed indentations.
* Dismiss nano when starting a MSS ride
* Sneak, Invisibility and Bugfixes
* Sneak and invisibility affect mob aggro.
* Possibly bugfixed equips not showing to other players.
* Aggro checking is less likely to cause nullptr related crashes.
* Group PR cleanup.
* Made sure to label all hacky workarounds
* Implemented the Antidote nano power the right way
* Cleaned up the way various little things are written
Didn't have the opportunity to actually test groups.
Co-authored-by: CakeLancelot <CakeLancelot@users.noreply.github.com>
Co-authored-by: CPunch <sethtstubbs@gmail.com>
Co-authored-by: dongresource <dongresource@protonmail.com>
* Player weapons and armor ratings are taken into account when damaging/getting damaged by mobs.
* Players have a 5% chance to critical strike mobs, this doubles the player's weapon power.
* Aside from player and mob stat based damage variance, there is also an inherent 20% variance to any damage.
* set up "go to the time machine" button working
* warping to the past now sets PayZoneFlag and removes all active missions
* added gumballs functionality
* added nano potions functionality
* formatting fix
* Clean up spacing/indentation
* Proper enum formatting
* Fix nano dismissal (for real this time)
* Do not copy Player struct when a pointer is right there
* Stop looking after the trade partner has been found
* Make sure we're shifting unsigned values (and 64-bit when they need to be)
* Look for JSONs in tdata/
* Add a dbsaveinterval to the example config.ini, in the login category
* Sanity checks + Starting level changes
- Item movement handler checks to make sure items aren't moved from equipment slot to equipment slot.
- Item give command checks to make sure an out of bounds item is not spawned (Below iType 0 or above iType 8)
- Players now begin at level 36, consequently the item give command does not level you up now.
* Initial Trade Implementation
* Sanity Check
- Prevents out of bounds item movement by comparing it to AINVEN_COUNT.
* Taros and Trading
* Update ItemManager.cpp
* Update ItemManager.cpp
* working trading system
* Trading system code pointerified
- It works with the recent pointer changes needed.
* Vehicles and Trading bugfixes
* Sanity checks + Starting level changes
- Item movement handler checks to make sure items aren't moved from equipment slot to equipment slot.
- Item give command checks to make sure an out of bounds item is not spawned (Below iType 0 or above iType 8)
- Players now begin at level 36, consequently the item give command does not level you up now.
* Initial Trade Implementation
* Taros and Trading
* working trading system
* Trading system code pointerified
- It works with the recent pointer changes needed.
* Item Manager (Initial Implementation)
* Item Manager (Second Phase)
* Item Manager (Phase Three)
* Not Working Code
* Inventory Implementation (Complete?)
* Items Implementation
-Fixed Indentations
-Final touches to make it all work
* Update Makefile
* Added small comments
-- needs to be fixed