Scripts are normally loaded when they are needed, with the exception of
Global.lua that's only loaded once at start-up. But now you can reload
it in-game with the !reload command, which should make event and command
scripting way less of a hassle.
-Renamed permissions to required_rank
-Don't panic when the script author omits required_rank
-Reset state in the global table after reading it, so scripts can refresh it each time
Allows commands that have a default set of arg(s) to use those when none are specified, as well as
allowing commands to act as toggles (such as a wireframe toggle, or disabling any set festivals).
I don't know why I created a new message kind just for spawning NPCs
when ActorSpawn does this just fine. But what this actually means is
that the debug NPCs can now be spawned more than once.
This is just a band-aid fix, we really need to the separate the chat
connection from the rest of the zone connection logic. But this will at
least stop some annoyances when logging out.
Instead of everyone starting out as a GM, they are a normal user by
default. Right now the only way to set GM rank is through editing the
database. The online status is set accordingly.
This doesn't work 100% reliably yet, but the world server should now try
to commit your player back to the database if it detects you disconnect.
I also fixed a mistake where the global server state never removed
clients when they errored out. There's now code to remove your actor
from the instance when disconnecting, but this doesn't work reliably yet
either.
This makes the Teleport action functional now, although it looks pretty
rough as it warps you instantly instead of waiting for the action to
actually finish.
This begins figuring out how we are going to be propagating actor
control state: e.g. targets, poses, and other misc effects. I ended up
sending client triggers to the global server state, who then creates the
needed actor control packet for the other players.
Now players can see what other players are targeting!
This is super simple, you get the player and the args (which you can
choose to split if you so choose.) I reimplemented the !setpos, and will
start doing the rest of the commands.
This means the three ARR inns are now "functional" (as in, you can enter
and exit them.) I also added some code to give you control of your
character in case you hit an unimplemented event.
It turns out that most warps are just a yes/no, and can be handled by
one single script. I scripted the lift attendants from Bulwark Hall <->
Airship Landing <-> Drowning Wench this way.
The inn bed is the most complex script we have written so far, and needs
a little bit more logic to when it finishes. I also made it play the bed
animation, although you *will* sleep forever as we don't know how to
disconnect you yet.
This kinda works, you can now talk to them without locking up your
character but you aren't warped yet. I also need to clean up the mess of
the Lua API.
I wanted to add armory chest support but the current state of the
inventory was a little frustrating. Adding new containers was too
difficult, so I made the system *even more* generic and easier to use. I
have also split it up into it's own module with a nicer file layout.
Oh yeah, and armory chest works too now.
Everyone's favorite copying mechanism/purchasable item is now functional
in Kawari. The item doesn't disappear once you use it, because there's
no API for that yet.