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.
We have had an import feature for a while, allowing you to easily
recreate your retail character from Auracite backups. But the feature
was implemented *before* we had proper service accounts, and it always
assigned it to ID 1.
Now it's moved to the user-visible account management page.
I wanted to make the lobby screen reflect your currently equipped items,
but that doesn't yet for some reason. These are still good refactorings
though!
The opcode wasn't updated for 7.20h, and I think was overlapping with
some status effect list one (hence the weird stuff happening in the
update showcase video.) Also updated the testdata, even though it wasn't
needed.
I also added back the actor hp/mp update, because I deleted that
thinking it would fix something but it didn't.
Just for fun, but this isn't hooked up to any commands yet. I need to
make some command changes anyway, and will hook it up when I do that
refactoring.
Now other players won't spawn at 0,0,0 (which is wrong, almost nobody
is there) and will reflect their actual position/rotation when spawned
in. This is also updated on the server - so new clients are aware of
your last position/rotation - and can be used later for visibility
checks.
This is to workaround a bigger bug where I don't properly enclose actors
in their zone, so you can hit an assert while traveling between zones.
But this is something that has been needed anyway, and also fixes that.
All accounts were sharing the same character list, but now they should
be properly separated. This also modifies the login database to prepare
for multiple service accounts, but there's no way to manage them in the
web interface yet still.
Instead of one single slot available in your inventory, all four pages
should be available now. Moving items around should be less buggy, and
it's now possible to discard items.
Items cannot stack still, and when given will always take up the next
free slot.
Curiously the spawned clone shows up as a player, despite not using the
NPCSpawn packet. This might be a suitable workaround for the
PlayerSpawn packet being buggy from our side.