I re-implemented Unscrambler, but in reverse! This currently only
affects names in the PlayerSpawn packet, it needs to be extended
into others to be considered complete.
See #9
* Lobby server: send back more accurate error messages for problems
* Send the dreaded 2002 error code instead. Exact error codes would probably be better.
-It is unknown if there's a list somewhere.
-Includes an extra check for trying to bypass the client-side
-Update dependencies
-Include a message that selling isn't supported yet
-Display a message indicating an item was bought
We aren't going to be adding quests ever or anytime soon, so all you
can do right now is force every quest to unlock with the aptly named
!completeallquests.
-Implement GM command collect (subtracts gil from player), but the ingame command's params are unknown, Lua only
-Implement GM command inspect, but the IPC opcode for it is different than GMCommand and is thus far unimplemented, Lua only
-The Lua API can now access all of the player's inventory (read-only)
Document some opcodes related to shops and implement a generic gil shopkeeper script
* You can now interact with shopkeepers, and if you have enough gil, you can attempt to purchase items
* Upon trying to buy items the event will auto-cancel for now, because we're missing implementations of several opcodes related to inventory management
This isn't sent in the PlayerStatus packet *yet*, only on
UpdateClassInfo. For some reason, passing it makes the client freak
out and I'm not sure why yet.
This means that the static .lib is no longer required at compile time, but
the .dll is still required at runtime. On Linux, the .so is still
required at both compile time and runtime, because linking works
differently there.
This prevents all sorts of oopsies because the client will refuse
to equip certain items, if you happen to be using a Gladiator
weapon on an Archer or vice-versa.
See #50
This removes a ton of implementation overlap between the two
command systems. For example, we had two different implementations
of unlocking aetherytes which is just unnecessary.
On the flipside, this makes implementing new GM commands just as
easy as writing debug ones. I moved the existing debug Lua
implementations into their GM counterparts and updated the USAGE
accordingly.
This reads the unknown packet data, just throwing it in a byte
buffer. This allows us to read the rest of the segmenets in
the packet, and fixes parsing.
Note that this still log spams with "wrong size" as we can't
determine the size of the unknown packet ahead of time. This is
easy to fix, but it's not a high priority yet.
Fixes#73
The PlayerStatus struct shifted around recently, so I fixed the offsets
yet again. Unlocks should be persistent now, but this as usual requires
a database wipe, sorry!
I also included some refactors of the !unlock debug command that still
had references to the old unlock_action API.