* breakout possessor from char comp
Use the correct component for possessor
cleanup scirps that were using possessor improperly
beginnings of mounts
* fix comments
added bounds check
Add the FireFirstSkillonStartup script to allow for scripts that use this to function.
Add comments
Fix QB Stunner scripts
Use SetVar for variable
Remember that variables for scripts need to be stored in the entity since a script can be used across multiple entities.
Remove unused variable
Specify Unsigned Int
Start skill asap, not next tick
The shooting Gallery now properly ends when a player leaves the instance
Frakjaw player update
Update the Frakjaw battle instance script to remove players when they leave the instance
Simplify comparison
Simplify comparison for entity pointer to be implicit
Address an issue on Brick Mesa where Battle of Nimbus Station was dropping activity loot. Tested completing Battle of Nimbus Station and ending early and was not given loot as is expected.
For Windows, the definition for a long is 32 bits, not 64 bits like on other operating systems. This caused an issue on Windows only where a number larger than 32 bits was attempted to be converted to a long, the WorldServer would crash. This commit replaces all instances of `stol` with `stoull` to further define a long and reduce ambiguity of number length.
Added the GM animation and stun for the Nexus Tower Paradox Panels for mission 1281. Tested on local instance and animation played correctly when having the mission and did not play at all before or after completing the mission
Added support for Items to have a loot source attached to them when dropped or rolled. This fixes the issue where achievements would give the item before it appeared in the achievement window.
* added tracking of the Pet Excavator achievement
* make Pet Extractor Progress Zone specific
* added tracking of Pet Excavator Achievement using player flags
* Fixed tab indent
* Fully implemented Achievement tracking for Shooting Gallery
- Removed logging in MissionTask.cpp and moved the checks for mission progression to after checking the instance.
- Implemented the achievement tracking in SGCannon as well as tracking of the maximum hit streak and progression of enemy smashes in the shooting gallery.
* Grammatical changes in comments
* Grammatical fixes in comments
Small grammatical fixes found in comments throughout the code.
* Added descriptions to functions
Added descriptions to functions that didn't have them to keep the code well documented
* Created RacingTaskParam.h
Created RacingTaskParam so eliminate magic numbers in the original implementation of completing racing missions.
* Updated magic numbers in Mission.cpp
Updated magic numbers in Mission.cpp to a meaningful name.
* Implemented racing smashable task progression
Previously, races did not progress tasks for smashing Entities. Now all achievements tracking smashables track them correctly. This has been implemented in the three Entities that can be smashed in a race (imagination boxes, track specific smashables, Forbidden Valley dragon eggs).
* Updated race imagination task progression
Race imagination now no longer uses a magic number when passed to missionComponent. Instead we use a number defined in an enum located in RacingTaskParam.h
* Updated Race task checks
Racing tasks for completing races without smashing now no longer auto complete the whole chain of missions. Tasks that track placing on tracks and races overall now properly complete. Tasks that count how many missions in a zone are completed now function. Tasks that track race completions in multiple areas now function.
* Updated RacingControlComponent.cpp
Fixed any tasks that required 3 players to now require 3 or more players in a race to progress. This restriction is ignored if the world config opted in for solo racing to allow progression in solo worlds. Updated magic numbers sent into missionComponent->Progress to an enum created in this PR. Fixed some indentation.
* Fixed a grammatical error in variable name
Fixed a grammatical error in the enum for task params
Implemented a script for the crux prime dragons to spawn the Golem Quick Build that insta kills the Entity if the player hits the dragon after the golem is built. Tested on Local Ubuntu instance against 1 Crux Prime Maelstrom Dragon and 1 Butterscorch and had no issues building the quick build or with the enemy not smashing. Enemies also correctly reset to their default behavior after the stun period has expired.