Server: quest system, social layer, aggro, persistent script variables
A quest system with an editor tool, runtime module and dialogue integration; private messages, friends and ignore; an AggroModule with killer-owned loot; persistent script variables; staff ranks synced from the dashboard.
Gameplay#
- Quest system. Tasks authored in the editor's Task editor drive a runtime quest module; quest progress can be advanced from dialogue. The client's Info tab is replaced by a quest list with a detail popup.
- AggroModule. NPCs author an aggro radius and leash; combat loot is owned by the killer. Respawn is configurable and shops use real prices.
- Social layer. Private messages, a friends list and ignore, using display names.
- Item, XP/level and location events that were declared but never fired are now published to modules.
Scripting and admin#
- Persistent script variables in dialogue and scripts, with save hardening.
- Permission ranks (in-game staff) are synced from the dashboard control poll; Play Local grants dev admin.
- Platform modules take precedence over same-id project modules.
TaskCommands.cs, which had never compiled in any project, is fixed.
More in this area
Editor 1.0.19
The first release since 1.0.18, carrying the 47 commits that landed after it: cloud project sync, viewport-first item authoring, item property toggles, multi-trigger loot tables and schema editors.
Script editor schema tables, model-rendered item icons, and loot-table triggers
The Script Editor gains data and table editors for server schemas and an undocked window; item icons render straight from the item's 3D model; loot tables accept several triggers per item or object drop.
Server: item rules, item-on-object events, and combat positioning
The server enforces stackable, tradeable and droppable item rules, publishes an ItemOnObjectEvent for modules, credits kills to the killer, and stops melee combatants stacking on one tile.
