Jump to content

[Discussion] Eternity-World High Five Emulator (Only For Test Pack)


Recommended Posts

pack updated

 

- Clan Trader rework to script

- Restored lethal for Deadly Roulette

- Add Sieges Reward system

- Mercenary Captain rework to script

- Add to config [skillChanceShow] calculation of dagger skills

- Add Balance Character System

- FameManager rework to script

- Fixing Harvesting skill.

- AI cosmetic fixes.

* Added missing special camera in Antharas' death.

* Added missing special camera in Valakas' death.

* Fixed wrong battle start music for Queen Ant.

 

- Fixing Chain Heal behavior with different targets.

- Add Skills Checking System

- Rework some spawn squares to -> .xml [18_25, 19_10, 19_13, 19_14, 19_15]

- Fix SelMahumChefs AI

 

 

Link to comment
Share on other sites

  • 2 weeks later...

- Item Mall rework [Full realize]

- Effect template loading cleanup.

- Debuffs without abnormal type should set in use and stats added to the character.

- Updating ExSendUIEvent packet to support NpcStringId as well.

- Updated/Unhardcoded all "ticks" values in skills.

- Fixing skills without any affect limit set, it should be unlimited in that case.

- Fixing minor typo in Valakas AI (Using wrong skill id for Valakas Regeneration

- Rework to java quest _421_LittleWingAdventures

- Fix for loading mitlisell 32487.xml

- All EffectHandlers transfer to core

- Add Safe Admin System

Link to comment
Share on other sites

- Add Auto system of receiving Premium Account

- Skills rework:

* L2PcInstance:

* Removed isUsingDualWeapon() not used anymore.

* Removed custom check for Strider Siege Assault skill (new condition will be added soon).

* Fixed double system message when you use Soul Rage skill.

* Stats:

* Removed useless stats (LETHAL_RATE, AGGRESSION_VULN, AGGRESSION_PROF, CRIT_PROF, NONE_WPN_VULN, transformId).

* !SystemMessageId:

* Updated system message when you done damage on target.

* Added missing system message for Seven Signs quests (quests will be added soon).

* Formulas:

* Moved calcLethalHit in proper effect handler.

* Cleanup and fixes some methods.

* Fixing blow bonus when you hitting from the side of target.

* L2Character:

* Removed !CpConsume check and fixed skill Over the Body.

* L2CubicInstance:

* Added !CubicDrain method.

* Removed useless comment.

* Fixed Magical Critical Rate calculation.

* L2Skill:

* Removed staticDamage variable, now have own effect like retail.

* Removed canBeReflected variable, now have his proper checks.

* Cleanup and fixes some methods.

* L2SkillType:

* Deleted PDAM, MDAM, MANADAM, CPDAMPERCENT, DRAIN, DEATHLINK, FATAL, BLOW, STRSIEGEASSAULT and CHARGEDAM.

* L2EffectType:

* Added new effects DEATH_LINK, ENERGY_ATTACK, FATAL_BLOW, HP_DRAIN, LETHAL, MAGICAL_ATTACK, MAGICAL_ATTACK_MP, PHYSICAL_ATTACK, PHYSICAL_ATTACK_HP_LINK and STATIC_DAMAGE.

* Renamed !IncreaseCharges to !FocusEnergy and made effect retail like.

* Added new effect !FocusMaxEnergy.

* Effecthandlers

* Removed !StatusUpdate from some effect because is already updated by setCurrentHp, setCurrentMp and setCurrentCp methods.

 

'NOTE': New skill debugging will be added soon.

 

- Character templates rework.

- Support for XML character templates

- Support for table level-upgain data (HP, CP, MP and HP-, CP-, MP-regeneration) instead of calculated data

 

Move speed stat:

- rework of calculation (getBaseMoveSpeed() method for CharStat and children)

- calculation of walk speed from run speed was replaced by table values

- core support for pet's template "speed_on_ride" parameter

- penalties for level diff with mount and hungry mount was implemented

 

PDef, MDef stats:

- values for empty paperdol slots were unhardcoded

- P.Def. formula was updated

 

- Effect fix:

* When removing effects they shouldn't be set as not in use in effect list.

* Reported by: nBd

* Reviewed by: nBd

* Removing a couple of useless effect types.

* Making onActionTime() method non-abstract, it returns false by default.

 

- Cleaning up L2PcInstance:

* Moving all task like Runnable classes in own files.

* Handling door open request and summon player requests with addScript/getScript instead of having defined that variable all the time even when it wont be used.

* Reworked Teleport Bookmarks system:

* Using Map instead of List because we need an id and we can get it instead of looping all the time.

* Removed finalization of Location class to be able to extend it.

 

- Fixing minor typo within L2PcTemplate (Missing break in setUpgainValue method)

- Reworking Attack server packet:

* Fixed wrong logic causing to write more hits then it should (How the hell it was even working until now lol).

* Moved Hit class into own file.

* Sorted flag creation by mask id.

* Reworked a little hit creation.

* Added getter for soulshot - hasSoulshot().

* Added new method in L2GameServerPacket writeLoc(Location) it will write 3 32bit int values (x, y, z).

 

- Rework of targeting system:

* Moved all the packets that must be sent on new target inside setTarget method in L2PcInstance instead of all over the sources.

* Cleaned up setTarget method in L2PcInstance

* Preventing from sent status update when hp/mp/cp was not changed.

 

- Restoring setTarget for L2Tower (Accidently deleted in previous commit)

- Removing hardcoded skill implementations:

* Removed L2SkillSpawn.

* Removed L2SkillCreateItem.

* Removed L2SkillDecoy.

* Removed some skill types.

* Removed some effect types.

* Minor cleanup in L2DecoyInstance.

* Added support for effect parameters!

 

- Reworking traps:

* Removing hardcoded skill handler L2SkillTrap.

* L2PcInstance minor cleanup.

* Removed L2Trap.

* Reworked L2TrapInstance, now extends L2Npc not L2Character.

* Moved trap related runnable tasks to proper files and package.

* Reworked ConditionPlayerRangeFromNpc in a more retail like way.

* Allows list of NPC Ids.

* Allows expected value.

 

- Removing hardcoded skill handler L2SkillLearnSkill.

- Unhardcoded herbs check from calcEffectAbnormalTime, now using abnormalInstant boolean.

- Reworking effect's success calculation:

* Avoiding creation of many Env objects inside for statements.

* Avoiding some toArray operations.

* Using static empty array as parameter into some toArray operations since ArrayList only use parameter to get type, there is no need to instantiate a new array of proper size.

* Passive skills add effects to player in method getPassiveEffects(..) as active skills do in getEffects(..).

* If calcSuccess() is not overridden in datapack effect implementation, effect success will depend on Formulas.calcEffectSuccess(env) formula.

* Fixed bug where we calculated success with Formulas.calcEffectSuccess(..), then inside effect implementation as well.

* To make an effect land always, override calcSuccess() in effect implementation and return true.

* To use a specific success formula, override calcSuccess() in effect implementation and return the result of the formula.

 

- Unhardcoding 'Mercenary Manager' AI

- Fixing Signet skills, over time skills and toggle skills.

- Unhardcoding can be stolen condition for transformations and fishing potions.

- Fixes to tick related skills:

* Removed useless methods from L2Effect.

* Added getTimeLeft() method to properly calculate remaining time, according to effect's abnormal time and tick count.

* Changed ticks' default value to 0.

* Removed unused ConditionForceBuff.

* '''Pre-implemented instant effects!'''

* Retail like system messages for skill dispel, toggle abort and effect end!

* Cancel related skills must be verified in retail.

* Reworked "buff display" packets.

* AbnormalStatusUpdate

* PartySpelled.

* ExOlympiadSpelledInfo

* Improved remaining time calculation.

* Fixed consume in continuous skills (toggle/ "over time").

 

- Debuffs duration is now affected by resistances.

- Fixes to Player Can Escape condition implementation.

 

Link to comment
Share on other sites

  • 2 weeks later...

- Changing a couple of Quest method to static.

- Reworked Buylist and npc reload data:

* !TradeController is now replaced by !BuyListData class.

* Moved data from SQL to XML

* Dropped custom sql tables (There will be a folder for custom buylists as there are for multisells and so)

* Reworked reload of npc skills and droplist.

 

* Reworked L2NpcTemplate:

* Replacing all the ArrayLists that was holding AI skills by type with one Map.

* Dropped not used holders of AI skill types.

* Added methods to reset skill list and drop list in order to reuse current holders when reloading.

 

- Removing resetSkills from L2NpcTemplate's constructor it was old approach that has changed and forget to clean it up

- Moved Env object creation outside the loop when checking skill conditions.

- Fixed really rare NPE that can occur when you kill a mob and your char is not online in 5 seconds when notification of killed mob is made.

- Reworking manufacture system:

* Changing data holder from List to Map with recipe id as key to prevent from duplicated records.

* Replaced Recipe class in RequestRecipeShopListSet with L2ManufactureItem.

* Prevented from creating manufacture map when is not needed.

 

- Fixed NPEs in PetFeedTask when player has no mount.

- Punishment system rework:

* Added ability to keep unlimited amount of punishments.

* Added ability to ban/jail by char, account and ip.

* Each ban now has issuer and can be limited for specified time.

 

- Missing abnormalTime in Skill "Disarm".

- Added missing npc that can open multisell 306893001

- Fix quest _409_PathToOracle missing give quest item.

- Typo fix Restore Dispel Skills system

- Nottingale script rework

 

Link to comment
Share on other sites

please check, correct i did?

 

No. I dont see [text].

Plus this topic is locked because your link is dead.

If you wish to upload it somewhere else just gimme a pm to unlock it.

Until then will remain locked.

Link to comment
Share on other sites

  • 2 weeks later...

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.




  • Posts

    • a beautiful response from a liar who is not even a man to admit it, at least it is recorded here that you are nothing more than a thief, this is your character as a person, which I hope one day you will have the courage and apologize to whoever you stole from, which I don't even need to talk about anymore, you know very well who you stole each job from, here I end the attacks, because someone deserved to come here and unmask you to the l2 community.
    • Yes Sir. Of course Sir, you know everything, Sir. If you said so, Sir. What about asking your "friends" where they get it they patch from? Kappa
    • Let's make one thing clear here, you don't have a patch/rev, what you have is a complete theft of codes, and if you are a real man, admit it, because my BR friends know very well that you are known for being the so-called interface copy/paste, because you don't create anything, you take advantage of years of work from people and steal it and sell it and you have the courage to talk about my patch, be ashamed of yourself.
    • i dont know why im the topic here if this is not even my patch, it seems you love me, even know my whole story... xd but good old times when we would EXCHANGE stuff betwen our selfs to make interfaces to our usage and likening... never talked to much with OMGz, but seems like a good guy   good old times when was all just having fun and editing stuff and playing, today is all about clout and money, i have that u dont hahahah   they will never come back..   i already left anything beside long time ago idk why think on me too much, just want to enjoy my free time to play some games and have fun.. but looks like somehow find a way to relate me to something, maybe you think on me to much idk, kinda weird.. unfortunately, you are looking at this code thinking that  "oh it has his name and abreviation, its from him" but i must say its not... i dont need to stay here saying that this and that happened, because i know very well that you know exactly what happened... peace for all PS: and.. my main language is pt br, not spanish like in the src...
    • Hi, i copy patch from L2acdc but have problem with 2 things... HP indicator, target animation... some1 know fix it ? i think need edit .dll files for it. Or its working it here in this patch ? thx    
  • Topics

×
×
  • Create New...