Jump to content

aCis - Changesets


Tryskell

Recommended Posts

Changeset 388 (1562)

 

Movement is still experimental. The status IS NOT OK for LIVE servers. MoveToPawn behavior still need to be fixed.


Siegable Hall isn't tested, and probably need further development. Those CHs are normally fully working regarding owner administration.

 

Env drop, PartyMatching, Quests, Bugfixes, Organization

 

Env drop - Ty Hasha for debug.
    - Drop Env and Lambda, which were retaining a lot of pointless variables.
    - Add missing "base" functions, and make a use of it.
    - All FuncHennaCON/DEX/... are merged into FuncHenna.

 

PartyMatching
    Organization
        - Merge PartyMatchWaitingList and PartyMatchRoomList into PartyMatchRoomManager.
        - Move PartyMatchRoom on model.group, make it use AbstractGroup.
        - Delete package model.partymatching.
        - Related packets are cleaned. Methods are generated on appropriated classes to make it cleaner.
    Bugfixes
        - Fix all possible CMEs due to unappropriated containers, fix one possible NPE.
        - Rework the changeLeader management to avoid a client crash.
        - Add the missing max member amount check.
        - Rework waiting list behavior to fit with L2OFF.
        - Set the location as "1", to avoid a client crash. Put a TODO, as we miss needed implementation to code it as it should.

 

Quests
    - Q351 : Fix reward. Ty p0w3rf1y.
    - Q025 addition. Ty roko91 / Hasha.
    - Q335 addition. Ty RooT / Hasha.

 

Bugfixes
    - Fix login system, reverting Account cache system.
    - Clan skills aren't rewarded on Player relog if reputation < 0.
    - Clan skill, upon acquisition, isn't rewarded if reputation reaches 0.
    - Add a missing Config.MINIMUM_CLAN_LEVEL use over ClanMember.
    - Fix Sand Cloud, Heroic Grandeur, Heroic Berserker, Invocation skills.
    - Rework ForestOfTheDead in order Npc references are correctly exploited + some cleanup. Ty Hasha.
    - Fix HP/MP Clan Hall regen calculation. Ty p0w3rf1y.
    - Save ClanHallFunction upon creation. Ty p0w3rf1y.
    
Organization
    - Optimize packet sending over Clan skill acquisition.

 

Movement is still experimental. The status IS NOT OK for LIVE servers. MoveToPawn behavior still need to be fixed.

 

Siegable Hall isn't tested, and probably need further development. Those CHs are normally fully working regarding owner administration.

Link to comment
Share on other sites

Changeset 389 (1660)

 

Movement is still experimental. The status IS NOT OK for LIVE servers. MoveToPawn behavior still need to be fixed.
Siegable Hall isn't tested, and probably need further development. Those CHs are normally fully working regarding owner administration.

 

AI rework, Organization, Bugfixes

 

AI rework - ty bowling4soup
    - Drop all redundant parameters (_skill, _target,...). We now use parameters from Intention.
    - Merge setNextAction and setNextIntention behaviors.
    - Add all missing queued actions (sit/stand, move/stand, etc).
    - Stacking attacks don't bug anymore, it is now processed by queue intention.
    - Skills (toggle skills included) are now queued if a cast is already occuring.
    - TamedBeast got now its own AI.
    - Drop following AiEventType : STUNNED, PARALYZED, SLEEPING, ROOTED, CONFUSED, MUTED, AFRAID, FAKE_DEATH and their related AbstractAI#onEvt. Merge all start/stop methods with the few uses upon skills.effects.
    - Add following AiEventType : FINISHED_ATTACK_BOW, BOW_ATTACK_REUSED, OWNER_ATTACKED.
    - Add following IntentionType : USE_ITEM, FAKE_DEATH.
    - AdminEditChar#gatherCharacterInfo is slightly edited.
    - Add Creature#_hitTask and _bowReuseTask to track current attack, giving the possibility to deny launched attack.
    - Attack stance activation has been reworked.
    - Shift use is now taken in consideration for attack, cast, pickup, interact and follow intentions.
    
Organization
    - Generate CreatureAttack and CreatureCast (doCast got now a int, int version for easier usage) based on Creature content. Organize Creature leftover.
    - Many comments over skills are cleaned up.
    - Introduce ElementType enum, which got embedded vuln/res Stats for easier method process. Skills are edited accordingly. Fix few skills elements.
    - Split enums from NpcTemplate to their own classes (NpcAiType, NpcRace, NpcSkillType).
    - NpcRace got embedded vuln/res Stats for easier method process.
    - CreatureStat is cleaned up (javadoc included).
    - Stat related calculation (STR, DEX, INT,...) is now processed only on PlayerStat, which avoid 300k calcStat calls on server loading (and probably far more on regular exploitation).
    - Addition of cantBeNegative() on Stats for easier method process.
    - Merge Formulas#calcPAtkSpd and Creature#calculateTimeBetweenAttacks into Formulas#calculateTimeBetweenAttacks. Introduce a security limit of 100ms. Fix it using AdvExt as reference.
    - Add clone() override upon Point2D, Location and SpawnLocation - make a use of it.
    - Generate Creature#fleeFrom, Creature#moveUsingOffset and Npc#moveFromSpawnPointUsingOffset for easier management of such behavior.
    - Rename Creature#setRunning/setWalking > forceRunStance/forceWalkStance, Creature#setRunning(boolean) > setWalkOrRun(boolean). Proper override is done.
    - Move Creature#_AIdisabled to Npc#_isCoreAiDisabled.
    - L2Effect > AbstractEffect. Big cleanup + javadoc. Delete most EffectTemplate redundant variables, use getTemplate() content instead.
    - Generate EffectHolder, which is used by multiple packets.
    - Drop "applyCond" parseCondition call over attachEffect (useless/unused).
    - Generate SkillOpType / SkillTargetType enums. Edit skills.xml accordingly.
    - Split the 28 targets type in their own ITargetHandler, introduce TargetHandler. Generate gameserver.handler.targethandlers package.
    - Delete unused L2Skill removedOnAnyActionExceptMove and removedOnDamage boolean tags and associated subsystems.
    - DocumentItem, DocumentBase and DocumentSkill are moved to gameserver.data package.
    - L2Skill and AbstractEffect are moved to gameserver.skills package.
    - ExtractableProductItem and ExtractableSkill are moved to a new package on gameserver.skills.extractable.
    - Drop Attackable#useMagic, which was only used by QueenAnt script.
    - Distance related methods organization
        - Delete MathUtil#calculateDistance/checkIfInShortRadius. Delete Creature#isInsideRadius/getDistanceSq/getPlanDistanceSq. Generate methods on WorldObject, based on stored _position. Wipe all previous methods use, to simply use those.
        - Rework Point2D / Location distance methods ; they are now called distance2D/distance3D and isIn2DRadius/isIn3DRadius for proper usage.
        - 3D version of distance checks are now deployed on more places (all skill casts, most of NPC behaviors). 2D is still used for movement and some attack aspect to avoid problems.
    - Rename 3 packets related to PartyMatch system.
        
Bugfixes
    - Delete official adena reward out of Q127 (exploitable).
    - Q367 rewrite using L2OFF. Fix quest exploit.
    - Fix player freeze (cant move/attack but they can chat). Ty zemaitis.
    - Fix MotherTree default value process over affectedRace. Ty p0w3rf1y.
    - Crappy Buffer can now handle exotic level, simply use "level" flag. All flags except skill id are now non-mandatory. Some cleanup + Javadoc.
    - Fix aggro about positive effects upon Attackable. Ty p0w3rf1y.
    - Rework HotSpringDisease script, adding missing events. Ty p0w3rf1y for report.
    - Fix normal and pvp flag timers. Ty p0w3rf1y for report.
    - Effects with stackorder 99 aren't cleansable anymore (raid Curse, anti Strider slow, 'BOSS' tagged buffs, signets effects, etc). Ty p0w3rf1y for report.
    - Signet symbols are fitting AdvExt (not cleansable, duration 8sec, few effects differ).
    - Provide correct visual timer upon debuff. Ty SLugeR.
    - Fix Cancel behavior (randomly chosen, works on any Creature, doesn't cancel specific effects (charms, noblesse...)) - Ty SlugeR.
    - Fix invalid encoding over Q021#31524-06a.htm. Ty RooT for report.
    - Add 5600-5699.xml, holding Apella sets triggered skills. Since they aren't existing client side, client got visual issues. Nothing I can do about it, except using "real" existing ids or edit client (which I won't do).
    - getDestination() isn't edited anymore on the fly, NPCs shouldn't "visual jump" anymore from one position to another (case of random walk, fear).
    - SetupGauge is also set for FUSION or SIGNET_CASTTIME cast.
    - Drop the few IDLE intentions on scripts.
    - Rework Orfen script :
        - The check task is set to 10s instead of 60s.
        - There is no more walking behavior. Fix a NPE in the same time.
        - Use of NpcStringIds.
        - Add missing 20% chance paralysis upon onAttack.
        - Add missing curses check (raid + antistrider slow).
    - Implement PartyMatch system AutoJoin button.
    - Fix the available rooms list on PartyMatch system to fit with AdvExt. They shouldn't be filtered.
    - Reset Pvp flag and unequip Adventurer's weapons upon karma kill. Ty p0w3rf1y.
    - SiegableHall - misc
        - Fix CastClassException over getAttackerClans().
        - Add missing SiegableHall content over RequestJoinSiege/RequestSiegeAttackerList. Add proper CP_CS_MANAGE_SIEGE usage.

 

Movement is still experimental. The status IS NOT OK for LIVE servers. MoveToPawn behavior still need to be fixed.
Siegable Hall isn't tested, and probably need further development. Those CHs are normally fully working regarding owner administration.

  • Upvote 1
Link to comment
Share on other sites

Changeset 390 (1785)

 

Ai system rework - part II, Movement - part II, Geoengine, Debug, Cubic system rework, Admincommands, Skills, RecipeBook, Organization, Bugfixes

 

Ai system rework - part II - ty bowling4soup
    - Fix following issues introduced in previous revision :
        - Cast on too far target block other actions.
        - Fix INTERACT behavior, when already near the target (case of shops, for exemple).
        - Fix randomly stopping attack action when using poles.
        - Move updatePvpStatus from doAttack to onHitTimer (in order pvp flag occurs when the hits occurs).
        - Fix a problem when pushing sell/buy button while being already under animation effect.
    - Fix SummonItem cast, generating SummonCreature skillhandler - cast of such items can now be properly interrupted.
    - Add ATTACK intention for nextActionIsAttack() skills, even if skill failed.
    - Fix an issue over RequestTargetCanceld, rename it to RequestTargetCancel.
    - Few tasks (effects, hp/mp regen, decay) are now properly disabled over deleteMe().
    - Add missing ActionFailed uses over thinkPickUp checks. Ty Djwegas for report.
    - Rework most of INTERACT behavior (onAction / onActionShift).
    
Attack / Cast - ty bowling4soup
    - Rework entirely both processes :
        - Moved all the checks out of doAttack, doCast. Generate canAttemptCast, canDoCast out of it. Implemented hierarchy.
        - Reorganized getTargetList so that targets are only calculated once during onMagicSkillLaunched.
        - Generate doToggleCast, doInstantCast, doFusionCasttimeCast to avoid to use regular cast process.
    - Toggle skills properly stops the Player. Message is sent for both activation/desactivation.
    - Add missing CHARGEDAM over L2Skill#isDamage() - those skills can now be used as part of CTRL key.
    - All methods related to isAttackableBy / isAttackableWithoutForceBy are now verified using L2OFF.
    
Movement - part II
    - Creatures (players excluded) don't use moveToPawn as follow state anymore. Ty shyr for report.
    - Summons' summon offsets are now secured, and retail-like (8 possible locations).
    - Fix the desynchronization between multiple direction switch. Ty bowling4soup.
    
Geoengine - ty Hasha
    Geoengine
        - Fix GeoEngine#canSee must succeed, if all iterated points pass checks.
        - Dropped all "getXXXOriginal" methods.
        - Updated LoS to new logic, dropped redundant methods. Now applicable to all IGeoObjects as targets, not only Doors.
        - Renamed "canSeeTarget(WorldObject, Location)" to "canSeeLocation" to prevent misplacing, it has different LoS mechanism.
        - Fix getValidLocation(), which was enforcing geo position, even if tested position was good (item drop position, etc).
        - Javadoc, cleanup.
    ABlock
        - Dropped all "getXXXOriginal" methods.
        - Updated all methods with IGeoObject - target to be ignored.
        - Javadoc, comments update.
        - Dropped all "getXXXAbove/Below" methods, we access these data via "getIndexAbove/Below" and "getHeight(index)"

 

Debug - ty Hasha
    - Zones now use ExServerPrimitive for visual show.
    - Add a Player pool of ExServerPrimitive packets for debug usage. Multiple debug can coexist.
    - ExServerPrimitive are chained when max capacity is reached, to avoid client crash/lag.

 

Cubic system rework
    - Big cleanup over related files.
    - Life cubic activation rate is now affected by a %, based on friendly target's percent HP loss.
    - Life cubics don't heal anymore summons (part of CT1 patch note).
    - First activation time is now delayed, and not instant anymore.
    - Summoning an already summoned Cubic now refreshes the timer of already existing Cubic, and don't summon another Cubic.
    - Summoning a Cubic while being filled up replace the proper Cubic (aka, the first summoned on the queue).
    
Admincommands
    - Delete following commands : addlevel, edit_character, current_player, char_manage, teleport_character_to_menu, add_exp_sp_to_character, add_exp_sp, remove_exp_sp, setkarma, setrec, settitle, setname, setsex, setcolor, settcolor, setclass, setlevel.
    - Add //set command, which merge following commands : access, karma, rec, title, name, sex, color, tcolor, class, level, exp, sp. 2 admin panels are dropped, due to //set implementation.
    - Add //test command, which is a blank command used for any type of developement purpose.
    - Add //show (clear|move|path) admincommand. You're now able to see movement of any character (player/monster).
    
Skills
    - Implement AURA_CORPSE_MOB SkillTargetType, used by Festive Sweeper.
    - Add missing stats on Zealot. Ty babuin.ua.
    - Add missing ssBoost info on Whirlwind. Ty p0w3rf1y.
    - Edit power of Wild Cannon. Ty p0w3rf1y.
    - Shield Slam duration edited from 2min to 1min. Ty xblx.
    - Drop BEHIND_AREA SkillTargetType (unused).

 

RecipeBook
    - Add RecipeBook container, handling all recipe processes.
    - Recipes are now saved/deleted on add/remove, not on Player disconnection. Ty Reynald0 for the idea.

 

Organization
    - Cleanup "Change Subclass - Action" redundant behaviors. Slight edit on Player#setActiveClass.
    - Edit all offset related methods from Location/SpawnLocation. Ty Hasha for help.
    - ItemInstance#dropMe is reworked.
    - Earthquake packet is reworked. Add missing isNpc parameter, ty RooT.
    - Put .gitignore rule about log folder.

 

Bugfixes
    - FloodProtectors class now uses a nano approach, instead of ms. Add MoveTime FP.
    - Fix Player#disarmWeapon. Ty Djwegas.
    - Add checks over buy/sell/manufacture processes to avoid packet crafting.
    - Remove whisper check about equal receiver<>emitter.
    - Add missing Antharas Earthquake effect, put retail values for Dimensional Rift.
    - Fix scenario where FREIGHT items are stuck on the ground after dropping them. Ty p0w3rf1y.
    - Implement missing AcquireSkillDone serverpacket.
    - More Location#clone() usages.
    - Shout, trade and all chat aren't blocked by Blocklist anymore.
    - Fix all int overflow issues. Ty HeeroYuy.
    - A shop can't be set if pvp flag is currently occuring.
    - An item buy/sell can't occur if either the shop or the buyer/seller is dead.
    - Fix few wrong SystemMessage :
        - Evaluate on null target.
        - Trade request on null target.
        - Few retail SystemMessages instead of custom.

Link to comment
Share on other sites

Changeset 391 (1815)

 

Rev 390 bugfixes, Cubics part II, MailBBS, Geoengine, Skills, Organization, Bugfixes

 

Rev 390 bugfixes
    - Fix Guards / FriendlyMonster which don't see chaotic pets/summons. Ty shyr for report.
    - Summons can properly attack FriendlyMonster. Ty shyr for report.
    - Fix Summon follow stackoverflow.
    - Drop GM onAction shift behaviour, which automatically fixes missing ActionFailed issues (= stuck) over multiple shift uses.
    - Fix Non-Playable not being attackable in Peace Zones. Ty shyr for report.
    - Fix SummonItems cast process. Don't consume flute anymore. Ty shyr for report.
    - Item consumption is fixed (checked on canDoCast, done on doCast).
    - Remove USE_S1 message over item skill usage. Only item usage message should be sent.
    - Fix CreatureCast#onMagicHitTimer/onMagicFinalizer NPE. Ty shyr / xTakegawa for report.
    - Fix missing ActionFailed mackets over INTERACT/FOLLOW. Ty shyr for report.
    - Fix attackable states for ControlTower, Door, FlameTower.
    - Proper HP/MP checks over CreatureCast#canDoCast.
    - Fix invalid interact radius. Ty shyr for report.
    
Cubics part II
    - Add a 2s cast task (tested on L2OFF for at least 3/8 cubics, I suppose other do the same). Ty shyr for report.
    - All fireAction() submethods are cleaned up.
    - Implement CubicList, a Player related container.
    
MailBBS
    - Fix error upon sending mail. Ty Marcatu for the fix.
    - Move MailType to enums package.
    - Various optimizations + 2 potential NPE fixes.
    - Subject overview is limited to 30 chars to avoid layout deformation.
    
Geoengine
    - Fix double-layer issue, creature must follow the upper layer.
    
Skills
    - Fix Pig Chest skillId 2309. Ty RooT.
    - Fix 4624 skillId. Ty Vonak.
    - Fix effect power for 4 "chance" enchant routes. Ty xblx.
    - Add missing ItemSkills handler for Rice Cake. Ty shyr for report.
    
Organization
    - Implementation of //info, merging GM onAction shift content (summons, players, doors, npcs, statics objects), //summon_info and //npcinfo. The idea is to keep consistancy between GM and regular user behaviours.
    - Introduce Siege#announceToPlayers(SystemMessageId).
    - Rework Clan notice/introduction handling.
    - Add StringUtil#trim method, allowing elegant one-liner over String truncates handling.
    
Bugfixes
    - Titles are now properly showing 16 chars, not 15.
    - Fix missing Clan buttons over character restart. Ty djwegas.
    - Add sps/bsps consumption upon Cubic/Servitor summon process.
    - SiegeFlag are now immune to Swoop Cannon damages. The task is now backed by a Future for doDie / deleteMe cases.
    - Drop FestivalMonster#isAttackableBy override (no specific mean).
    - Doors can now be damaged by regular skills. Walls are still not attackable by anything except SiegeSummon. Swoop Cannon can't target or inflict damages to doors/walls.
    - Fix orc mystic stat calculation. Ty Hasha.
    - Fix Admin teleport (Pirate Tunnel). Ty shyr for report.
    - Fix 3 HTM typos. Ty An4rchy for report.
    - Fix isMortal() concept ; limit the HP drop to 1 and not 0.
    - Properly set Attackable aggro over Summon doDie.

Link to comment
Share on other sites

  • Tryskell locked this topic
  • 1 month later...

Changeset 392 (1847)

 

ExServerPrimitive, GeoEngine, Movement, Friend/BlockList, Enchant / Paperdoll

 

ExServerPrimitive
    - Color is now defined only via Color, rather than int. Extra methods are dropped.
    - Added addSquare, addRectangle methods for easier draw concepts.
    - Updated AdminGeoEngine "can_see" command graphics.

GeoEngine - ty Hasha.
    - Updated canSee, canMove and getValidLocation methods. 
        - Now using exact line of sight/movement and checks all cells in the way, rather than using LoS/LoM approximation using Bresenham's line algorithm (see https://en.wikipedia.org/wiki/Bresenham's_line_algorithm ).
        - Computation more heavy per each iteration. Performs approx 25% more iterations per path (25% more geodata cells evaluated). Still worth the accuracy.
    - Fix LoM check giving false positive result, when target is on "balcony".
    - Added first iteration of canFloat check, can be used for both, flying and swimming. Though the movement itself should handle all special cases (like water level, when swimming from bottom up).
    - Added new admin command "geo_fly" to check LoF.
    - Misc.
    
Movement
    - Rework moveToPawn / moveToLocation concept, for both Creatures and Players.
    - Introduce ValidatePosition debug (part of //show move) to visually see server<>client desync. Rework ValidatePosition.
    - Fix most of server<>client desync.
    - Fix dead/teleporting/disconnected over target follow.
    
Friend/BlockList systems rework - ty RooT.
    - Add missing packets and make a correct use of it.
    - Delete //silence && //tradeoff admincommands.
    - Move isBlockingAll concept to BlockList. Basic BlockList cleanup.
    - Add missing blocklist check over clan invitation.
    
Enchant / Paperdoll rework - ty RooT.
    - Drop all admin commands from AdminEnchant except "admin_enchant".
    - Drop enchant.htm, use quickbox instead.
    - //enchant doesn't work if the same enchant is already set.
    - Introduce Paperdoll enum. Rework most methods to use it.
    - Big cleanup of Inventory. Move some overriden behaviors back to PcInventory. Add Javadoc. Move ChangeRecorder out and rename it ChangeRecorderListener.
    
Organization
    - Delete unused configs : INVENTORY_MAXIMUM_QUEST_ITEMS / DEBUG_PATH / LOG_LOGIN_CONTROLLER.
    - Delete 2 unused ItemInstance variables.
    - Few unused methods deletion over SendablePacket.
    - Move ItemLocation and ItemState to gameserver.enums.items.
    - XCast/XMove/XAttack now use generics, _creature is renamed _actor and now uses proper instance type which avoid cast.
    
Bugfixes
    - Introduce back NPC castle guards. It will be kept like this until SpawnManager introduction.
    - Fix NPE related to castle guards / mercenaries Castle attribution.
    - Fix ControlTower castle guards spawns cleanup over doDie.
    - Fix NumberOutOfRange exception over hero fight loading. Ty BIGMANF.
    - Fix GMViewWarehouseWithdrawList packet. Ty StinkyMadness.
    - Fix Blacksmith Rooney spawn time. Ty vampir.

Link to comment
Share on other sites

  • 4 weeks later...

Changeset 393 (1913)

 

L2DatabaseFactory, CreatureStatus, tryToX, Weight system, Organization, Bugfixes

 

L2DatabaseFactory
    - Rename it ConnectionPool. Move it to commons.concurrent, use static instead of Singleton.
    - Use MariaDbPoolDataSource instead of C3P0. Delete related JARs.
    - Indirectly fix "SQLNonTransientConnectionException: (conn=13) unexpected end of stream, read 0 bytes from 4" after inactivity time.
    - Update MariaDb connector to 2.6.1.

CreatureStatus
    - Merge CreatureStatus and CreatureStat. Use of generics, add Javadoc. Use internal variables instead of getter/setter.
    - Delete all getters used as shortcuts from Creature/Player.
    - Rename setCurrentX to setX (right for CP, MP, HP).
    - Move Cp related methods to PlayerStatus.
    - Delete all redundant StatusUpdate calls. Basically, whatever which was calling setX()- X being HP, MP, CP.
    - AddMp and reduceMp are slightly edited to avoid to call setMp if value isn't worthy to be edited. Implement CreatureStatus#addHp based on those.
    - Implement setMaxHp/HpMp/CPHpMp. Those are optmized to call StatusUpdate only once.
    
tryToX
    - Intentions use direct methods to avoid to "guess" parameters type. It also shortcuts writting style by a lot.
    - Delete SkillUseHolder container/use, which was generating a lot of objects.
    - Players previous stance isn't hidden anymore by ACTIVE triggering IDLE. When a Player calls ACTIVE or IDLE, it goes directly to IDLE.
    
Weight system - Ty Hasha
    - Addition of PlayerStatus#isOverbuden (80% volume check), with uses.
    - Fixed pet weight calculation. AltWeightLimit applied to pets too.
    - Fixing AltWeightLimit config being double parameter read as int.
    - Fix potential bug, when removing weight penalty functions from Pet.
    - Fix multiple item extraction to first check available slot and than create items.
    - Update ConditionPlayerWeight to use weight penalty, updated XMLs.
    - Added missing WEIGHT_PENALTY stat, updated XMLs to AdvExt values.
    - Dropped Creature#_isOverloaded, as only Player and Pet may get overloaded. Overload solved by checking speed == 0, as L2OFF.
    - Added missing system message in MoveBackwardsToLocation.
    - Fixed Pet not getting effect of weight penalty.
    
Organization
    - Rename commons.concurrent > commons.pool.
    - Delete unused effect EffectCombatPointHealOverTime and EffectType.COMBAT_POINT_HEAL_OVER_TIME.
    - CreatureAttack#doAttack is correctly overriden in Attackable and Player cases.
    - Rename StatusType to ServerType. Rename related methods / variables.
    - Generate StatusType out of StatusUpdate packet.
    - Move _exp, _sp, _level to PlayableStatus.
    - Delete isChampion() concept. The whole custom is dropped.
    - Rework Formulas#calcCrit and calcMCrit.
    - Some Blow/Pdam cleanup.
    - Delete isBehindTarget() / isInFrontOfTarget(). The concept is wrong, since effected isn't specially actual getTarget().
    - Move isBehind / isInFrontOf / isFacing from Creature to SpawnLocation. Any WorldObject can now call it.
    - Rework targetLost to handle more checks, rename it isTargetLost.
    - Siege#announceToPlayers is renamed Siege#announce and allow SiegeSide as parameters (making it possible to call it independently for ATTACKER and DEFENDER, or both).
    - Delete Player#isInSiege concept, since it's wrongly used (used as a mixed "isSiegeParticipant" and "isInSiegeZone" checks).
    - GMs are now affected by death penalty and by castle foreigner teleport.
    
Bugfixes
    - 3200-3299.xml is partially fixed (reviewed 15+ item skills).
    - Add missing check regarding Baium Angelic Vortex. Ty Kitsos.
    - Fix SiegeGuard NPE during attack. Ty henrique for report.
    - Fix "Need to press ctrl to attack siege guards". Ty henrique for report.
    - Fix SiegeGuards respawn upon end of a Castle siege. Ty henrique for report.
    - Fix Guards can't be debuffed at any case. Ty shyr for report.
    - Add back interact possibility with FriendlyMonster. Ty shyr for report.
    - Fix Gatekeeper CANNOT_PORT_VILLAGE_IN_SIEGE condition. Ty Denzel for report.
    - Add missing Broadcasting Towers spawns. Ty henrique.
    - Introduce INTERACT for Summons. It basically is a MOVE_TO with shift possibility.
    - Fix a ClassCastException over PlayerAI interaction (boards use).
    - Fix a ClassCastException over RequestActionUse (throne use). Ty henrique for fix/report.
    - Summons react to shift command over attack.
    - Summons return back to owner if isTargetLost is triggered (interact, cast, attack).
    - Summons owner follow status is now broken while sent to attack/interact.
    - Add missing SUMMON_GAVE_DAMAGE_S1. Correct override. Ty StinkyMadness.
    - Summons can't be sent to attack dead targets. Ty StinkyMadness.
    - Fix "When you're running and click on npc to speak with it, your char only stops on client, but continues to run on server". Ty SlugeR for report.
    - Fix "Trying to cast skill + moving teleports you on client". Ty SlugeR for report.
    - Fix proper uses of tryToSit/tryToStand. You shouldn't "tryTo" when using a skill, but directly execute it.
    - Fix pick up animation timer. Ty SlugeR.
    - Add retail C5 implementation of Charm of Courage.
    - Fis death on siege properly decreases xp by 1/4.
    - Add proper check messages for siege summons attempts.
    - Fix siege process timer, based on AdvExt.

Link to comment
Share on other sites

  • 2 months later...

Changeset 394 (1972)

 

Scripts, Teleport system, Seven Signs, Organization, Bugfixes

 

Scripts
    - Introduction of Tutorial / NewbieGuide - Ty howlrang/Marcatu for initial cleanup of L2J script.
    - Fix following quests : 101, 102, 103, 104, 105, 106, 107, 108, 257, 260, 265, 273, 293.
        - Rewards are done using rewardItems instead of giveItems.
        - Fix ss/sps beginners rewards amount.
        - Rewards are now secured by a PlayerMemo var instead of QuestState var, making it exploit-free (case of 257, 260, 265, 273, 293).
    - Q105 now rewards regular ss/sps ng, aswell as potions.
    - Q260 / Q265 reward formulas are fixed using L2OFF.
    
Teleport system
    - Revamp whole teleport system, using lord_rex initial share.
    - goto/tele/etc bypasses are deleted, and replaced by only those 2 versions : instant_teleport and teleport_request. Move the teleport logic to Npc. Children classes can override isTeleportAllowed(Player).
    - Implement TeleportType enum, based on L2OFF AI content.
    - Implement instantTeleports.xml. Those teleports only check Npc#isTeleportAllowed(Player), while regular teleports check siege, item consumption and Npc#isTeleportAllowed(Player).
    - Improve teleports.xml, reparsing the content using L2OFF. The model now holds the Castle, teleports are organized by npcId and by TeleportType. The initial data was double check with RooT's work, allowing to add 10 missing ids and cut 60+ pointless ones.
    - The HTM which shows teleports is now built out of nothing from data. All existing, related HTMs are deleted (scripts and regular teleporters).
    - Add few missing "-pk" HTMs (30162, 30836, 31964).
    - Add (back ?) FREE_TELEPORT config.
    - Rename "teleporter" HTM folder to "gatekeeper" (to match class names).
    - Rename script ToIVortex > DimensionalVortex.
    - Add castle chamberlains teleports aswell - parsed from L2OFF GF, since the content of Vanganth and AdvExt was lacking. They are not yet implemented.
    
Seven Signs - Ty Hasha.
    - Updated all HTMLs to L2OFF GF, formated them, fixed obvious mistakes, typos and names.
    - Added missing HTML with - not enough adena to purchase Records of Seven Signs.
    - Fix xxxx_priest_2c.htm to not containCatacomb/Necropolis teleport location link (Seal of Gnosis owner lost -> no teleport).
    - Fix "Failed to retrieve cabal from bypass command." upon trying to contribute Seal Stones while Seven Signs is in Competition period.
    - Characters with 1st class transfer can now join any side.
    - Delete ALT_GAME_CASTLE_DAWN / ALT_GAME_CASTLE_DUSK configs. Replace it by SEVEN_SIGNS_BYPASS_PREREQUISITES.
    
Organization
    - Add //show html, which toggles on/off the HTML path for GMs (similar to L2OFF). There is no associated config, and is set to false by default.
    - Secure //set class, which now checks dummy ClassIds, and provide more infos upon fail.
    - Introduce QuestState#rewardNewbieShots method for easier management of beginner reward.
    - RadarList#addMarker/removeMarker now accept a Location as parameter.
    - QuestState#addRadar/removeRadar only accept Location as parameter.
    - Hardcode all Locations used in Quests for easier management. Replace some int[][] for Location[].
    - MIMYU SpawnLocations are downgraded to Locations.
    - Delete all unused SkillTypes.
    - Drop all "Alt" and "Game" from either Config .properties or java side. Few Config renames.
    - Cleanup all checks regarding TAKE_CASTLE, STRIDER_SIEGE_ASSAULT, SIEGE_FLAG and SUMMON_FRIEND - moving methods from Player to dedicated handlers.
    - Generate NpcTalkCond enum. Rename and generate on Npc #validateCondition(Player) > Npc#getNpcTalkCond(Player), which now acts as overriden. Cleanup all uses.
    
Bugfixes
    - Fix Benom spawn timer.
    - Fix trade NPE, upon empty lists pushing "Start" button.
    - Fix frozen actions upon invalid trade windows checks.
    - Fix Summon Friend and alike skills. Remove the 50 radius check. Add a SystemMessage and avoid the cast on yourself.
    - Fix Gate Chant, adding SUMMON_PARTY SkillType.
    - Fix Elpy AI. Ty Bruns87.
    - Allow Config.OLY_MIN_MATCHES to be correctly spread over queries when a Config reload occurs.
    - Fix a stackoverflow over siege end. Ty Kitsos for report/fix.
    - Fix StriderSiegeAssault, using skill target instead of getTarget().
    - Fix bow attack reuse over CreatureAttack#stop() call. Ty MonKEY fo report.
    - Delete active siege check on Wyvern Managers + class cleanup.
    - Switch Schuttgart CHs to correct order, fixing CHs doors and spawn.

    - Auto loot Config properly checks inventory size.

 

PS : Q257 is now race bound to HUMAN. While NOT RETAIL, it looks like a NCSOFT fail :
    - It defeats the C3 layout being than "all races get access to 13k ss / 6k sps".
    - Out of 13 newbie quests, it's the only "race unbound" quest.
    
If you manage to find any retail info about why it has been done that wrong way, I'm willing to revert it.

Edited by Tryskell
Link to comment
Share on other sites

  • 4 weeks later...

Changeset 395 (2038)

 

GeoEngine, StatSet / MemoSet, AggroList, Gatekeeper, Raid Curses, Bugfixes, Organization

 

GeoEngine - Ty Hasha
    - Added MoveDirectionType enum with pre-calculated constants.
    - Added getValidSwimLocation, which calculates last accessible swimming location. It also handles getting out of water correctly.
    - Dropped geo coordinate validation when converting from world coordinates (getGeoX, getGeoY).
    - Added world coordinate or geo coordinate checks in various can/get methods. GeoEngine now support processing of coords, when outside of world.
    - Fix LoM check giving false positive result, when target is on "balcony".
    - Simplified GeoEngine#getWorldX/Y calculation.
    - Added new admin command "geo_fly" to check LoF.
    - Fixing movement blocked / pathfinding fail /  by dual-layer (e.g. Sirra's pond).
    
StatSet / MemoSet
    - Implementation of MemoSet, a CHMap storing String pairs.
    - StatsSet is renamed StatSet and moved to common.data.
    - NpcMemo and AbstractMemo are deleted.
    - Lazy initialization concept is deleted from PlayerMemo and ServerMemoTable.
    
AggroList
    - Introduce AggroList container, gathering all methods related to aggro.
    - Move few methods here and there for an easier and more logical use (notably, hold AggroInfo instead of Creature and compute back getHating).
    - Rework and cleanup methods, for easier use and/or optimization.
    - AggroList#stopHate/reduceAllHate trigger an AI reaction when a most hated isn't foundable.
    - Implement //info aggro for easier aggro management, include it in the existing panel.
    - Fixes related to that refactor :
        - AggroList#reconsiderTarget doesn't consider anymore actual most hated as a valid choice.
        - The aggro isn't cleared anymore if the most hated becomes out of range (so the second on the list inherits the attack stance).
        - Fix multiple aggro values (all are checked). "Raid related" use their own formula.
        - AggroList#randomizeAttack() don't build anymore aggro like crazy and can now work on non aggressive, 0 getAggroRange().
    
Gatekeeper
    - Delete 35001 > 35341 instant locations / associated HTMs.
    - Fix all Ivory Tower Gatekeepers, using proper systems.
    - Fix few HTMs typos.
    - RaceTrack > MonsterRaceTrack script rename.
    
Raid Curses
    - Correct implementation of Raid Boss curse system. Ty shyr for report.
    - Trigger it exclusively for Playable during a regular hit.
    - Regular RaidBoss now casts AntiStrider skill during a regular hit.

 

Bugfixes
    - Fix revive animation. Remove the paralyze effect upon revive. Ty StinkyMadness.
    - Fix deadlock over AttackableAI#onEvtAttacked.
    - Fix broken movement Intention (fix few, linked, issues such as boat moving in ground, etc).
    - Secure all spawns position using World borders.
    - Fix doAttackHitByPole logic (ss consumption is fixed, add allowPeaceAttack() check) and optimize it.
    - Fix "Focus Attack" skill target amount.
    - Implement missing Seal of Strife siege banish behavior.
    - Fix rewardNewbieShots for Q273 and alike. Ty shyr for report.
    - Fix skillId 2217 leading to Inventory NPE. Ty shyr for report.
    - Fix Peace Zone messages/checks for attack/cast. Ty StinkyMadness.
    - Add RandomizeHate effect, used by 3 different skills (used notably by Confusion). Ty shyr for report.
    - Delete PenaltyMonster instance and introduce FishingBlocker script using L2OFF.
    - Rework Monastery script to fit with L2OFF.
    - Fix ON_SKILL_SEE being centered on actor and not on acting player.
    - canScheduleAfter is desactivated for AttackableAI. Fix onSpellFinished behavior, mage AI, aggro movement over a Confusion cast, etc.
    - Fix //reload npc, add //reload script. Ty nighty for report.
    - Shift Z upon teleport action.
    - Fix the NPE over CreatureAttack#onHitTimer.
    
Organization
    - Add World#isOutOfWorld method.
    - Remove all -100 / +100 from WorldObject#spawnMe/setXYZInvisible.
    - Add Location#addRandomOffsetBetweenTwoValues method.
    - Optimize Attack process.
    - Baium script heavy cleanup. Introduce Quest#addGrandBossSpawn.
    - Delete unused SummonCast.
    - //info is slightly edited / reorganized. 2 buttons are added, AggroList and knownlist
    - Quest#onSkillSee handle Creature[] targets, not WorldObject[].
    - Quest#showResult is slightly edited (secured html tags, move few null checks).
    - All "data containers" holding a single Queue/Map/List now directly extends it.

Edited by Tryskell
  • Like 1
  • Upvote 1
Link to comment
Share on other sites

  • 2 weeks later...

Changeset 396 (2123)

 

Scripts, Bugfixes, Organization

 

Scripts - Ty Hasha.
    - Add missing Q501 and Q503. Ty RooT and Hasha.
    - Rework entirely Quest to be able to handle basic operations without a QuestState. All regular scripts are now QuestState free.
    - QuestState now extends MemoSet.
    - QuestStatus enum implementation, SQL is edited accordingly.
    - Add ElmoderenCemeteryTeleporters, splitted from Q620_FourGoblets. NPC 31919 and 31920 changed to Folk type, moved HTMLs.
    - Merge GoldenRamMercenary instance with Q628, and edit NPCs to Folk.
    - Move death event registration from Player to Quest.
    - Quest loading process is moved from Enterworld to Player#restoreCharData.
    - Implementation of QuestList, a Player container holding QuestStates.
    - Entire script reorganization and renames, to fit with future changes.
    - Complete rework of all Sagas, using dedicated npcIds, itemIds, NpcStringIds. Ty Hasha.

 

Bugfixes
    - Revert one edit introduced in 395, leading to quest html modified in sysmsg. Ty shyr for report.
    - Fix rechargeShots bug upon toggle activation. Ty MasterRoshi for the fix.
    - Edit rank > ranking over clan privileges to bypass MySQL reserved word RANK. Ty Hasha for the fix.
    - Summons can't trigger pvp flag over their masters upon attack.
    - Fix SummonAI stackoverflow.
    - Add missing PRIVATE_STORE_NOT_WHILE_CASTING sysMsg.
    - Fix bow>melee>bow cooling down exploit. Ty StinkyMadness.
    - Fix Player rotation over interaction, for both regular and Walkers.
    
Organization
    - Implement Npc#forceAttack, delete AttackableAIScript#attack and cleanup all uses.
    - Delete AccessLevel allowPeaceAttack, takeAggro, gainExp concepts. They were defeating the contract about GMs being as "playerish" as possible.
    - Priviledge > Privilege typo.
    - Drop unused CreatureMove#canfollow.
    - Drop few ActionFailed uses.
    - Move ON_ATTACK call from Attackable to Npc (allow futher custom or non custom usages).
    - Add few missing NpcStringIds.
    - BossInfoType stores NpcStringId instead of Strings.
    - ExShowScreenMessage packet is cleaned up. SMPOS is mandatory.
    - AbstractGroup#broadcastOnScreen is added.
    - Npc#broadcastNpcShout and broadcastOnScreen are added.

    
PS : Following SQL update is needed for live servers:

ALTER TABLE `clan_privs` CHANGE `rank` `ranking` INT NOT NULL DEFAULT '0';

UPDATE `character_quests` SET `var` = '<cond>' WHERE `var` = 'cond';
UPDATE `character_quests` SET `var` = '<flags>' WHERE `var` = '__compltdStateFlags';
UPDATE `character_quests` SET `value` = 'CREATED' WHERE `var` = '<state>' AND `value` = '0';
UPDATE `character_quests` SET `value` = 'STARTED' WHERE `var` = '<state>' AND `value` = '1';
UPDATE `character_quests` SET `value` = 'COMPLETED' WHERE `var` = '<state>' AND `value` = '2';

Edited by Tryskell
Link to comment
Share on other sites

  • 4 weeks later...

Changeset 397 (2224)

 

Geoengine / Movement, Admin commands, Scripts, Bugfixes, Organization

 

Geoengine / Movement
    - Drop L2D concept. With years, it got less and less uses (was invalid for LoS, and can be calculated in another mean for geopath). L2OFF and L2J are, anew, fully supported.
    - Fix Z being shifted too high, leading to Z layer misplacement (forts outside wood ladder). Ty Sahar.
    - Fix geopath heuristics. Ty Hasha/Sahar.
    - First iteration of multilayer geopath support (Barakiel column, fort stairs/plateforms, etc) using binary heap. Ty Hasha for the implementation.
    - Fix the 2 IOOBEs related to canSee / canMove (since MoveDirectionType implementation). Ty Hasha.
    - Fix swim movement issue. Ty Sahar.
    - Remove the collision radius offset shrinker in order paths being properly executed (notably visible for Attackable stucking in corners). Introduce back some client<>server desync.


Admin commands
    - Addition of AdminCommand model, storing parameters and description of the admin command.
    - Addition of Pagination class, used to easily cut your data and format it under HTMs. Ty StinkyMadness.
    - Addition of multiple useful methods into IAdminCommandHandler to cut some target selection redundancy. Ty StinkyMadness.
    - activeChar > player rename.
    - Delete all admin HTMs related to skills (data/html/admin/skills). Skills list is generated from //skill list.
    - Move previous //help logic to new //link command.
    - //announce without params properly calls the panel.
    - //help is now generated using adminCommands.xml content. Previous static help system is deleted.
    - AdminDoor //open_all and //close_all are deleted (no use).
    - Merge //bkpage with //bk, //knownlist_page with //knownlist. A bookmark name can't be anymore a number.
    - All related server admincommands are merged into //server param.
    - All related siege commands are merged into //siege param castleName.
    - All related castle commands are merged into //castle param castleName.
    - All related zone commands are merged into //zone show "id"|all|clear, //zone calling the panel.
    - All related geoengine commands are merged into //geo.
    - All related pathfind commands are merged into //path.
    - All related skills commands are merged into //skill and //clan_skill. Greatly improve //clan_skill, allowing to add, delete, add all and delete all skills of a Clan.
    - All related summon commands are merged into //summon. Generate AdminSummon out of AdminRideWyvern/AdminEditChar content.
    - All related effect commands are merged into //effect. Merge AdminBuffs with AdminEffects. //effect now handle set, remove and visual parameters. Edit admin panels accordingly.
    - All related item creation commands are merged into //item. Generate AdminItem out of AdminCreateItem. //item coin can accept radius. Drop //reward_all.
    - //info over Player got a new look, added collision radius/height infos over Npc.
    - //runmod is deleted, //instant_move now accepts 0|1|2.
    - //recall_party and //recall_clan are merged into //recall.
    - //goto is deleted, //teleportto is used instead. All "goto" subcommands (ch, cw,...) are also renamed "teleportto".
    - //tele_areas is deleted.
    - //move_to is renamed //teleport. As L2OFF, it can accept only 2 parameters, being X and Y - Z being calculated based on X/Y coords and actual Player Z.
    - //polymorph is now a toggle, merging the 4 previous admincommands to it. Delete the possibility to morph into an Item (too much bugged).
    - //invul and //undying don't work anymore on other targets than yourself.
    - //para becomes a toggle. Delete //para_all and //unpara_all (no use).
    - Delete //special (not existing).
    - Delete all redundant commands ending with "_menu".
    - //abnormal and //social only affect your current target. There is no more player or radius check.
    - //ban, //ban_acc, //ban_char and //ban_chat are all merged. Same for //unban.
    - //kick, //kick_non_gm are merged. //character_disconnect is dropped.
    - Merge //kill, //res, //heal to new AdminManage, which now use [name[radius]] parameters. Delete //res_monster. Delete AdminHeal and AdminRes. //areacancel is renamed //cancel and moved to AdminManage.
    - Merge AdminGm with AdminAdmin. Rename //gm to //gmoff.
    - //ch chId parameter is moved from first to second place (//ch param chId).
    - Delete //cw "info". It is now part of regular //cw, similar to //siege, //zone, //ch...
    - Heal/kill/res/cancel/open/close now accept parameters over //admin quickbox. Added a "Cancel" button upon //admin.
    - Merge //find_character, //find_ip, //find_account and //find_dualbox into //find. //show_characters is renamed //list. Generate AdminFind for it.
    - Delete //clan_info (collide with //pledge info), //st (collide with //effect visual), //get/reset_skills (you can't ninja anymore skills set of another Player).
    - Generate AdminEditChar //remove out of //removereuse and //remove_clan_penalty. Add //remove death_penalty.
    - Drop //forge and AdminForge. Move left //msg to AdminAdmin.


Scripts
    - Optional item (e.g. fish) isn't considered as quest item anymore for 3rd class quest. Ty Hasha.
    - Add Medusa and BrekaStronghold AIs. Ty Hasha.


Bugfixes
    - Fix 2 NPEs due to AggroList rework. Ty Sahar for report.
    - Fix AttackableAI NPE over thinkIdle. Ty Sahar for report.
    - Fix CreatureCast/CreatureAttack NPEs (definitive edition). Ty Sahar.
    - Fix Doors being non attackable during SiegableHall. Ty Sahar.
    - Fix registration to SiegableHalls. Ty Sahar.
    - Fix Devasted Castle guards. Ty Sahar.
    - Fix BabyPet / Pet skill level. Ty Hasha.
    - Fix RaidPointManager not being properly saved + few optimizations. Ty AshenOne for report.
    - Validate teleport location if a random offset is used. Ty Hasha.
    - Fix invalid PK check over gatekeepers. Ty Dimityr203.
    - Add few more X/Y/Z check validation upons spawns (quest spawns, minion teleport, pet spawn). Ty Hasha.
    - Servitors/pets now spawn heading towards the Player, and their distance is moved from 30 to 40. Both Pets and Servitors use the same spawn rules.
    - Fix Buy shop showing wrong shop quantity. Ty StinkyMadness.


Organization
    - FloodProtector is moved to its own enum, on enums folder.
    - Add AggroList#getMostHatedCreature for easier usage.

 

PS  : Since geoengine doesn't accept anymore L2D format, the exact same geodata is now shared under L2J format. See [url=https://acis.i-live.eu/index.php?topic=1974.0]public sources topic[/url] to download it back.

Edited by Tryskell
  • Upvote 1
Link to comment
Share on other sites

  • 1 month later...

Changeset 398 (2308)

 

Admin commands - part II, Petition, TradeList, TargetHandler, Community Manager, Olympiads, Formulas, Bugfixes, Organization

 

Admin commands - part II
    MovieMaker
        - Fully rewritten, merged under //movie and //sequence. Delete MovieMakerManager.
        - Sequences are stored under TreeMap for automatic sort based on index.
        - Work even if indexes aren't following each other.
        - Sequences parameters are set on individual columns for easier read.
    Delete AdminNpc, AdminCamera, AdminShop admincommandhandlers.
        - Delete //walker, merged with //show (walker).
        - Delete //gmshop, merged with //buy (no params needed).
        - Delete //show_shop, merged with //info (shop).
        - Delete //show_shoplist, replaced by simple //buy.
        - Delete old //camera (redundant with //movie, almost impossible to use)
        - Rename //cameramode > //camera. Fix 2 issues (knownlist is properly refreshed, the camera doesn't bounce back to initial position anymore).
    AdminPetition
        - Merge all admin commands related to petitions to //petition (show, unfollow, reject, join, reset, view).
        - Implement //add_peti_chat and //force_peti from ALT+G panel.
    - //setnoble is merged with //set (noble).
    - Add missing checks for //remove. Ty StinkyMadness for report.
    
Petition
    - Overall cleanup (merge containers, Stream usage, Javadoc, multiple checks added, unhardcode HTMs, improve HTMs details). Rework ChatPetition to avoid to iterate upon sent message.
    - Allow petitions to be saved over server shutdown (lazy save), and properly loaded back (both responders and petitioner receive the Petition window with stored messages).
    - Implement the petition feedback system, and show it upon CLOSED state.
    - You can now add multiple users over a single petition (//add_peti_chat). If such added user "cancels" the petition, he can either cancel it if GM, or simply leaves it if regular user.
    - You can now enforce your target to petition with yourself (//force_peti). It will generate a perfectly regular Petition.
    - Add the possibility to switch from one Petition to another (active petition returns as PENDING if none active GMs are part of responders).
    - You can now move from one Petition to another simply joining another Petition - previous Petition will return as PENDING.
    - You can now unfollow current Petition without having to end it - it will return to PENDING if no left responders are GMs.
    - Set back the Petition as PENDING and remove associated responders if state is IN_PROCESS but no messages were sent.
    - Multiple integrity/sanity checks were added (avoid to reject if already REJECTED, etc).
    
TradeList
    - Add Javadoc.
    - Add missing sysMsg ONCE_THE_TRADE_IS_CONFIRMED_THE_ITEM_CANNOT_BE_MOVED_AGAIN over self-locked TradeList.
    - Add missing sysMsg PRIVATE_STORE_UNDER_WAY over you/partner manage store mode.
    - Add missing sysMsg EXCHANGE_HAS_ENDED over unsuccessful trade - the most common unsuccessful trade being 2 empty validated TradeLists.
    - Fix an exploit moving distance check from trade request to validation. Ty StinkyMadness for report.
    - SendTradeDone packet now uses a static approach.
    
TargetHandler
    - Add noicon over Recover Force.
    - Fix Signets symbols.
    - Delete TargetHandler PET.
    - Fix Treasure Keys.
    - Clear charges over Player death.
    - L2Skill addSummon/addCharacter methods aren't static anymore.
    - Rework canDoCast concept. Introduce ITargetHandler#meetCastConditions for Playable conditions, fixing numerous target issues over cast.
    
Community Manager
    MailBBSManager
        - Move "Mail" class out of it.
        - Don't lazy load mails anymore, everything is done on startup - which avoid to db query to find last mail id.
        - Use PlayerInfoTable to retrieve isGm() instead of db query.
    FavoriteBBSManager
        - Introduce Favorites management (loading, saving, deleting being functional ; proper bypass saving being NOT due to the system chaos - mail coded in a way, memo in another, etc).
    Misc
        - Rename Manager > manager and bb > model packages.
        - Fix NPE over ClanBBSManager access upon clan creation. Ty Gigi85 for report.
        - Add the possibility to close Community Board using static approach (ShowBoard.STATIC_CLOSE).
        - Rename all related SQL tables to "bbs_".
        - Create ForumType, ForumAccess enums. Delete TopicType.
        - Rework the Forum/Topic/Post management and move it from "BBSManager"s to "CommunityBoard". Delete CPost concept. Structure isn't lazy loaded anymore, db connections are far, far lesser.

 

Olympiads
    - Rename queries, tasks.
    - Remove synchronized, put _nobles as ConcurrentHashMap.
    - Drop _heroesToBe List (no use to retain it), compute it directly on HeroManager#computeNewHeroes.
    - loadNoblesRank() > processRankRewards(), use Entry to iterate data instead of keySet()/get().
    - saveNobleData() "to_save" concept is removed, instead use INSERT ON DUPLICATE KEY. Also use addBatch/executeBatch instead of generating multiple PreparedStatement.
    - Merge few one-shot methods with their calls (scheduleWeeklyChange/addWeeklyPoints, init/updateCompStatus, olympiadEnd/updateMonthlyData).
    - Delete _nobles == null checks (impossible).
    - OlympiadStat doesn't call 4 times the same content anymore.
    
Formulas
    - Hit accuracy calculation : Raise the lowcap from 20% to 30%. Modifiers are now directly applied over acc/eva diff rate (which x2 the impact). Base rate is 90, not 80. 
    - Blow damage : fully rework the formula.
    - Blow rate : fully rework the formula.
    - Pdef calculation : Full Armors don't count LEGS bonus anymore.
    - Shield rate versus bows is now x3, out of 30%.
    
Bugfixes
    - Fix pole attack over Players on peace zone. Ty StinkyMadness.
    - Fix CCE over Infinity Axe "Discord" effect. Ty Sahar for report.
    - Rework EffectConfuseMob > EffectDistrust. Only affect Monsters, add a radius check, called only once.
    - Fix 80+ Quests being broken prior to rev 396 Hasha refactor. Ty StinkyMadness for report.
    - Add few missing IdFactory cleanup (bbs_mail<>playerId, bbs_favorite<>playerId, bbs_post<>topicId, bbs_post<>playerId).
    - Don't spend SS over failed Blow. Don't show ATTACK_FAILED message aswell.
    
Organization
    - Add Recovery Scrolls upon //buy "Scrolls" tab. Ty Somename.
    - Implement TeleportMode enum.

Link to comment
Share on other sites

  • Celestine unlocked and unpinned this topic

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now



  • Posts

    • After 12 years after our first launch of Frintezza, we are not the young men and women anymore, a lot of us have jobs, family, kids, or something else that doesn't allow us to play this game the amount of time that we used to have, but we still want to play this wonderful game once again. In this order of ideas, this is why we have thought of a battery of customizations to the OFF files in order to bring you a great quality of game and at the same time, make it more enjoyable at the time of sitting down to play it. These quality of life improvements contain: Frintezza II x1 - Game Features  General Server Settings  Frintezza Core  Founder Membership  Premium Accounts  Server Phases  General Settings  Starter Packs (ingame Gifts)  Improved Mana Regeneration system  Buff system through Agathions  Vitamin Pets (Hunting Partners)  Class rebalance (skills modifications & new skills)  Gatekeepers improvement  Black Wyvern Rider  UI improvements  Enchantment system improvements  Quality of Life changes Re: Frintezza x1 - Server Settings & General information  TUE MAR 12, 2024 5:38 PM  XP & SP: x1  Adena: x1.5  Drop: x1  Spoil: x2  Quest Drop: x2  Quest Reward: x2  High-End Server and Network: Our platform boasts an enterprise-class server equipped with dual physical processors, featuring 144 threads, and employs Enterprise SuperFast NVME U2 storage to ensure a seamless gaming experience without lag. Our network is fortified against DDOS attacks and includes multiple DDOS-protected Accelerator links through AWS, OVH, and Hetzner.  L2OFF PTS: We prioritize game stability and authentic retail features. To achieve this, we offer the finest Files, Scripts, and Geodata available. We extend an invitation for you to join our exclusive Founder Membership. As a member, you will enjoy lifetime weekly rewards across all current and future servers. Don't miss this opportunity to continuously earn rewards across all our platforms. Founder Member Benefits Weekly Rewards: Lifetime rewards on any current and future servers. Anniversary Rewards: Lifetime rewards on any current and future servers. Stay Informed: Be the first to receive email notifications about the launch of new servers. Participate in Polls: Have a say in the selection of upcoming server chronicles and styles. Exclusive Beta Access: Be among the first to be informed about and invited to closed beta tests. Preferred Nickname Selection: Founder members receive priority in choosing their nicknames. Preferred Clan name Selection: Founder members receive priority in choosing their clan names. FrintezzaL2 Community Upcoming Servers: A variety of server rates including low, mid, and high, across different Chronicles (C4, Interlude, H5, Classic, Essence). Upcoming Styles: A selection of gameplay styles such as Vanilla L2OFF, Stacksub, Craft, PVP, GVE, and more. Your Opinion Matters: Our community is built on the feedback of our members. We strive to create a welcoming environment and are committed to using your recommendations and opinions to enhance the gaming experience. We encourage you to share your thoughts in our Discord and Forum. Your input is valuable and will contribute to making a meaningful difference. Be a Founder Member today, HERE!  XP & SP: +50%  Adena: +50%  Drop: +50%  Spoil: +25% Premium Features Auto-Hunt usage Blacksmith of Mammon through the Premium Manager Merchant of Mammon through the Premium Manager Weekly Consumables Rewards through the Premium Manager Premium Cost  15 days - 150 Frintezza Coins   Dawnfall Dominion marks the beginning of your journey in the world of Lineage 2. In this phase, players start as fledgling adventurers, exploring the lands, honing their skills, and facing the challenges of the early game. They can progress up to level 70, forming alliances, battling monsters, and laying the foundation for their adventures to come. Game-related context: Players begin their journey in the lower level zones, encountering basic quests, monsters, and dungeons suitable for beginners. Focus is on leveling up, acquiring gear, learning the game mechanics and being part of Epic battles fighting the Ant Queen, Core and Orfen. Rates: 1-70: x1 Key points Phase duration: 1 month Equipment goal: A-Grade Raid bosses: Ant Queen, Orfen and Core. First respawn will be previusly announced. Midgard's Ascendancy represents a significant advancement in your journey. As players reach this stage, they have already proven themselves as formidable warriors, capable of facing greater challenges. With the level cap raised to 80, players delve deeper into the world's lore, engage in epic battles, and unlock new abilities with 3rd class changes, subclass and olympiads. Game-related context: In this phase, players explore more advanced zones, encounter tougher monsters, and participate in more complex quests and events. They may also engage in PvP battles, begin to focus on endgame content and battle the fierce Baium. Rates: 1-70: x3 70-80: x1 Key points Phase duration: 1 month Equipment goal: Icarus & Moirai Raid bosses: Baium & Zaken. First respawn will be previusly announced, also Ant Queen, Orfen and Core will have their levels raised and drops altered. Start of Olympiads Twilight's Apex marks the pinnacle of power and achievement in your Lineage 2 journey. As players reach level 85, they stand among the mightiest heroes of the realm, wielding incredible strength and skill. In this phase, players undertake legendary quests, conquer formidable foes, and vie for supremacy in epic battles that shape the fate of the world. Game-related context: At this stage, players tackle the most challenging content the game has to offer, including high-level raids, Epic bosses, and PvP battles. They may also focus on maximizing their character's abilities through advanced gear, skills, and strategic gameplay as they reach level 85. Rates: 1-70: x7 70-80: x3 81+: x1 Key points Equipment goal: Vesper & Vorpal Raid bosses: Frintezza, Freya, Beleth, Antharas & Valakas.  Chronicle: High-Five  Premium Buff system: Agathions basic buff time 4 hs, dances/songs/prophecies 20 minutes.  Community Board: Yes  Equipment: Retail like, up to Top-C in the normal shops, including common & shadow equipment.  Monsters: Original monsters. Quantity of monsters in initial areas has been increased and also reduced the respawn time to avoid traffic jam.  Vitality: Retail-Like  Dual box: Allowed 2 windows per PC 1st & 2nd Class changes: 1st change 50k adena, 2nd change 1kk adena (Reward Agathion: Griffin) or 200 coins (Reward Agathion: Griffin + 5kk Adena) or else, quests.  Skills: Auto-learn  Noblesse: 300 coins Noblesse (+1sub) or else, quest chain.  Offline shop: Available  Auto-loot: Available Catacombs/Necropolises: Retail-like  Manor: Available  Herbs: Available  In-game store: Available. More details in another topic  In-game Starter Kits: Yes - New characters will receive NG & D-Grade starter kits.  Luxury Shop: Up to A-Grade, including top A items (values have been increased)  Cloaks: Yes - We have unlocked all sets bonuses to have the posibility to wear a Cloak Players will receive the following rewards: No-Grade Beginner's Adventurer Pack: Shadow No-Grade Weapon/Armor, Fruit Cocktail, Soulshots, Blessed Spiritshots and Agathion Monkey. D-Grade Fighter/Mage Support Pack: Common D-Grade Weapon/Armor. Beginner's Adventurer Reinforcement Pack: Afro Hair (7 days) and Rune of EXP 30% (7 days). Introducing an exciting enhancement to gameplay: MP recovery now happens even faster! As a part of our ongoing Quality of Life (QoL) updates, all "Buffer Agathions" will now come equipped with a new buff: Mana Blessing. This buff significantly boosts passive MP regeneration by 10/25, providing a substantial increase in mana recovery speed. Additionally, the Mana Blessing buff effectively reduces incoming Mana Recharge by 70%. This enhancement benefits all players, ensuring a smoother and more efficient gameplay experience for solo players by alleviating concerns about mana management. However, it's essential to note that casting players won't gain a double advantage from this buff due to the Mana Recharge penalty. Experience the convenience and improved gameplay flow with our latest update, designed to enhance your gaming journey like never before!   To enhance your gameplay experience without interrupting your leveling progress, we've replaced NPC buffers in towns with adorable pets that not only serve as cosmetic companions but also provide essential buffs. Players will receive two charming agathions at different stages of the game. First Stage: Upon character creation, players will receive the Agathion - Monkey, granting the following buffs for 4 hours: Wind Walk, Shield, Might, Acumen, Focus, Concentration, Berserker Spirit, and Mana Blessing. Second Stage: Upon reaching level 40 and completing the 2nd class change, players will receive the Agathion - Griffin, providing an array of buffs for 4 hours, including Wind Walk, Shield, Magic Barrier, Might, Focus, Death Whisper, Guidance, Haste, Vampiric Rage, Clarity, Acumen, Empower, Berserker Spirit, Decrease Weight, Mental Shield, Bless Shield, and Mana Blessing. *Note: Read the "Improved Mana Regeneration" section for more information. We're thrilled to introduce the enhanced vitamin pets, designed to be your trusted companions throughout your journey. Each pet boasts a unique set of skills tailored to complement various classes. Key Features: Our premium pets retain a retail-like experience, with optimized buffs for enhanced gameplay. They no longer consume %EXP from their master, ensuring uninterrupted progression. These exclusive pets will be readily available in the in-game store, providing easy access for all players. Buffs:  Weapon Maintenance: Increases your attack dmg.  Armor Maintenance: Increases your defense.  Blessing of Queen: Increase of 25% P. Critical Rage. Buffs:  Wild Magic: Increases your Magic Critical rate.  Armor Maintenance: Increases your defense.  Gift of Seraphim: Reuse delay decreased by 30%. Stats & Skills retail-like, great companions for enchanters/supports.    [New lv. 55] Knight Fury: Increases party members' P.Def by 5%, M.Def by 5%, Atk. Spd. by 5%, Casting Spd. by 5% and Speed by 5. Effects are applied instantly depending on strike probability. Does not work in olympiad matches.  Seed of Revenge: Increased activation chance of each level to 35%.  [New lv. 52/64/70] Defense Aura: Increases party member's P.Def by 3%/4%/5% and M.Def by 3%/4%/5%. Effect does not stack with Combat Aura.  [New lv. 55] Knight Fury: Increases party members' P.Def by 5%, M.Def by 5%, Atk. Spd. by 5%, Casting Spd. by 5% and Speed by 5. Effects are applied instantly depending on strike probability. Does not work in olympiad matches.  Angelic Icon: Angelic Icon buff has been changed as follows - For 1 minute, increases Resistance to debuff attacks by 40%, P. Def. by 50%, M. Def. by 50%, Accuracy by 6, Speed by 5/10/15, Atk. Spd. by 5%/10%/15%, Critical Rate by 17/30/50, Critical Damage by 17%/33%/50% and Resistance to buff-canceling attacks by 40%. Decreases the effect of recovery magic by 80%. Available when HP is 30% or lower.  Summon Phoenix: The Phoenix has been adjusted to ensure its parity with the other 3rd class summons.  Spirit of Phoenix: Increased activation chance of each level to 35%  [New lv. 52/64/70] Defense Aura: Increases party member's P.Def by 3%/4%/5% and M.Def by 3%/4%/5%. Effect does not stack with Combat Aura.  [New lv. 55] Knight Fury: Increases party members' P.Def by 5%, M.Def by 5%, Atk. Spd. by 5%, Casting Spd. by 5% and Speed by 5. Effects are applied instantly depending on strike probability. Does not work in olympiad matches.  Pain of Shilen: Increased activation chance of each level to 35%.  [New lv. 52/64/70] Defense Aura: Increases party member's P.Def by 3%/4%/5% and M.Def by 3%/4%/5%. Effect does not stack with Combat Aura.  [New lv. 80] Massive Lightning Strike: A lightning strike deals damage to the target and surrounding enemies with 1082 Power, immobilizes them for 15 seconds and then paralyzes for 10 seconds.  [New lv. 55] Knight Fury: Increases party members' P.Def by 5%, M.Def by 5%, Atk. Spd. by 5%, Casting Spd. by 5% and Speed by 5. Effects are applied instantly depending on strike probability. Does not work in olympiad matches.  Eva's Will: Increased activation chance of each level to 35%.  [New lv. 52/64/70] Defense Aura: Increases party member's P.Def by 3%/4%/5% and M.Def by 3%/4%/5%. Effect does not stack with Combat Aura.  [New lv. 80] Eva's Defense: Increases party member's P.Def by 15% and M.Def by 10% and Speed by 4 for 5 minutes.  [New from lv. 40+] Dual Weapon Mastery: Increases P. Atk. when using a dualsword.  [New 44/56/68] Mana Drain: Has a chance to recover MP when striking.  [New from lv. 40+] Dual Weapon Mastery: Increases P. Atk. when using a dualsword.  [New 44/56/68] Mana Drain: Has a chance to recover MP when striking.  [New 44/58] Chant of Improved Combat (Self-buff): Increases Atk. Spd. by 15%/33% and bestows the ability to recover as HP 9% of the standard melee damage inflicted on the enemy.  [New from lv. 40+] Dual Weapon Mastery: Increases P. Atk. when using a dualsword.  [New from lv. 40+] Revenge Strike: Attacks the enemy with 738 Power added to P. Atk. Requires a sword, dual-sword or blunt weapon. Does not work in olympiad matches.  [New 44/58] Blood Awakening (Self-buff): Increases Atk. Spd. by 15%/33% and bestows the ability to recover as HP 9% of the standard melee damage inflicted on the enemy.  [New lv. 40] Rush: Charges toward the enemy.  [New from lv. 40+] Sword Crush: Attacks the enemy with 487 Power added to P. Atk. and inflicts Shock for 7 seconds. Requires a sword or dual-sword weapon. Does not work in olympiad matches.  Dances: Increased time duration of dances to 20 minutes (+Time enchant extends time duration to be 47 minutes).  [New lv. 40] Rush: Charges toward the enemy.  [New from lv. 40+] Sword Crush: Attacks the enemy with 487 Power added to P. Atk. and inflicts Shock for 7 seconds. Requires a sword or dual-sword weapon. Does not work in olympiad matches.  Songs: Increased time duration of songs to 20 minutes (+Time enchant extends time duration up to 47 minutes)  [New from lv. 40+] Mechanical Smash: Swings a spear to attack nearby enemies with 421 Power added to P. Atk. and causes Stun for 9 seconds. Requires a polearm to be equipped.  [New from lv. 40+] Provoke (ONLY WARSMITH): Provokes enemies within a wide range and decreases Resistance to spear weapons by 10 for 10 seconds.  Chain Heal: Adjusted the learning level to level 80.  [Shilien Saint NEW lv. 80] Lord of Vampires: For 30 seconds, gives all party members the ability to recover as HP 80% of the damage inflicted on the enemy.  Healers' Skills Transfer: Increased the Holy Pomander amount for Eva's Saint & Cardinals to 2.  Dagger Mastery [Trigger]: Increased the Dagger Mastery trigger duration to 15 seconds and increases Speed by +4.  [NEW] Bow Mastery [Trigger]: Bow Mastery will now trigger an active buff for 15 seconds that will increase Bow/Crossbow range by 20, Accuracy by 3 and Speed by 4.  Premium Buffs (Agathions Buffs): Increased time duration to be 4 hours.  Chant of Victory & Proof of Fire/Wind/Water: Increased time duration to be 20 minutes (+Time enchant extends time duration up to 40 minutes).  [NEW] Frintezza Welcome Skill(all classes): Increased weight limit by 4 and opens 24 inventory slots.  Warcry: Increased time duration to be 20 minutes.  Battle Roar: Increased time duration to be 20 minutes.  Thrill Fight: Increased time duration to be 20 minutes.  Fell Swoop: Increased time duration to be 20 minutes.  Majesty: Increased time duration to be 20 minutes.  Hawkeye: Eliminated the -10% P.def penalty and increased time duration to be 20 minutes.  Focus chance: Increased time duration to be 20 minutes.  Focus power: Increased time duration to be 20 minutes.  Focus Death: Increased time duration to be 20 minutes.  Mortal Strike: Increased time duration to be 20 minutes.  Seed of Fire/Water/Wind: Increased time duration to be 20 minutes.  Warrior Servitor: Increased time duration to be 20 minutes.  Wizard Servitor: Increased time duration to be 20 minutes.  Assassin Servitor: Increased time duration to be 20 minutes.  Final Servitor: Increased time duration to be 20 minutes.  Rage: Increased time duration to be 20 minutes.  Dark Form: Increased time duration to be 20 minutes.  Totem of Bear: Increased time duration to be 20 minutes.  Totem of Wolf: Increased time duration to be 20 minutes.  Totem of Ogre: Increased time duration to be 20 minutes.  Totem of Puma: Increased time duration to be 20 minutes.  Totem of Bison: Increased time duration to be 20 minutes.  Totem of Rabbit: Increased time duration to be 20 minutes.  Totem of Hawk: Increased time duration to be 20 minutes.  Battle Cry: Increased time duration to be 20 minutes.  Blood Pact: Increased time duration to be 20 minutes.  Furious Soul: Increased time duration to be 20 minutes.  Feline Queen Buffs: Increased time duration to be 20 minutes.  Seraphim the Unicorn Buffs: Increased time duration to be 20 minutes. Frintezza II Creator https://frintezzal2.com Join our Discord channel
    • We are introducing a Loyalty Program for streamers who show the in-game world situation. As a L2Metawars streamer you will get the gift listed below every week:    🔹Premium Account - 7 days   Conditions for streamers:   Your stream must contain L2MetaWars in its title and L2MetaWars banner or logo in its window. All the streamed materials have to be saved! 20 hours of transmission per week grants a gift. Gifts given every Monday. First gift u can get on June 3 and you will need only 10h+ of streaming. You must put link on you stream in special streaming channel on discord when you start broadcasting.   Special role on discord for streamers you will have to message  @MetaMan on Discord with a link to your streaming channel and ask for the reward. Gift given each Monday.
  • Topics

×
×
  • Create New...