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Posted

.::Updates::.

- JAVA: Misc fixes

- SQL: L2Minion shouldn't have aggro.

- XML: Fixing weird mistakes in skills

- SQL: clanhall_siege_guards.sql for future usage.

- XML: Changed dependOnTargetBuff to 0.1 in Curse of Divinity  skill.

- HANDLERS: Moving Merchant shift click to NpcInfo?.

- HTML: Little add-on to NpcInfo?

- Frintezza fixes,

- Adding multipliers in Giants Exploration 1

- Minor typo fix for sorted WH mod

- JAVA: Warning cleanup

- JAVA: Fix for Vanguard transforms and some warning cleanup

- Remove some unused old stuff.

- On forced player restart/logout is removed from boss zone.

- Fix for pet name item info + cleanup.

- Player skill levels depend on his level - if player level is lower than skill last learn level - 9, skill level is decreased to next possible (or removed).

- Frint respawn is 2 days.

- Rune & Schuttgart Artefact Spawns update.

- Core support for dependOnTargetBuff skill attrib.

- Avoid to see dead player on oly after loose.

- Fix for recharge shot on shield change

.::Updates::.

Posted

.::Updates::.

- fix typo in spawn/teleport protection

- launchers update

- Merge siege zones to L2SiegeZone.

- Implementation castle/fort zones.

- Fix relations - auto attackable issue (sword target was on wrong person - switched player<->target)

- Oly shout for classed/nonclassed game.

- Cleanup some packets.

- Fix unequip of the two-handed weapons and hair accessories.

- More checks in clan management: rights of the CL can't be changed.

- Warning cleanup

- More checks in clan pledges management.

- Disable weight check for gm.

- Limiting friend message to 300 characters (can be adjusted later).

- L2Pet#getControlItemId method rename to avoid confusion.

- Fix for fast falling down on dying char.

- XML: Skill Mutual Response.

- Castle Teleport Zones Back

- XML/SQL: Retail-Like Castle/Siege Zones, also new Fort/Siege Zones, and some Siegable Clan Hall Siege Zones  added too.

- XML: Fixing a issue with Frintezza's Zone

- SQL: Little fixes

.::Updates::.

Posted

With l2jupdates y dont do nothing... maybe your server need other things for fix example skill reuse-delay or olympiad fixesand y make bullshits sofix first the usefull things and then update anyway or try this fix the unfixed things and simply update too with l2j's one

Posted

.::Updates::.

- Add separated config for manufacture and manor floodprotection.

- Floodprotectors: continue to refactor. Several packets added.

- New floodprotector added: CharacterSelect?.

  Protected packets: CharacterSelect?, CharacterDelete?, CharacterRestore?. Timeout 3s.

  Floodprotectors moved to L2PcInstance, logging reworked

- L2NpcBufferInstance bypass support for pet buffer: PetBuff?, PetHeal?, PetRemoveBuffs?

- dropped "id" attribute usage at multisell xmls -> so no need to modify them all the time a new item is added inside a list...

- mantainIngredient -> maintainIngredient, needs dp update

- prevent closing closed client.

- Fix for updating stats in client.

- Fix for skill remove on castle/fort lose, oly start.

- log GM buffs operations to the same file as other actions

- XML:[FIX] Soul Gathering enchant recovery

- HTML: this is more logic msg

- SQL: spawns are correct, but we can move npc a little (orc guild giran town)

- XML: skills for GE belt

- JAVA: Fix for Sublime

.::Updates::.

Posted

.::Updates::.

- code update for new StatusUpdate?  constructor.

- Hiding real mob HP from packet sniffers.

- Some cleanup, minor update.

- Unhardcode Manor Manager bypasses to DP. Update required.

- fix java.lang.NullPointerException?

- Fix for MAX_HP update for mobs. Do not send info about MP.

- More exceptions to shown Smiley

- NPE fix and some optimizations

- Skill repeater support.

  Usage: <set name="hitTimings" val="10,20,30,20,20" />

  Values are _percents_ of the total hitTime.

  In this example for hitTime = 10000 hits will be done after 1000(10%), 3000(+20%), 6000(+30%), 8000(+20%), 10000(+20%) ms.

- Login server update - timeout for disconnecting.

- Datapack update for new StatusUpdate?  constructor.

- XML: fix Cleanse MP Consume

- XML: Little fix for Arrest and Shackle

.::Updates::.

Posted

.::Updates::.

- Unhardcoding castle chamberlain manor manager functions (fix problems with manor edition).

- ClassCastException? fix

- fix add auto announce

- SQL: More Fundation Weapons

  Destruction.

  Lightening.

  Hail.

  Concentration.

  Confusion.

- SQL: Teleport Updates

- XML: Missing Bonuses for Enhanced Shirts/Braclets

- JAVA: Frintezza camera update

- SQL: Delete not used merchant tables

.::Updates::.

Posted

.::Updates::.

- XML: Minor skill fixes.

- SQL: npcskills update.

- SQL: Removing Unused Teleports

- XML: Polearm Mastery/Poles updates

- XML: Temp Fix for "Restore Life" skill

.::Updates::.

Posted

.::Updates::.

- Fix for pet names, changing also status back if noname.

- Self-effects ("self" = "1") fix. Before all effects of the skill counted as self-effects if at least one self-effect present.

- Blinding Blow bluff effect correction (core part).

- JAVA/XML/SQL: Minor fixes

- HTM/JYTHON: Path To Hellbound update

- XML: Spoil skill should work in PVP when enchanted

- XML: Missing "removedOnAnyActionExceptMove" in Sublime Self-Sacrifice skill.

- New stat "limitHp" describing non-visible max HP limit.

- Old getMaxHp() now renamed to getMaxVisibleHp(), and getMaxHp() return visible HP multiplied by limit.

- HP can't increase higher than getMaxHp() anyway.

- getMaxVisibleHp() also used in player maxhp condition.

- New skill parameter "saveVs", allowing override default (from skilltype) target defense stat.

- Usage: <set name="saveVs" val="CON" />

- Special stat NULL can be used to disable stat multiplier (set to 1).

- Also unhardcoding all stats bonuses to the xml file.

- Summons and pets evade attacks in standby and follow modes.

- New AI event EVT_EVADED, called on target AI when melee hit evaded.

- JAVA/XML: Fixing CpDam/CpDamPercent? to land always, also included a Temp Fix for Touch of Death

- XML: Spoil Festival in PVP when enchanted.

- JAVA: fix issue with effect bluff in Blinding Blow

.::Updates::.

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