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Changeset 384

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Jan 9th, 2020
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  1. H part I, Movement part II, PlayerLevelData addition, Boats, Bugfixes, Organization
  2.  
  3. SH part I
  4. - Add Q504 and Q655 quests.
  5. - Add 4 out of 6 Siegable Halls scripts :
  6. - Devastated Castle
  7. - Fortress of Resistance
  8. - Fortress of the Dead
  9. - Rainbow Springs Chateau
  10. - Add relatedNpcIds for all clan halls.
  11. - Add clanHall information for all doors.
  12. - Rework SiegeNpc to use all retail HTMs. It isn't supposed to NPE over Siegable Hall anymore.
  13. - Create SiegableHallZone.xml, based on ClanHallZone zones.
  14. - Update ClanHallZone.xml with "other" spawns.
  15.  
  16. Movement part II
  17. - Fix Boat movement, based on vladalien work.
  18. - Rework isPathClear behavior, which wasn't working properly. Objects don't use geopath anymore when not needed.
  19. - Drop ARRIVED event for intermediate path points. Ty vladalien.
  20. - Fix player/creature following "knownlist-forgotten" teleporting character behavior.
  21. - Don't process Walker path if already moving.
  22.  
  23. PlayerLevelData addition
  24. - Unhardcode Formulas#karmaMods and Experience.java.
  25. - Implement missing exp loss % per player death based on level.
  26. - Rework getExpForThisLevel() / getExpForNextLevel() / getExpForLevel(int level) for both Summon/Pet/Player. It is now only located on Stat.
  27. - Don't feed anymore getExpForThisLevel / getExpForNextLevel for regular servitors packets. Revert-able if a visual issue occurs.
  28.  
  29. Boats
  30. - Boat clandestines entering DURING boat leaving harbor are now correctly dropped out from Boat if they got no valid tickets.
  31. - Pay process is now delayed of 5sec to fit with AdvExt, passenger system is reworked.
  32. - Fix Boat entrance/exit to fit with AdvExt. You now instantly stop on the edge of each side (harbor/boat), and can now enter from afar. Ty vladalien.
  33. - Boat is now correctly set to null while teleporting (soe, gm) and upon leaving boat while boat is still sailing.
  34. - Store process is stopped upon boat oust.
  35. - Passenger summon is unsummoned to avoid movement tracking issue. RELEASE_PET_ON_BOAT is called only once, as a first shot warning and Player can onboard freely with summon on.
  36.  
  37. Bugfixes
  38. - Rework nextActionIsAttack() implementation to avoid one NPE and properly set NEXT intention.
  39. - SS / BSS animation is now processed as retail. Ty SweeTs.
  40. - NPCs don't recharge ss/bss anymore if already charged.
  41. - Chance skills upon casting magic skills is fixed. Ty Sahar.
  42. - Allow players to use Curse Death Link with CTRL. Ty Zarie.
  43. - Fully fix fake death behavior, as tested on AdvExt PTS.
  44. - Heal, buffs, missed attacks and self damage don't trigger the effect end anymore.
  45. - The begin of a cast/attack don't trigger the effect end anymore.
  46. - User spam skill/stand action got now a delay (similar to sit and revive).
  47. - The effect end isn't triggered anymore when being in middle of animation start (it is simply ignored).
  48. - Revert following part of rev 238 : 'Reflect damage skills type don't kill you anymore (stuck at 1). Well, shouldn't.' as tested on AdvExt PTS.
  49. - Fix Dark Vortex absorb part %.
  50. - Gates of Splendors can't be opened anymore using Unlock skill, based on official patch notes. Edit values based on IL patch notes.
  51. - Revert partially FourSepulchersManager, prior to rev 379. Shadows of Halisha should correctly spawn.
  52. - Upon //hide, summons are now hidden and STEALTH effect is applied.
  53. - Fix a missing distance check on Quest#getClanLeaderQuestState (player killer wasn't tested if not clan leader ; now both player and leader must be in good distance of the npc to trigger it).
  54. - Fix Anakazel duplicates. Ty bowling4soup.
  55. - Add missing SCHs doors upon Siegable Halls getDoors() in order to make them usable by NPCs (previous system couldn't work properly).
  56. - Implement CP_CH_USE_FUNCTIONS privilege. Fix missing occurences of CP_CL_VIEW_WAREHOUSE, CP_CH_SET_FUNCTIONS and CP_CH_OPEN_DOOR.
  57. - Fix naming conventions for both player/pet (alphanumeric 1-16 for both), based on AdvExt PTS.
  58. - Implementation of Siege Mercenary Gatekeepers. Ty RooT.
  59. - Fix missing MercenaryManagerNpc checks (upon AdminNpc to show Shop button, and on the regular packet RequestBuylist, making it impossible to buy tickets).
  60. - Properly cleanup tickets and mercenaries upon //removecastle.
  61. - Add missing CHARGE FlyType.
  62. - Fix Player cast behavior : you can now queue the same skill.
  63. - Fix an issue with bookmarks. Bookmark name isn't server-scope anymore, but player scope. Ty StinkyMadness.
  64.  
  65. Organization
  66. - Addition of Point2D, the mother class of Location.
  67. - SchemeBuffer - Ty StinkyMadness
  68. - Rework getGroupSkillList, reducing code amount.
  69. - Add images to fill empty space in "prev - next", in order layout always keeps its shape.
  70. - Refresh some SQL tables PRIMARY KEY. Ty StinkyMadness.
  71. - RandomWalkRate is configurable now (default 30%).
  72. - Addition of //walker admincommand, showing Walker routes.
  73. - Remove //move_defenders (unused, not implemented).
  74. - //siege is reworked. It now shows current siege status and a link to siege information packet, for each castle.
  75. - Addition of following methods :
  76. - Npc#isLordOwner(Player)
  77. - WorldObject#setXYZ(WorldObject)
  78. - Quest#checkClanLeaderCondition(Player, Npc, String, String)
  79. - Player#hasClanPrivilege(int)
  80. - SpawnLocation#setHeadingTo(int, int) and variants.
  81. - WorldObject#knows(WorldObject). Replacement of all getKnownType(class).contains uses for knows. It will lead to big performance hit over any live server.
  82. - Location#distance(Location) and variants (with int coords, Point2D).
  83. - Multiple classes now extend appropriate classes and/or are moved to proper packages (RadarMarker, Bookmark, NewbieBuffHolder,...).
  84. - Store FlyType under enum, to avoid calculation.
  85. - Add a package named model.zone.type.subtype to store all subtypes zones related classes (aka mother classes, not used directly by XMLs but used by children).
  86. - Add subtype zone ResidenceZoneType, used by CastleZone and ClanHallZone.
  87. - Add Spawn(int id) which generate a Spawn with included NpcTemplate check.
  88. - AdminEditNpc is renamed AdminNpc.
  89. - Creation of //npcinfo (clone of shift + left click), which split all NPC infos towards categories.
  90. - Drop //show_minion, //show_scripts and //show_droplist ; they are now added directly into //npcinfo.
  91. - Edit npcinfo / doorinfo to add clan hall / siegable hall informations.
  92. - Npc / Door now use NpcTemplate / DoorTemplate variable to feed ClanHall / SiegableHall information instead of getNearestClanHall (avoid 100k+ iterations).
  93. - Package "container" creation - A container is basically an "extension" of an instance, holding multiple variables affecting one particular system and linked to an instance.
  94. - Move model.player and model.npc into a new package, model.container.
  95. - Generate model.container.creature and hold the few related classes into it.
  96. - Rename CharEffectList to EffectList.
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