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- H part I, Movement part II, PlayerLevelData addition, Boats, Bugfixes, Organization
- SH part I
- - Add Q504 and Q655 quests.
- - Add 4 out of 6 Siegable Halls scripts :
- - Devastated Castle
- - Fortress of Resistance
- - Fortress of the Dead
- - Rainbow Springs Chateau
- - Add relatedNpcIds for all clan halls.
- - Add clanHall information for all doors.
- - Rework SiegeNpc to use all retail HTMs. It isn't supposed to NPE over Siegable Hall anymore.
- - Create SiegableHallZone.xml, based on ClanHallZone zones.
- - Update ClanHallZone.xml with "other" spawns.
- Movement part II
- - Fix Boat movement, based on vladalien work.
- - Rework isPathClear behavior, which wasn't working properly. Objects don't use geopath anymore when not needed.
- - Drop ARRIVED event for intermediate path points. Ty vladalien.
- - Fix player/creature following "knownlist-forgotten" teleporting character behavior.
- - Don't process Walker path if already moving.
- PlayerLevelData addition
- - Unhardcode Formulas#karmaMods and Experience.java.
- - Implement missing exp loss % per player death based on level.
- - Rework getExpForThisLevel() / getExpForNextLevel() / getExpForLevel(int level) for both Summon/Pet/Player. It is now only located on Stat.
- - Don't feed anymore getExpForThisLevel / getExpForNextLevel for regular servitors packets. Revert-able if a visual issue occurs.
- Boats
- - Boat clandestines entering DURING boat leaving harbor are now correctly dropped out from Boat if they got no valid tickets.
- - Pay process is now delayed of 5sec to fit with AdvExt, passenger system is reworked.
- - 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.
- - Boat is now correctly set to null while teleporting (soe, gm) and upon leaving boat while boat is still sailing.
- - Store process is stopped upon boat oust.
- - 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.
- Bugfixes
- - Rework nextActionIsAttack() implementation to avoid one NPE and properly set NEXT intention.
- - SS / BSS animation is now processed as retail. Ty SweeTs.
- - NPCs don't recharge ss/bss anymore if already charged.
- - Chance skills upon casting magic skills is fixed. Ty Sahar.
- - Allow players to use Curse Death Link with CTRL. Ty Zarie.
- - Fully fix fake death behavior, as tested on AdvExt PTS.
- - Heal, buffs, missed attacks and self damage don't trigger the effect end anymore.
- - The begin of a cast/attack don't trigger the effect end anymore.
- - User spam skill/stand action got now a delay (similar to sit and revive).
- - The effect end isn't triggered anymore when being in middle of animation start (it is simply ignored).
- - 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.
- - Fix Dark Vortex absorb part %.
- - Gates of Splendors can't be opened anymore using Unlock skill, based on official patch notes. Edit values based on IL patch notes.
- - Revert partially FourSepulchersManager, prior to rev 379. Shadows of Halisha should correctly spawn.
- - Upon //hide, summons are now hidden and STEALTH effect is applied.
- - 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).
- - Fix Anakazel duplicates. Ty bowling4soup.
- - Add missing SCHs doors upon Siegable Halls getDoors() in order to make them usable by NPCs (previous system couldn't work properly).
- - Implement CP_CH_USE_FUNCTIONS privilege. Fix missing occurences of CP_CL_VIEW_WAREHOUSE, CP_CH_SET_FUNCTIONS and CP_CH_OPEN_DOOR.
- - Fix naming conventions for both player/pet (alphanumeric 1-16 for both), based on AdvExt PTS.
- - Implementation of Siege Mercenary Gatekeepers. Ty RooT.
- - Fix missing MercenaryManagerNpc checks (upon AdminNpc to show Shop button, and on the regular packet RequestBuylist, making it impossible to buy tickets).
- - Properly cleanup tickets and mercenaries upon //removecastle.
- - Add missing CHARGE FlyType.
- - Fix Player cast behavior : you can now queue the same skill.
- - Fix an issue with bookmarks. Bookmark name isn't server-scope anymore, but player scope. Ty StinkyMadness.
- Organization
- - Addition of Point2D, the mother class of Location.
- - SchemeBuffer - Ty StinkyMadness
- - Rework getGroupSkillList, reducing code amount.
- - Add images to fill empty space in "prev - next", in order layout always keeps its shape.
- - Refresh some SQL tables PRIMARY KEY. Ty StinkyMadness.
- - RandomWalkRate is configurable now (default 30%).
- - Addition of //walker admincommand, showing Walker routes.
- - Remove //move_defenders (unused, not implemented).
- - //siege is reworked. It now shows current siege status and a link to siege information packet, for each castle.
- - Addition of following methods :
- - Npc#isLordOwner(Player)
- - WorldObject#setXYZ(WorldObject)
- - Quest#checkClanLeaderCondition(Player, Npc, String, String)
- - Player#hasClanPrivilege(int)
- - SpawnLocation#setHeadingTo(int, int) and variants.
- - WorldObject#knows(WorldObject). Replacement of all getKnownType(class).contains uses for knows. It will lead to big performance hit over any live server.
- - Location#distance(Location) and variants (with int coords, Point2D).
- - Multiple classes now extend appropriate classes and/or are moved to proper packages (RadarMarker, Bookmark, NewbieBuffHolder,...).
- - Store FlyType under enum, to avoid calculation.
- - 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).
- - Add subtype zone ResidenceZoneType, used by CastleZone and ClanHallZone.
- - Add Spawn(int id) which generate a Spawn with included NpcTemplate check.
- - AdminEditNpc is renamed AdminNpc.
- - Creation of //npcinfo (clone of shift + left click), which split all NPC infos towards categories.
- - Drop //show_minion, //show_scripts and //show_droplist ; they are now added directly into //npcinfo.
- - Edit npcinfo / doorinfo to add clan hall / siegable hall informations.
- - Npc / Door now use NpcTemplate / DoorTemplate variable to feed ClanHall / SiegableHall information instead of getNearestClanHall (avoid 100k+ iterations).
- - Package "container" creation - A container is basically an "extension" of an instance, holding multiple variables affecting one particular system and linked to an instance.
- - Move model.player and model.npc into a new package, model.container.
- - Generate model.container.creature and hold the few related classes into it.
- - Rename CharEffectList to EffectList.
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