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  1. Feb 08, 2014
  2. Dec 31, 2013
  3. Dec 27, 2013
  4. Dec 21, 2013
  5. Dec 01, 2013
    • Zoey76's avatar
      BETA: Skill fixes. · 768fe76f
      Zoey76 authored
      	* Fixed time in Dragon Dash (20004).
      		* Patch by: u3games
      	* Fixed time in Dragon Aura (20005).
      	* Fixed skills end effects updated in High Five for skills:
      		* Anchor (1170)
      		* Lightning Shock (791)
      		* Lightning Strike (279)
      		* Reported by: maneco2, Gries, janiko
      768fe76f
  6. Nov 17, 2013
    • Nos's avatar
      BETA: Changed over-time effects to be more retail like. · 40e296cb
      Nos authored
      	* Fixed a bug causing change of target to self and then back to old target when casting self/aura skills.
      	* Renamed `ExRegMax` packet to `ExRegenMax`.
      	* Fixed `ExRegenMax` packet format.
      	* `HealOverTimeEffect` should send `ExRegenMax` packet only for skills with `HP_RECOVER` abnormal type.
      	
      Reviewed by: !UnAfraid, Zoey76
      40e296cb
  7. Nov 15, 2013
    • Zoey76's avatar
      BETA: Datapack part for [L6272] - Abnormal visual effect rework: · f500639f
      Zoey76 authored
      	* Moved abnormal visual effects from effect to skill.
      	* Added missing !JavaDocs.
      	* Removed unused `L2EffectType`.
      	* Removed `L2AbnormalZone`, instead use `L2EffectZone` with a custom skill.
      	* Added all missing abnormal visual effects.
      	* Fixed/removed all custom abnormal visual effects.
      	* Removed hardcoded abnormal visual effects, they must be present in skill or set to the character.
      	* Added fixed all values for abnormal visual effects.
      		* Thanks to: Nos
      	* Fixed abnormal visual effect admin menues.
      		* Added event abnormal visual effect menu, although they are not working yet.
      	* Removed multiple methods to start/stop abnormal visual effects.
      f500639f
  8. Nov 10, 2013
  9. Nov 08, 2013
  10. Nov 05, 2013
  11. Nov 03, 2013
  12. Oct 28, 2013
  13. Oct 27, 2013
    • Zoey76's avatar
      BETA: Skill and effect system complete rework: · cdfeacf8
      Zoey76 authored
      	* Renamed `L2Effect` to `AbstractEffect`.
      	* No more dynamic creation of effects (Huge performance and memory boost!).
      		* Removed all traces or reflection on run time!
      	* Removed `EffectTemplate`, merged with `AbstractEffect`.
      	* Reworked and externalized all the logic from `AbstractEffect` that handled effect ticking.
      	* Reviewed all "over time" skills:
      		* `Flag` effect does not have ticks and doesn't need onActionTime() defined.
      		* '''Fixed DOT (damage over time), MDOT (mana damage over time), HOT (heal over time), MHOT (mana heal over time) skills.'''
      			* Reported by: Tavo22, Snip
      		* `FakeDeath` effect should only last forever (or while conditions are met) if it's a toggle skill.
      		* `Relax` effect should only last forever (or while conditions are met) if it's a toggle skill.
      	* Removed `EffectState` enumerated and the nasty switch associated to it!
      	* Removed "lambda" support from effects, the default attribute `val` is now double.
      		* Removed val="0", now `val`'s default value is zero, no need to declare it explicitely.
      	* '''Removed''' `noicon` '''attribute from effects, icon is not related to effects, but to the skill.''
      	* Renamed `AbnormalEffect` enumerated to `AbnormalVisualEffect`.
      	* Removed `EffectDurationHolder` DTO.
      	* Removed getFirstEffect(int), skills can be stoped by skill ID or `AbnormalType`.
      	* Reworked (again) `CharEffectList`:
      		* Using maps as underlying implementation, '''reduced drastically iterations''' (Hash tables offer 0(1) in most operations).
      			* Using Javolution's `FastMap`, due Java lacks a default implementation that is ordered by insert order, thread-safe and concurrent safe.
      		* Separated all kind of skills into buffs, triggers, dances, debuffs, passive.
      		* Using Double-locked checking, useless instantiation of maps is avoided.
      		* Improved buff counting operations (no more iterations over every effect every time you get a new one to know if you reached maximum count).
      		* Removed getEffects() and all temporary list/map creations.
      		* '''Reworked the way buffs are inserted preventing iterations and correcting exceptions while finding the correct index to insert the buff.'''
      	* Reworked `Formulas`#calcEffectAbnormalTime(Env env)
      	* Fixed `L2CubicInstance`#useCubic<Skill Type>(..), this methods are not static, then they don't need to recieve a `L2CubicInstance` as parameter.
      	* Implemented `BuffInfo`, modeled from retail's implementation with minor changes to fit our implementation.
      		* Complex DTO that holds all the information for a given buff (or debuff or dance/song) set of effects issued by an skill.
      		* Controls the logic of the buffs.
      	* Removed a few of `L2EffectType`.
      	* Improved a bit `L2BabyPetInstance` skill casting related logic, reduced iterations and simplified the code.
      	* Implemented `EffectTaskInfo`, DTO to hold the effect task (Maybe this will change later).
      	* Implemented `EffectTickTask` runnable task to control ticking logic.
      	* Removed "after effect" implementation, totally useless.
      		* Suggested by: UnAfraid
      	* Removed all the `L2Skill`#getEffects(..) methods replaced with L2Skill#applyEffects(..).
      	* Moved "can be stolen" logic to `L2Skill`, it isn't related to the effect, but to the skill.
      	* Added "Refresh" button on admin panel to check buffs easily.
      	* Added admin command "admin_getbuff_ps" to check effects from passive skills.
      	* Improved performance in `DispelBySlot` and `DispelBySlotProbability` effects.
      	* Fixed minor typo in `DispelBySlot` and `DispelBySlotProbability` effects, there are values over `Byte.MAX_VALUE`.
      	* '''Added retail support for Herbs, when a lesser buff is replaced by an herb, it becomes inactive, but it's timer continues, when the Herb buff finishes if the lesser buff has time it becomes active untill completes it's time.'''
      		* Time does not pause, it just continues in the background.
      		* Effects does not stack.
      		* Reported by: Nos
      	* '''Fixed Herbs, they shouldn't display gauge bar (casting bar) upon usage.'''
      		* Reported by: Nos
      	* '''Fixed Herbs not removing lesser effect icon, leading to players belive that buffs stack...'''
      		* Reported by: Tavo22, evets, u3games, pandragon
      	* '''Fixing instant effects being added to the effect list, and removing buffs present on the list.'''
      		* Reported by: Tavo22
      	* '''Fixed "Short Buff" slot (slot for healing potions).'''
      		* Statified reset packet (reduced object creation, a lot!).
      		* Removed task to reset `ShortBuffStatusUpdate`, let's use buff ending task for that.
      		* Moved logic to `CharEffectList` instead of `L2PcInstance` + `ItemSkillsTemplate`.
      		* Reported by: JMD, Gries, Cresceus
      	* Fixed `StealAbnormal` effect logic and `Formulas`#calcCancelStealEffects(..).
      		* Improved buffs doesn't stack anymore with normal (lesser) buffs.
      		* Now all effects are excecuted including instant effects (if they are successfuly applied).
      		* Reported by: Adry_85
      	* `BlockChat` effect shouldn't be instant!
      	* Fixed system messages related to skills (success, fail, removal, ending).
      	* Improved `AdminBuffs`, more information is displayed:
      		* Blocked abnormal skill types (if any)
      		* Total buff count.
      		* Hidden buff count.
      		* Inactive effects (in red)
      		* Skill level next to the name.
      	* '''Rewritten''' `EffectMasterHandler` '''to avoid reflection where it's useless.'''
      	* Since `L2EffectType` is scheduled to be removed:
      		* `AbstractEffect`#getEffectType() is not abstract anymore, now returns L2EffectType.NONE by default.
      	* '''Fixing debuffs working on "white players" with control.'''
      		* Patch by: nBd (minor changes by Zoey76)
      		* Reported by: plasan, jungla56, St3eT, Tavo22, Konstantinos, pandragon
      	* '''Fixed exploit on restore summon feature that allows players to dupe summons.'''
      		* Unhardcoding `canSummon` condition.
      		* Reported by: Janiko
      	* '''Fixed Arcane Shield getting stuck after being stolen.'''
      		* Reported by: valanths1990, nBd, freestyler, Gries
      	* '''Fixed triggered skills that got stacked within the same ID and different level.'''
      		* Reported by: nBd, lucan, blacksea, Gries
      
      Tested by: Nos, Captain, Janiko, Konstantinos, Lucan, UnAfraid, Zoey76
      
      '''Note to developers 1:''' Instant effects shouldn't override onExit(!BuffInfo).
      '''Note to developers 2:''' Is not required to call super.onStart() or super.onExit() to add/remove abnormal visual effects anymore, it's done on an indepent method.
      '''Note to developers 3:''' Do not add "steal constructor", such thing is not required anymore.
      cdfeacf8
  14. Jul 24, 2013
  15. Jun 22, 2013
  16. Jun 20, 2013
  17. Jun 17, 2013
    • Adry_85's avatar
      BETA: Starting support for new aggression system: · 5067d34c
      Adry_85 authored
      	* Removed old and custom skillTypes and added new effects.
      	* Added retail formula for effects '''!TargetCancel''', '''!TargetMeProbability''', '''!SkillTurning''', '''Betray''' and '''Bluff'''.
      		* Patch by: Nos
      	* Added all missing '''effectPoint''' inside skills.
      		* Patch by: !UnAfraid
      	* Fixed bug with !TargetMe effect that does not allow you to change target even if the effect has worn off.
      		* Reported by: blacksea
      Reviewed by: Zoey76
      Thanks to: Nos, !UnAfraid, Zoey76
      5067d34c
  18. Jun 05, 2013
  19. May 30, 2013
    • Adry_85's avatar
      BETA: Skills cleanup: · 84d5609b
      Adry_85 authored
      	* Removed old support for feedable beast in Beast Farm.
      	* Removed custom CONFUSE_MOB_ONLY skillType.
      84d5609b
  20. May 28, 2013
    • Rumen Nikiforov's avatar
      BETA: Adding icon to all skills. · bdd84714
      Rumen Nikiforov authored
      	* Also fixing typo in skill 2274 it have 8 levels not 9!
      bdd84714
    • Zoey76's avatar
      BETA: Fixing skill magic levels. · 3a6fb0c3
      Zoey76 authored
      	* Added missing magic levels for enchanted skills.
      	* Removed duplicated magic levels.
      	* Fixed wrong magic levels, the rest will be done in following commits.
      	* Fixed some passive effects, stats should't be added with out a wrapper effect!
      3a6fb0c3
  21. May 15, 2013
    • Adry_85's avatar
      BETA: Skill reworks: · f54c8b79
      Adry_85 authored
      	* Added new effect NpcKill for Betray skill.
      	* Deleted useless skillType.
      	* Added new skills:
      		* Presentation - Lilith Battle.
      		* Presentation - Anakim Battle.
      	
      	Reviewed by: Zoey76
      f54c8b79
  22. May 08, 2013
    • Adry_85's avatar
      BETA: Skills rework: · 7781a9a3
      Adry_85 authored
      	* L2PcInstance:
      		* Removed isUsingDualWeapon() not used anymore.
      		* Removed custom check for Strider Siege Assault skill (new condition will be added soon).
      		* Fixed double system message when you use Soul Rage skill.
      	* Stats:
      		* Removed useless stats (LETHAL_RATE, AGGRESSION_VULN, AGGRESSION_PROF, CRIT_PROF, NONE_WPN_VULN, transformId).
      	* !SystemMessageId:
      		* Updated system message when you done damage on target.
      		* Added missing system message for Seven Signs quests (quests will be added soon).
      	* Formulas:
      		* Moved calcLethalHit in proper effect handler.
      		* Cleanup and fixes some methods.
      		* Fixing blow bonus when you hitting from the side of target.
      	* L2Character:
      		* Removed !CpConsume check and fixed skill Over the Body.
      	* L2CubicInstance:
      		* Added !CubicDrain method.
      		* Removed useless comment.
      		* Fixed Magical Critical Rate calculation.
      	* L2Skill:
      		* Removed staticDamage variable, now have own effect like retail.
      		* Removed canBeReflected variable, now have his proper checks.
      		* Cleanup and fixes some methods.
      	* L2SkillType:
      		* Deleted PDAM, MDAM, MANADAM, CPDAMPERCENT, DRAIN, DEATHLINK, FATAL, BLOW, STRSIEGEASSAULT and CHARGEDAM.
      	* L2EffectType:
      		* Added new effects DEATH_LINK, ENERGY_ATTACK, FATAL_BLOW, HP_DRAIN, LETHAL, MAGICAL_ATTACK, MAGICAL_ATTACK_MP, PHYSICAL_ATTACK, PHYSICAL_ATTACK_HP_LINK and STATIC_DAMAGE.
      		* Renamed !IncreaseCharges to !FocusEnergy and made effect retail like.
      		* Added new effect !FocusMaxEnergy.
      	* Effecthandlers
      		* Removed !StatusUpdate from some effect because is already updated by setCurrentHp, setCurrentMp and setCurrentCp methods.
      		
      	'''NOTE''': New skill debugging will be added soon.
      	
      	Reviewed by: MELERIX, Zoey76
      7781a9a3
    • MELERIX's avatar
      BETA: DP-Part for [L5965] · d5b2dc96
      MELERIX authored
       * Updated proper targetType.
       * Added two missing skillTypes.
      
      Reported by: RiZe
      d5b2dc96
  23. May 07, 2013
  24. May 05, 2013
  25. Apr 30, 2013
  26. Apr 27, 2013
    • Zoey76's avatar
      BETA: Effect rework: · c5c99945
      Zoey76 authored
      	* Complete rework of !CharEffectList.
      		* Mimicking "List" operations, remove(..), add(..), isEmpty()...
      		* Thread-safe.
      			* Using reentrant locks for read/write operations.
      		* Removed cache-array, wasn't working.
      		* Removed useless methods.
      		* Removed queue, wrong implementation was leading to wrong updates in effect lists.
      		* Now effects from skills are managed in batches, less calls to methods, avoiding overhead from synchronization and keeping abnormal type groups safe.
      		* Support for blocked buff slots, no more hacks!
      			* Implemented proper effect.
      		* No more dependence on Javolution.
      		* !JavaDocs!
      	* Abnormal type, level and time are global to the skill and not specific to each effect.
      		* Keeping support to customize each effect duration time, needs testing.
      	* Added abnormal type enum, no more strings.
      		* Removed overhead from string comparison.
      	* !EffectTemplate rework:
      		* No more public fields, we use mutators and accessors to work with them!
      		* Func list to List instead of array.
      			* Avoid CPU overhead, System.arraycopy(..).
      		* Removed unused transform parameters.
      		* !JavaDocs!
      	* L2Skill rework:
      		* No more dependence on Javolution.
      		* Func and Effect lists to List instead of array.
      		* Removed some useless effect type related method from skills.
      		* Removed custom restriction for stolen effect with current duration less than 5 seconds.
      		* If NPE appear they have to be properly fixed, no more hacks!
      		* Updated toString() method.
      		* !JavaDocs!
      	* L2Effect rework:
      		* Effects do not store static data from template!
      		* Removed unused transform parameters.
      		* Removed "passive effect" related methods, effect is passive if skill is passive.
      		* Removed "buff"/"debuff" related method from effects, skills are buffs or debuffs not effects.
      		* Updated toString() method.
      		* Removed effectCanBeStolen() method, now canBeStolen() is overridden in effect implementations in Datapack.
      		* !JavaDocs!
      	* L2Item minor rework:
      		* Func and Effect lists to List instead of array.
      			* Avoid CPU overhead, System.arraycopy(..).
      		* No more dependence on Javolution.
      		* Now _questEvents is initialized only if it's used, not for all items!
      	* L2Weapon fixes:
      		* Fixed bug in getSkillEffects(L2Character, L2Character, L2Skill) returning always empty array of effects!
      		* Func and Effect lists to List instead of array.
      			* Avoid CPU overhead, System.arraycopy(..).
      		* No more dependence on Javolution.
      	* Reworked "get func" methods to avoid toArray(..) calls.
      	* Proper use of maps, no more iteration over keys and retrieving the value using get method.
      	* Externalized formula to calculate current effect duration to Formulas class.
      	* Static fields are upper case.
      	* Adding button to reload effects, '''must be follow by skill reload and probably player restart''' to ensure there is no memory-leftovers.
      	* Fixing skill Frintezza's Songs(5008) abnormal types.
      	* Fixing minor bug with High Five GM skills.
      	* Added name to effect list from admin panel, fixed other minor glitches.
      	* Removed old and classing GM menu.
      	* Updated logs and comments.
      
      Reviewed by: Adry_85, MELERIX
      
      Testing video: http://youtu.be/7qadv7QQhy4
      c5c99945
  27. Apr 03, 2013
    • Adry_85's avatar
      BETA: Reworking skills: · 957d961a
      Adry_85 authored
      	- Added effect !FocusSouls
      	- Removed skillhandlers Heal
      	- Removed skillhandlers !HealPercent
      	- Removed skillhandlers !ManahealPercent
      	- Removed skillhandlers Charge
      	- Removed skillhandlers Soul
      	- More improvements and cleanup
      	
      	Reviewed by: MELERIX, !UnAfraid, Zoey76
      957d961a
  28. Mar 29, 2013
  29. Mar 28, 2013
  30. Mar 27, 2013
  31. Mar 24, 2013
  32. Mar 21, 2013
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