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  1. Jan 17, 2021
  2. Apr 27, 2020
  3. Mar 05, 2019
    • Zoey76's avatar
      Complete DataPack refactor · 62c9e72b
      Zoey76 authored
      Moved to Maven instead of Gradle.
      Using proper project structure and package structure.
      62c9e72b
  4. Feb 06, 2019
  5. Jan 18, 2018
  6. Jan 25, 2016
  7. Aug 01, 2015
    • Zoey76's avatar
      Project refactor · 64f4db54
      Zoey76 authored
      Moving all files to main folder.
      Using Gradle to define, manage dependecies and build the project.
      Upgraded Gradle wrapper.
      64f4db54
  8. Jun 28, 2015
    • Zoey76's avatar
      Using new ConnectionFactory · dc051b23
      Zoey76 authored
      Reviewed all database access.
      Fixed some unclosed connections.
      Refactored bad code.
      Added tasks for future refactor.
      dc051b23
  9. Jan 02, 2015
  10. Oct 31, 2014
  11. Mar 20, 2014
  12. Mar 07, 2014
  13. Mar 01, 2014
  14. Jan 24, 2014
  15. Jan 02, 2014
  16. 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
  17. Nov 03, 2013
    • Zoey76's avatar
      BETA: Continuing with [6249] rework: · d907d4fe
      Zoey76 authored
      	* Adding method overload (just wrappers) to `L2Skill`.applyEffects(..) to avoid useless parameters.
      		* Suggested by: jurchiks
      	* Added a new parameter to `L2Skill`.applyEffects(..) to customize skill abnormal time upon casting.
      	* Changed the way we check if we can apply a buff (debuff, etc) to a character.
      		* Now all checks must be done on `AbstractEffect`#canStart(`BuffInfo`), this way we prevent executing `AbstractEffect`#onStart(`BuffInfo`) logic if the effect won't be added to the effect list.
      			* `AbstractEffect`#onStart(`BuffInfo`) is void now.
      		* Now `AbstractEffect`#onStart(`BuffInfo`) is called when the effect is already placed in the effect list, the old effect has been removed and we are sure the new effect should be activated.
      		* Reported by: nBd
      		* Suggested by: nBd
      	* Reworked the way effects are restored into characters (players, summons).
      		* Avoiding the restoration of instant effects.
      			* Reported by: nBd, UnAfraid, Nos
      		* Reusing `L2Skill`.applyEffects(..) code!
      	* Fixed effects flags not being computed for players (sleep, hide, etc not removed).
      		* Reported by: nBd, thorl2
      		* Suggested by: nBd
      	* Fixed many system messages:
      		* "$c1 has resisted your $s2" is not displayed when adding active skills or switching subclasses.
      			* Reported by: nBd, UnAfraid, Adry_85
      		* "$s1 has worn off" is not displayed for passive skills when they are removed.
      	* Fixing summons not getting buffed when master receives  buffs.
      		* Reported by: nBd
      	* Fixed summons not getting Celestial Shield.
      		* Reported by: Zeldak
      
      '''Note to developers:''' Instant effects should not override `AbstractEffect`#canStart(`BuffInfo`), all checks should be done `AbstractEffect`#onStart(`BuffInfo`).
      d907d4fe
  18. 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
  19. Aug 24, 2013
  20. Jun 04, 2013
  21. Mar 14, 2013
  22. Jan 08, 2013
    • Zoey76's avatar
      BETA: L2J !DataPack's license update: · 1ad03aa5
      Zoey76 authored
      	* Proper GPLv3 license.
      	* Updated all Java DP files.
      	* Added missing license to the following files:
      		* !FirstClassTransferTalk
      		* !AdminInstanceZone
      	* Updated Eclipse preferences for new files (header).
      		* ''Same'' settings as Core.
      1ad03aa5
  23. Sep 14, 2012
    • Zoey76's avatar
      BETA: Datapack part for [L5636]: · a03b8114
      Zoey76 authored
      	* Unhardcoding sounds in quest The Name Of Evil 2(126).
      	* Minor null pointer check for Lindvior, if camera is no present in spawn list.
      a03b8114
  24. Jul 18, 2012
  25. May 27, 2012
  26. Feb 06, 2012
  27. Jan 24, 2012
  28. Jan 07, 2012
    • Zoey76's avatar
      BETA: Datapack refactoring: · 02f3887a
      Zoey76 authored
      	* Using same Code warning/error configuration than core.
      	* Fixed respective warnings and errors.
      	* Fixing Extractable Skills restriction properly.
      		1. Unhardcode Skills Ids.
      		1. Now only Item Skills are restricted.
      		1. Items with consume count won't be consumed without giving the reward.
      		1. Applied to reuse time greater than 5 seconds, there is no point on restrict item skills with less reuse time.
      		1. Unhardcoded system message for item reward.
      	* Hellbound fixes:
      		1. Hellbound should start closed at server start (level 0), thanks Trev.
      		1. Quarry ClassCastException fix.
      	* Q290_ThreatRemoval removed unnecessary int cast.
      	* Q636_TruthBeyond proper method to get an int.
      	* Skill Santa Claus' Gift - Luck(22018) typo fix.
      02f3887a
  29. Sep 26, 2011
  30. Jun 11, 2011
  31. May 19, 2011
  32. Apr 16, 2011
  33. Apr 15, 2011
  34. Feb 28, 2011
    • MELERIX's avatar
      JAVA/SQL: Handlers Fixes by Zoey76... · fa9e8518
      MELERIX authored
      '''Admin Command Handlers:'''
       * AdminEditNpc con.close() change to L2DatabaseFactory.close(con).
       * AdminTeleport con.close() change to L2DatabaseFactory.close(con) and small typo fix.
       * AdminSkill Small fixes (Now skill list is broadcast to edited player's clan not GM's clan  ).
       * AdminShowQuests con.close() change to L2DatabaseFactory.close(con).
       * AdminMammon Typo fix, removed admin_msg from class.
       * AdminBan con.close() change to L2DatabaseFactory.close(con).
       * AdminZone Small typo fix.
       * AdminHeal Small typo fix.
       * AdminEditChar Typo fix, rework for admin_tracert, gatherCharacterInfo and editCharacter.
       * AdminChangeAccessLevel con.close() change to L2DatabaseFactory.close(con).
       * AdminMessages new class to hold the removed command at AdminMammon.
      
      '''Voiced Commands:'''
       * Wedding con.close() change to L2DatabaseFactory.close(con).
      fa9e8518
  35. Feb 04, 2011
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