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  1. Sep 07, 2020
    • Zoey76's avatar
      Agathions with energy support · 34f1c018
      Zoey76 authored
      Added ConsumeAgathionEnergy effect.
      Added InstantAgathionEnergy effect.
      
      Added skills:
      Appetite for Destruction (21104)
      Enhanced Authority - CON+1 DEX+1 (21175)
      Enhanced Authority - CON+1 STR+1 (21172)
      Enhanced Authority - WIT+1 INT+1 (21173)
      Enhanced Authority - WIT+1 MEN+1 (21174)
      Enhanced Authority - CON+1 DEX+1 (21175)
      Divine Protection - Divinity (21176)
      Divine Protection - Water (21177)
      Divine Protection - Fire (21178)
      Divine Protection - Wind (21179)
      Divine Protection - Earth (21180)
      Divine Protection - Darkness (21181)
      Blessing of Resistance - Hold (21182)
      Blessing of Resistance - Paralysis (21183)
      Blessing of Resistance - Sleep (21184)
      Blessing of Resistance - Decrease Speed (21185)
      Blessing of Resistance - Bleed (21186)
      Blessing of Resistance - Stun (21187)
      Recovery Ability - HP (21188)
      Recovery Ability - MP (21189)
      Soul's Shield (21190)
      Guardian Deity's Strength (21193)
      Induk's Buff (21197)
      Silence of Loyalty (21198)
      Jack O'Lantern Card (23092)
      Rotten Jack O'Lantern Card (23093)
      Jack O'Lantern Card - Confirm Skill (23094)
      Rotten Jack O'Lantern Card - Confirm Skill (23095)
      Halloween Defeat (23096)
      First win (23097)
      2nd Consecutive Win (23098)
      3rd Consecutive Win (23099)
      4th Consecutive Win (23100)
      5th Consecutive Win (23101)
      6th Consecutive Win (23102)
      7th Consecutive Win (23103)
      8th Consecutive Win (23104)
      9th Consecutive Win (23105)
      10th Consecutive Win (23106)
      11th Consecutive Win (23107)
      12th Consecutive Win (23108)
      13th Consecutive Win (23109)
      14th Consecutive Win (23110)
      15th Consecutive Win (23111)
      16th Consecutive Win (23112)
      17th Consecutive Win (23113)
      18th Consecutive Win (23114)
      19th Consecutive Win (23115)
      20th Consecutive Win (23116)
      Jack's game - Gauge (23121)
      Gwangong Agathion Special Skill - Aura of Fury (23124)
      
      Fixed skills.xsd:
      Added categoryType condition.
      Added hasAgathion condition.
      Added agathionEnergy condition.
      Added ticks parameter.
      Added energy parameter.
      Added flyCourse parameter.
      Added enchant8Effects effect type node.
      34f1c018
  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. Apr 27, 2018
    • Adry85's avatar
      Skills rework: · 0e6084d3
      Adry85 authored
      - Fixed all consume effects;
      	- Reported by: FinalDestination
      - Added new effect MaxMp
      - Updated skills with MaxHp and MaxCp effects.
      0e6084d3
  5. Mar 31, 2018
  6. Mar 04, 2018
  7. Sep 11, 2017
  8. Sep 07, 2015
  9. 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
  10. Feb 16, 2015
  11. Nov 29, 2014
    • Zealar's avatar
      DataPack for Core · 4576a5c7
      Zealar authored
      L2J/L2J_Server@066ce70b2ebf1dea87c8c07f71021cf94afa822e
      4576a5c7
  12. Nov 17, 2014
    • Zealar's avatar
      Add missing part from : · e18115ef
      Zealar authored
      Change old base mul values 0.* to 1.*
      DataPack L2J/L2J_DataPack@a5cca7d534016f32882434308790d72c16c78a82
      
      Reported by: Maui
      e18115ef
  13. Nov 11, 2014
  14. Nov 02, 2014
  15. Oct 31, 2014
  16. Oct 06, 2014
  17. Sep 13, 2014
    • Zealar's avatar
      BETA: More fixes about consume items · a487f1bd
      Zealar authored
        * New system for detect from where item need to be consume
        * Most items/skill is checked
        * Some bad data is fixed
        * Five-Year Anniversary boxes fixed (wrong freya data)
        
        Thanks to Sdw for the ideas.
      a487f1bd
  18. Apr 17, 2014
  19. Mar 06, 2014
  20. Mar 02, 2014
  21. Mar 01, 2014
  22. Feb 27, 2014
  23. Feb 24, 2014
  24. 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
  25. Nov 03, 2013
  26. 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
  27. Sep 08, 2013
    • Adry_85's avatar
      BETA: Skills rework: · 9932ae54
      Adry_85 authored
      	* Resurrection from skillhandlers to effecthandlers.
      	* Fixing Mass Resurrection effect, if both player and pet are dead only player is ressed.
      		* Patch by: Zoey76
      	Rewieved by: Zoey76
      9932ae54
  28. Jul 30, 2013
  29. Jul 27, 2013
  30. Jul 24, 2013
  31. Jun 22, 2013
  32. 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
  33. May 28, 2013
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