- Apr 27, 2020
- Dec 18, 2015
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Zealar authored
Reported by: @Sacrifice78 Patched by: @Sacrifice78
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- Sep 07, 2015
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Zealar authored
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- Aug 01, 2015
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Zoey76 authored
Moving all files to main folder. Using Gradle to define, manage dependecies and build the project. Upgraded Gradle wrapper.
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- Nov 29, 2014
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Zealar authored
L2J/L2J_Server@066ce70b2ebf1dea87c8c07f71021cf94afa822e
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- Nov 17, 2014
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Zealar authored
Change old base mul values 0.* to 1.* DataPack L2J/L2J_DataPack@a5cca7d534016f32882434308790d72c16c78a82 Reported by: Maui
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- Nov 11, 2014
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Zealar authored
L2J/L2J_Server@2d6af28bc61162a76d37f74e529e922c9c76f446
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- Nov 02, 2014
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Zoey76 authored
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- Oct 31, 2014
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UnAfraid authored
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- Oct 06, 2014
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Zealar authored
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- Sep 13, 2014
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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.
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- Sep 10, 2014
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Zealar authored
* CAPSULE items consume 1 item always * SKILL_REDUCE * Potion consume 1 item always * Elixir consume 1 item only when have immediate effect * Other is handle by skill they call consume only if skill got option for it.
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- Aug 11, 2014
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Zealar authored
* Clean some not used values in skills * Require core! * Some code optimization
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- Mar 06, 2014
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Nos authored
* Added a new parameter in skill xmls '''blockedInOlympiad'''. Reviewed by: Adry_85, St3eT
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- Mar 03, 2014
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Adry_85 authored
Reviewed by: Nos, St3eT
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- Mar 02, 2014
- Mar 01, 2014
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Nos authored
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- Feb 27, 2014
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Adry_85 authored
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- Feb 23, 2014
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Rumen Nikiforov authored
* Implemented AI for Divine Beast summon since it works only while it's master is transformed. * Skills patch by: Nos
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- Dec 31, 2013
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Nos authored
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- Dec 27, 2013
- Nov 15, 2013
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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.
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- Nov 05, 2013
- Nov 03, 2013
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Nos authored
Patch by: Nos, Adry_85 Reviewed by: Zoey76, !UnAfraid
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- Oct 27, 2013
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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.
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- Sep 08, 2013
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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
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- Jul 27, 2013
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xban1x authored
* Reported by: u3games * Tested by: u3games * Reviewed by: jurchiks
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- Jun 22, 2013
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Adry_85 authored
Reported by: goncafa
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- Jun 17, 2013
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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
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- May 28, 2013
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Rumen Nikiforov authored
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Rumen Nikiforov authored
* Also fixing typo in skill 2274 it have 8 levels not 9!
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- May 26, 2013