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  1. Apr 27, 2020
  2. Nov 14, 2015
    • Zealar's avatar
      Skill improvements, require Core Support! · 9bdfd260
      Zealar authored
      + Drop Invicible effect
      + Drop Petrification effect
      
      + Add BlockBuff effect
      + Add BlockDamage effect
      + Add BlockDebuff effect
      
      + Fix Arena Buffer skills (only few appear on player)
      
      + Improvement skill validator
      + Add/Remove some stats form skills to be more retail.
      9bdfd260
  3. Sep 07, 2015
  4. 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
  5. Nov 29, 2014
    • Zealar's avatar
      DataPack for Core · 4576a5c7
      Zealar authored
      L2J/L2J_Server@066ce70b2ebf1dea87c8c07f71021cf94afa822e
      4576a5c7
  6. Nov 20, 2014
  7. 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
  8. Nov 11, 2014
  9. Nov 02, 2014
  10. Oct 31, 2014
  11. Mar 03, 2014
  12. Mar 01, 2014
  13. Feb 22, 2014
  14. Dec 27, 2013
  15. Dec 21, 2013
  16. 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
  17. 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
  18. Nov 08, 2013
  19. Nov 03, 2013
  20. Oct 28, 2013
  21. 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
  22. Sep 17, 2013
  23. Aug 23, 2013
  24. Jul 24, 2013
  25. Jun 22, 2013
  26. 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
  27. May 28, 2013
  28. May 26, 2013
  29. May 24, 2013
    • Adry_85's avatar
      BETA: Skills rework: · 42d43ba0
      Adry_85 authored
      	* Optimized '''calcCancelStealEffects''' in formulas.
      	* Merging all '''Cancel''' effectType in one called '''DISPEL'''.
      	* Removed '''negateAbnormals''' and '''maxNegated''' from skills xml.
      	* '''Cancel''' and '''!CancelDebuff''' effects now are called '''!DispelByCategory''' and are handled with proper parameters.
      	* '''!CancelAll''' now is called '''!DispelAll'''.
      	* '''!DispelBySlot''' and '''!StealAbnormal''' now is handled with proper parameters.
      	* Added new effect '''!DispelBySlotProbability'''.
      	* Fixing typo for skill '''Maximum Focus Force'''.
      		* Reported by: blacksea
      		* Patch by: blacksea
      Reviewed by: Zoey76
      42d43ba0
  30. May 21, 2013
    • Zoey76's avatar
      BETA: Skill fixes: · 361b25ce
      Zoey76 authored
      	* Only passive Buff effect can't be stolen.
      	* Passive Buff effect last indefinitely.
      	* Implemented Cubic Mastery effect.
      		* Fixed Cubic Mastery skill to use effect, please no more COREDONE skills!
      	* Implemented Summon Cubic effect.
      		* Removed custom system messages and restrictions.
      		* If cubic is already present it's replaced.
      		* If maximum cubic count is reached (related to Cubic Mastery effect), '''a random cubic is removed and the new cubic is added last, retail like'''.
      			* No more custom restrictions.
      		* Fixed all cubic power enchant broken in [9230].
      	* Passive skills with stats need to be wrapped into Buff effect.
      		* Fixed some skills, the rest will be fixed soon.
      			* Added missing MP regeneration to Armor Mastery.
      	* Fixed High Five Arena buffs, they shouldn't stack with normal buffs!
      		* Reported by: nBd
      	* Fixing Petrify (6882) with missing abnormal time.
      		* Reported by: blacksea
      361b25ce
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