- Jan 16, 2023
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Zoey76 authored
Added missing copyright notice. General cleanup.
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- Jan 17, 2021
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Zoey76 authored
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- Jul 10, 2020
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Zoey76 authored
Added AI Loader class. Removed most main methods from scripts. Added Treasure AI that was missing in loading.
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- Apr 27, 2020
- Mar 05, 2019
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Zoey76 authored
Moved to Maven instead of Gradle. Using proper project structure and package structure.
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- Feb 06, 2019
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Zoey76 authored
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- Jan 18, 2018
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Adry85 authored
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- Jan 25, 2016
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Zoey76 authored
Fixed minor typos.
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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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- Jan 02, 2015
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Zoey76 authored
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- Nov 28, 2014
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Zoey76 authored
Patch by: @St3eT Reviewed by: @Zoey76
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- Oct 31, 2014
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UnAfraid authored
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- Oct 20, 2014
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Zealar authored
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- Feb 02, 2014
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St3eT authored
* Reworked '''Eva's Gift Box''' AI. * Reviewed by: malyelfik, Adry_85 * Cleanup after [10159]. * Reported by: jurchiks, Zoey76 * Reviewed by: malyelfik, Adry_85 * Fixing teleport to '''Parnassus''' by admin panel. * Reported by: lion * Reviewed by: malyelfik, Adry_85
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- Jan 24, 2014
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Nos authored
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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- Aug 06, 2013
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Zoey76 authored
* Removed lot of casting. '''Note:''' If you get errors on your custom scripts after synchronizing, just check and change methods from getXXXId() to getId().
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- Mar 25, 2013
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Adry_85 authored
Patch by: jurchiks Reviewed by: Adry_85, UnAfraid, Zoey76
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- Feb 11, 2013
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Zoey76 authored
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- Jan 08, 2013
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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.
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- Aug 27, 2012
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Rumen Nikiforov authored
* All scripts extending AbstractNpcAI instead of L2AttackableAIScript. * All static variables to upper-case. * All constructors moved just after variables and private instead of public. * Initiating script with new Script(Script.class.getSimpleName(), "ai") instead of new Script("Script", "ai") * Removed useless checks example addKillId(123) onKill() if (npc.getNpcId() == 123). * Moved registerMobs method into AbstractNpcAI. * L2AttackableAIScript is now final please do not extend it anymore. * Cleanup
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Rumen Nikiforov authored
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- Aug 21, 2012
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Zoey76 authored
* Based on forums changelogs, DevSVN, commit messages. * Added author to most Java scripts. * Fixed most script headers !JavaDocs, try to keep it this way. '''Note:''' I'd like to remember contributors and committers that scripts '''must''' include author.
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- Mar 03, 2012
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Zoey76 authored
* Added missing authors to AIs, based on forums, changelogs and DevSVN. * Fixed bug in EnergySeeds after [8602] ... * Added package-info, for better JavaDoc generation. * Quest's package-info will be added soon, after finishing update for Java scripts and missing documentation.
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Zoey76 authored
* Cleanup of random related methods and imports. * Fix for FairyTrees AI with wrong parameter type wouldn't override onKill(..) method.
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- Sep 26, 2011
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MELERIX authored
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- Apr 16, 2011
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MELERIX authored
No commit message
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- Apr 15, 2011
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DrLecter authored
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- Feb 04, 2011
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MELERIX authored
No commit message
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- Oct 01, 2010
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nBd authored
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- Jul 07, 2010
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Gnacik authored
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- Dec 24, 2009
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MELERIX authored
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- Sep 16, 2009
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Bloodshed authored
- IOP Race script. Missing retail htms. Thx threat, Gigiikun - Eva's Gift Box script. Thx TheOne, Gigiikun
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