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  1. Apr 27, 2020
  2. Mar 28, 2017
  3. Jan 25, 2016
  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. Mar 15, 2015
  6. Feb 07, 2015
    • Zoey76's avatar
      Datapack part for · 66787433
      Zoey76 authored
      L2J/L2J_Server@2f3dca83e5317b7471ac1bf472067e9ad1a85003
      66787433
  7. Jan 23, 2015
  8. Jan 15, 2015
  9. Jan 02, 2015
  10. Dec 02, 2014
    • Sdw-'s avatar
      Some QuestState changes : · b70c11fb
      Sdw- authored
      - Update Village Master jython script to create a QuestState in onTalk following L2J/L2J_Server@ac426d90c3f02bb4f1916f1d23314c365c306907
      - Updating all use L2PcInstance#getQuestState to use the helper from Quest when possible
      b70c11fb
  11. Oct 31, 2014
  12. Jun 23, 2014
    • Zoey76's avatar
      BETA: Instance fixes: · cbebaac9
      Zoey76 authored
      	* Unhardcoded some HTMLs.
      	* Renamed `INSTNACEID` to `TEMPLATE_ID`.
      	* Fixed missuse of template ID and instance ID in multiple instances.
      	* Fixed Ranku, Demon Prince, Urban Area, Monastery Of Silence, Library Of Sages.
      
      Reported by: !FinalDestination, !CostyKiller, JOJO
      cbebaac9
  13. Mar 01, 2014
  14. Feb 11, 2014
  15. Jan 24, 2014
  16. Dec 15, 2013
  17. Nov 27, 2013
  18. Nov 17, 2013
  19. 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
  20. 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
  21. Aug 27, 2013
  22. Aug 24, 2013
  23. Aug 06, 2013
    • Zoey76's avatar
      BETA: Datapack part for [L6149]. · 28ee17d4
      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().
      28ee17d4
  24. Jun 23, 2013
  25. May 17, 2013
    • Zoey76's avatar
      BETA: Datapack part for [L5999]: · 12d333b1
      Zoey76 authored
      	* Removed useless methods from L2Effect.
      	* Added getTimeLeft() method to properly calculate remaining time, according to effect's abnormal time and tick count.
      	* Changed ticks' default value to 0.
      	* Removed unused ConditionForceBuff.
      	* '''Pre-implemented instant effects.'''
      	* Retail like system messages for skill dispel, toggle abort and effect end!
      		* Cancel related skills must be verified in retail.
      	* Reworked "buff display" packets.
      		* AbnormalStatusUpdate
      		* PartySpelled.
      		* ExOlympiadSpelledInfo
      	* Improved remaining time calculation.
      	* Fixed consume in continuous skills (toggle/ "over time").
      		* Reported by: LeoDetona, badboy29, MELERIX
      
      '''Note 1:''' Signet related skills are not working, they are too custom and has to be re-implemented.
      '''Note 2:''' Some effects in Datapack may updates after this rework, please don't spam the forums.
      12d333b1
  26. May 12, 2013
    • Zoey76's avatar
      BETA: Retail like summoning trap skills: · df92b6ba
      Zoey76 authored
      	* Oblivion Trap (836)
      	* Bomb Installation (574)
      	* Binding Trap (518)
      	* Flash Trap (517)
      	* Slow Trap (516)
      	* Poison Trap (515)
      	* Fire Trap (514)
      	* Test - Basic Trap (7072)
      	* Implemented Summon Trap effect.
      df92b6ba
  27. Mar 24, 2013
  28. Feb 11, 2013
  29. Jan 09, 2013
  30. Jan 08, 2013
    • Zoey76's avatar
      BETA: Full source format for DataPack: · 2ea49bf4
      Zoey76 authored
      	* Comment fixes will be done later.
      	* This is done so new patches won't be so large due new Eclipse settings on save.
      2ea49bf4
    • 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
  31. Dec 16, 2012
    • Zoey76's avatar
      BETA: Quests update: · 9cd43b1c
      Zoey76 authored
      	* Replaced assignment of questItemIds with registerQuestItems in all Java quests.
      	* Replaced L2Skill with SkillHolder.
      	* Updated Instances to use new InstaceWorld class.
      	* Renamed some lower/mixed case static final variables with upper case names.
      	* Updated some quests with new methods for conditions, etc.
      	* Replacing playSound(String) with playSound(QuestSound)
      	* Fixed some minor typos.
      
      '''Note:''' Quest contributors please review this changeset and adjust your contributions to match this changes.
      9cd43b1c
  32. Nov 03, 2012
  33. May 30, 2012
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