Author Topic: [Project] aCis - Interlude  (Read 114338 times)

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    Re: [Project] aCis - Interlude
    « Reply #240 on: February 03, 2019, 06:56:24 PM »
    Changeset 379 (1104)

    Zaken, Four Sepulchers, Dimensional Rift, Cleanup, Bugfixes

       - Addition of Zaken script. Ty Asmodeus for the initial work. Numerous cleanup and fixes have been done to fit exactly L2OFF script.

    Four Sepulchers
       - Big cleanup (CLogger, Maps are reviewed, merged methods, try-with-ressources,...) with a complete events cycle rework.
       - Fix NPE issue and invalid weight penalty check on FourSepulchersManager.tryEntry (called by Q620_FourGoblets).
       - Drop the 4 duplicated managers spawns from spawnlist (already handled by the Java class).
       - Fix multiple bugs/exploits related to chests interaction (they now instantly disappear).
       - SepulcherNpc onActionShift behavior is added.
       - Add the regular message broadcast "The monsters have spawned!" for Hall Gatekeepers on door opening.
       - Monsters, upon mysterious chest opening, instantly spawn. There isn't 3,5s delay.
       - The petrification effect on statues is now instant upon statue spawn to avoid statues got time to move/get aggro. Statues are also set as noRndWalk.
       - SepulcherMonster class is dropped, a script named FourSepulchers handle all old behaviors (and even more). NPCs are re-allocated as Monster.
          - Victims are removed from FleeingNPCs script to be included directly on FourSepulchers script.
          - Archon of Halisha (the ones with 18xxx npcId) are removed from SpeakingNPCs script (not retail).
          - Victim behaviour is added (run and shout while being hit by a NPC).
       - Added retail time limit upon Mysterious Boxes opening (can't open anymore after the 49th minute), with the associated message broadcast.
       - Add HalishaChest instance : animation on spawn, don't attack, don't random walk anymore.
       - Delete remnant Chapel Keys from Players on zone oust.
       - Edit begin/end timer to fit with royal_rush_npc AI, aka : 50th min game end, 55th min game registration, 0th min game start. Shouts are made from 5th min to 45th.
    Dimensional Rift
       - Regular cleanup on DimensionalRiftManager (IXmlReader, CLogger,...)
       - The room choice process is entirely revamped to avoid to use do/while loops which can potentially stuck up.
       - DimensionalRiftRoom is moved in its own file. A lot of cleanup here too (_roomMobs List is dropped, Location instead of int[]...).
       - Fix an issue where getFreeRooms considered boss room as valid empty room on initial start method (Rift was considered as 1 free cell to teleport in - while there was actually none).
       - teleToLocation override is moved from Creature to Player. Player also got a new teleToLocation(Location) method which simply call the super method and avoid the rift check (used only by Rift system).
       - Regular cleanup on DimensionalRift.
          - Store DimensionalRiftRoom instead of its id, which avoid to make a lot of get on DimensionalRiftManager rooms.
          - Timer / TimerTask are replaced for Future<?> and get use of ThreadPool.
          - CopyOnWriteArrayList > ConcurrentHashMap.newKeySet().
       - More Cloggers.
       - oustAllPlayers() returns the List of kicked Players.
       - Add scriptValue as part of npcinfo.htm.
       - GameServerTable is slightly refactored : renamed to GameServerManager, get use of CLogger and IXmlReader. servername.xml is renamed serverNames.xml.
       - PlaySound complete packet structure. Ty RooT.
       - Add IXmlReader addAttributes to feed an existing StatsSet. Few StatsSet cleanup. Ty Melron.
       - Npc#onActionShift npcinfo GM content is moved on sendNpcInfos.
       - L2AttackableAIScript#testCursesOnAttack method is added and used on every GrandBoss (bosses who haven't yet been reworked aren't affected - Core and Orfen). testCursesOnAggro is also added.
       - Quest / Scripting
          - onAttack behavior is edited to allow any Creature attacker to trigger it (and not only Playable).
          - onKill behavior is edited to allow any Creature killer to trigger it (and not only Playable). Indirectly fix a huge issue, where a NPC attacker would stuck victim onKill event.
          - Following methods return QuestState instead of Player, for easier management inside quests. Associated quests have been edited.
             - getPartyMembers(Player player, Npc npc, String var, String value).
             - getRandomPartyMember(Player player, Npc npc, String var, String value).
             - getRandomPartyMember(Player player, Npc npc, String value).
             - getPartyMembersState(Player player, Npc npc, byte state).
             - getRandomPartyMemberState(Player player, Npc npc, byte state).
          - Addition of Quest#addGameTimeNotify(). You can now easily add scripts behaviours based on ingame day time.
       - Add Creature#isInsideRadius(Location loc, int radius, boolean checkZ, boolean strictCheck).
       - Add Attackable#cleanAllHate() - which clean the hate, but keep all AggroInfos (to keep track of rewards).
       - isBannedGameserverIP returns true if IP address can't be retrieved.
       - Fix the auto-attack behavior which should stop once the target isn't autoattackable anymore (include skills nextActionIsAttack behavior). Ty Kraker for fix.
       - Some crests related packets checks addition. Fix one potential client crash. Ty RooT.
       - Fix a title exploit adding a regex pattern for RequestGiveNickName. Drop isValidPlayerName.
       - Fix minions dissapearing after healing (ex : Ant Nurses)
       - MutedFolk onActionShift behavior is added.
       - Stop the current bow attack if the Player hasn't enough MP. Ty ForgeOfGods.
       - Fix the possibility to target things when incapacited.
       - Add OTHER_PARTY_IS_Broken check for duels.
       - Edit Attackable#returnHome(boolean) to use cleanAllHate() instead of _aggroList.clear(). Drop hasAI() and getMoveSpeed() checks (the first creates issues upon single player region teleport, the second is simply pointless).
       - AutoSpawnManager fix on AutoDespawner. Ty Denzel for fix.
    PS : Four Sepulchers configs are all edited. Please refresh your events.properties.
    PS : Regular teleToLocation(Location, int) should always be used. The only counter to this rule is teleported by rift itself (otherwise you are moved back to waiting room) or eventually custom skills which teleport you (rush, etc).



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      Re: [Project] aCis - Interlude
      « Reply #241 on: February 20, 2019, 04:12:59 AM »
      Changeset 380 (1133)

      RaidBossManager rework, Admincommands, DayNightSpawnManager rework, Scripts, Cleanup, Bugfixes

      RaidBossManager rework
         - Regular cleanup (CLogger, try-with-ressources, stringified queries,...).
         - Edit tasks to not be canceled, probably fixing InterruptedException on raid boss death.
         - Tweak raid boss death query in order to only update it, and not all raid bosses.
         - Fix the raid boss loaded HPs upon server restart.
         - Revert //setinvul (setIsInvul true), rename it //invul and move it on AdminEffects.
         - Add //undying, which takes back the current //setinvul behavior (setIsMortal false).
         - Add //buff <skillId skillLvl>. If no valid Creature target, use player itself. Can be used as buff/debuff.
         - Fix admincommands para_all / para (mobs were still ending current casting/attack).
         - Add admin_debug for the alt+G panel ("Information" button).
      DayNightSpawnManager rework
         - Cleanup (divide by 3 the class).
         - Hellmann is moved out, to its own script. The day/night spawn is fixed.
         - Fix the issue where day/night spawns are only handled on next day/night change after server start.
         - ON_CREATURE_SEE event type is added.
         - Fix Q023 : upon saying Innocentin you didn't read the book, the quest was freezed.
         - Q024_InhabitantsOfTheForestOfTheDead is added.
         - "ForestOfTheDead" script is added. In the end, it will gather all related AIs. Handle following for now :
            - Hellmann day/night spawn.
            - Cursed Village NPCs day spawns.
            - Q023 "Maid of Lidia" night spawn.
            - Q024 night Dorian check.
         - Add a missing QueenAnt onAttack condition regarding fire spells. Ty bowling4soup.
         - NPE fix for onKill. Also allow onKill to handle custom suicide behaviours (simply check if killer is npc).
         - Complete ChangeMoveType packet structure. Ty RooT.
         - Complete TeleportToLocation packet structure.
         - Rename Creature#teleToLocation for teleportTo.
         - Addition of instantTeleportTo method (used for short distance teleport, mostly skills). GetPlayer skillhandler is edited to use it.
         - Addition of WorldObject#refreshKnownlist() method (used only by instantTeleportTo).
         - Drop unused Player constructor.
         - Move all unrelated content (spoil, soul crystals, seed,...) from Attackable to Monster (1 Map, 2 Lists, few other variables : Guard / SiegeGuard don't need such).
         - Slight Henna rework, ty StinkyMadness.

         - On teleport, the heading is now taken in consideration.
         - Fix NPE for detached Players upon //character_info use. Ty sahar.
         - Complete previous fix regarding auto-attack behavior which should stop once the target isn't autoattackable anymore.
         - Fix Q634 Dimensional Fragments drop amount/rate.
         - Anakazel rewards Soul Crystal leveling to all party members.
         - Fix a weapon equip task exploit. Ty Celestine for the detailed video.   
         - Fix ghost attacks upon stun/sleep/paralyzed/... effects. Notably visible on NPCs.


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        Re: [Project] aCis - Interlude
        « Reply #242 on: March 29, 2019, 11:01:03 AM »
        Changeset 381 (1225)

        Updates, Cleanup, ClanHall, Bugfixes

           - aCis officially support JDK11 (since Oracle changed their licence, consider to use OpenJDK), and is now mandatory. Older/different versions aren't supported anymore.
           - Refresh mysql connector from 5.1.26 to 8.0.15.
           - Revert StringUtil#isEmpty(String... strings) logic.
           - Rnd.get(list) / Rnd.get(array) uses are unified over the source. Those methods don't send anymore default values, and will lead to errors if the given array is null.
           - Add Player#isWearingFormalWear().
           - Add ExProperties#parseIntIntList.
           - Add ZoneType#addKnownObject / removeKnownObject.
           - Drop L2Skill isDemonicSkill() / isFlyingSkill() / isStriderSkill() - no use anymore.
           - Activation of the try-with-ressources warning. All impacted classes were cleaned up in the process (renames, CLogger addition, regular writting style, Stringified queries, Javadoc...). I won't list all changes, but there was something like 200+ warnings.
           - IdFactory
              - Merged with BitSetIDFactory.
              - Drop _freeIds.clear() on initialization (Javadoc says it sets to false by default).
              - Drop _initialized flag (unused).
              - Drop Collections.sort(usedObjectIds) (pointless).
           - Basic Duel packets cleanup. Add missing ExDuelEnemyRelation packet (with no use). Ty RooT.
           - ZoneType#getKnownTypeInside returns Collections.emptyList() if no characters are found - avoid to generate an empty List for nothing. Delete children classes isEmpty() checks.
           - Complete rework of ClanHall system. Added to the regular cleanup (CLogger, Javadoc, Stringified queries,...) :
              - Improve clanhall admin management.
                 - Usage is now //ch chId <set|del|open|close|goto|end> (one admincommand for all actions).
                 - Clan Hall and Siege admincommands got now seperated AdminCommandHandler.
                 - No more Exception on invalid parameter for both clan halls and sieges admincommands.
              - Fix clan hall doormen "To Beginning" button.
              - Change the way of attribution of ClanHallManagerNpc ClanHall (no subsequent ClanHallManager calls).
              - XMLize static data (moved out from SQL). Merge Auction db content with ClanHall db content. AuctionManager is dropped, Auction is now stored to the ClanHall directly.
              - Rework the fee task to be more friendly.
              - ClanHallFunctions are loaded in same time than ClanHall, to benefit from the existing Connection. ClanHall don't use anymore one Connection per ClanHall, too.
              - "Clan Action" panel is refreshed upon ClanHall free() method call.
              - Fix an issue with owned ClanHall bids cleaned up upon server start.
              - Upon setOwner() : previous owner got some actions made on it, fee task is renewed for new clan, existing ClanHallFunctions are deleted, outsiders are dumped out.
              - Doors are closed for both free() / setOwner() processes.
           - Implementation of EventTrigger packet + retail usage (castle traps visual effect on siege progress). Ty RooT.
           - Implementation of ExMPCCPartyInfoUpdate packet.
           - Add mods_wedding as part of restored objectIds (otherwise those ids are usable, while they shouldn't).
           - ShortcutList / Shortcut
              - Fix addition/remove/update SKILL shortcut type (manual or from trainer).
              - Integrity check upon addition (check MACRO, RECIPE, ITEM, SKILL types).
              - Fix cleaning issue for ITEM (dropping an item on ground was only clearing the first occurence of shortcut met, not others if existing).
              - Implementation of ShortCutDelete packet.
           - Olympiad Competition starts time seconds are set to 0.
           - EnterWorld exploit fix (create a special GameClientState ENTRING for the occasion, more infos here : https://acis.i-live.eu/index.php?topic=10070).
           - GMViewSkillInfo shows correctly disabled skills when wearing Formal Wear. Also refresh skills state upon equiping/unequiping Formal Wear.
           - Add back regular skills use for mounted players and cursed weapons users. Indirectly fix SoE and alike skills items for mounted / CW user.
           - Fix zone/region overlapping (can be tested on Giran castle active front trap). Ty bowling4soup.
           - Fix Q348. It uses L2OFF script for Blooded Fabric acquisition formula.
           - Add MultiSellChoose _entryId integrity check to avoid packet craft (avoid IOOBE). Ty Ghadda / bowling4soup.
           - Rework BrokenLabyrinth based on L2OFF GF. Fix an IOOBE.
           - Edit Linux shell scripts to automatically create log folder if not existing. Ty RooT.
           - Add CW SocialAnimation upon ranking.
           - Fix CW visual effect (goes from 1 to 10 stage, not 0 to 9). Ty RooT for tip.
           - Fix XP/SP calculation. HP ratio is already taken in consideration by template values. Ty Ghadda.
           - Revert previous edition of a config, based on Sahar observations - From -18104, 109992, -2656 to -18312, 110056, -2512 archers could shoot.

        PS : if you already own a live server, you have to add "?serverTimezone=UTC" as part of database URL.
        PS2 : you have to refresh your developement board :
           - OpenJDK 11 can be downloaded here : https://jdk.java.net/
           - Eclipse 2018-12 or any IDE accepting JDK11.


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          Re: [Project] aCis - Interlude
          « Reply #243 on: April 25, 2019, 03:20:52 PM »
          Changeset 382 (1288)

          Since a lot of core has been edited/moved, sources will be exceptionally shared at rev 382 for Customers, added to the diff patch for the adventurers. If you begin to dev a project, I strongly invite you to port your customs directly on 382 shared pack.

          Organization, Cleanup, Bugfixes


          A lot of organization has been made, in order to give some consistency to core side.
             - Creation of package gameserver.enums. All existing enum have been moved here, and renamed to either get distinct name (CtrlEvent / EventType being too generic), and to fit with new convention name for enums (has to end with "Type" or "Status").
             - Creation of package gameserver.model.actor.player and gameserver.model.actor.npc, holding classes related directly to Player and Npc (+ children) classes.
             - Creation of package gameserver.model.spawn, holding AutoSpawn / L2Spawn / BossSpawn classes.
             - Drop model.base and model.actor.appearance packages.
             - Player is moved out of model.actor.instance, to model.actor.
             - Drop of Broadcast class and gameserver.util package, content is splitted between World / ZoneManager / Creature.
             - Drop of gameserver.templates package. StatsSet is moved to common.util.
             - Drop of gameserver.instancemanager, with rename : SevenSigns > SevenSignsManager, SevenSignsFestival > FestivalOfDarknessManager. Both are cleaned (CLogger, try-with-ressources,...) and moved to gameserver.data.manager.
             - AutoSpawnManager > AutoSpawnTable and moved to gameserver.data.table, with a split of AutoSpawnInstance > AutoSpawn moved to gameserver.model.
             - Drop XMLDocumentFactory and gameserver.xmlfactory package (no use anymore).
             - Drop gameserver.model.petition package, move Petition back to gameserver.model (we avoid to use package for single classes).
             - Refresh DP .project to avoid Eclipse warnings.
             - Move GET_PLAYER and INSTANT_JUMP skills to their own SkillType, TELEPORT, in order they aren't used by regular AI system. In order NPCs use them, you have to write additional script.
             - Add Npc#doCast(SkillType), which randomly cast a skill based on its SkillType and associated to the NpcTemplate skills.
             - Heading is now part of getPosition(). New setXYZ/spawnMe methods have been generated to give the possibility to feed heading in same time than X/Y/Z. To set the heading independently, you have to use getPosition().setHeading(heading).
             - Improve Npc#toString().
             - Rename Player#getPet() / setPet > getSummon() / setSummon(), since it is supposed to return Summon, which are both Pets and Servitors.
             - Walker doesn't override HP drop stuff (since it inherits from Folk#isMortal).
             - Creation of Punishment model (with Javadoc) in model.actor.player, holding all punishments informations of a Player.
             - Creation of HennaList model (with Javadoc) in model.actor.player, holding all Hennas informations of a Player. Ty vampir for the initial contribution.
             - L2Radar > RadarList + Javadoc and move it to gameserver.model.actor.player, extract RadarMarker to gameserver.model.
             - ValidatePosition _heading isn't processed anymore (no use).
             - Generate TeamType enum, based on StinkyMadness idea.
             - Complete rework of RaidBossManager.
                - Merge the different Maps holding infos into one. Create BossSpawn in model.spawn package to hold all related infos.
                - The saving process isn't lazy anymore, but handled on spawn/death/server start.
                - BossStatus isn't related to a Npc instance anymore, meaning you can interrogate it even if Npc isn't existing (DEATH case).
                - Rename StatusEnum > BossStatus enum, moved into enums package.
             - Add the possibility for server admins to tweak default items quantity and equipability. The result is more readable than previous system. It uses the newly generated ItemTemplateHolder (gameserver.model.holder).
             - Cleanup RandomAnimationTaskManager
                - Animation task cancel is now instant upon NPC death, inactive region or intention change != ACTIVE for Attackable. Before it was waiting the regular end timer.
                - Following instances types aren't registered anymore on RandomAnimationTaskManager : ControlTower, EffectPoint, FlameTower and SiegeFlag.
                - Drop of Npc#isMob(), addition of Npc#calculateRandomAnimationTimer().
             - Add missing login status on admin/maintenance.htm
             - Generate StatusType and AttributeType enum, which are used for both LS and GS. Unload ServerStatus of multiple variables.
             - CharInfo heading / boatId is fixed, based on Vilmis remark.
             - Fix a bug introduced in rev 380, where bosses died during a server down couldn't respawn properly. Ty bowling4soup.
             - Add HEAL_STATIC as potential buff slot (fix skillId 3125). Ty Sahar.
             - Modify Lightning Strike power effect. Ty Sahar.
             - Fix the double summon spawn issue (unSummon + doDie happening in same time), as tested by Sahar.
             - Decaying summons tasks are dropped if a decay occurs (avoid tasks to run for nothing).
             - Add Porta/Perum script named SummonPlayer.
             - startAttackStance() / stopAttackStance() system is cleanup. Avoid to spam AutoAttackStop broadcast by NPCs. Decrease the amount of startAttackStance() / stopAttackStance() calls tremendously, notably because the call is moved from onHitTimer to doAttack. Since each attack can produce 1, 2 and up to 10 hits for polearm users, as much calls were done.
             - Player#store doesn't store anymore client X/Y/Z (avoid exploit upon relog).
             - Diagonals flags rule is edited on GeoDataConverter. They must now be validated in both direction.
             - Add/improve character water/fly state on SummonInfo, NpcInfo, PcMorphInfo, PetInfo.
             - Avoid NPE on ClanHall#setOwner, issue introduced in rev 381. Ty bowling4soup.
             - Fix ShortcutList#restore(), issue introduced in rev 381. Ty bowling4soup.
             - Fix ignoreShield() behavior for L2SkillType STRSIEGEASSAULT, PDAM && FATAL. Ty Sahar.
             - SiegeGuard AI is set to ACTIVE and not IDLE when reduceHate occurs.
             - Fix an issue on player creation ; items (armors) weren't equipped properly.
             - Fix default skills shortcut acquisition upon player creation.
             - A DOWN server now correctly repells login attempts (case of Shutdown 60sec). Negative access levels accounts see the server DOWN, and can't login aswell. Addition of GameServerInfo#canLogin(LoginClient client).
          PS : You should update your geodata, either using GeoDataConverter or refreshing it using aCis shared link (verify modification date).

          Since a lot of core has been edited/moved, sources will be exceptionally shared at rev 382 for Customers, added to the diff patch for the adventurers. If you begin to dev a project, I strongly invite you to port your customs directly on 382 shared pack.


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            Re: [Project] aCis - Interlude
            « Reply #244 on: September 28, 2019, 10:33:48 AM »
            Changeset 383 (1388)

            Movement is still experimental. The status IS NOT OK for LIVE servers. Boats and MoveToPawn behavior still need to be fixed.

            Movement rework - Part I, Sit / Shop fixes, Safe fall height, Bugfixes, Organization

            Movement rework - Part I
               - Fix following issues, plaguing aCis since a while :
                  - Clicking fast enough on ground while moving was increasing the distance between the player and its actual real point.
                  - Fix the pathfinding issue for monsters, blocking on the first encountered obstacle.
                  - Introduce pathfinding for returning to spawn monsters, to avoid they stuck in middle of nowhere or got Z layers issues.
                  - Rework most of the offsets to fix issues with move to pawn concept.
               - Introduce a 0.5s delay where player walks instead of run on start of a movement, to fit client animation.
               - Introduce CreatureMove, a complete replacement of MoveData. It's now bound to a Creature, and not generated on every single move. Children exist for PlayerMove and BoatMove. The whole movement logic is moved here (extracted from Character and CharacterAI).
               - Drop MovementTaskManager, every running task is now individual to avoid to register on a clock wall, which means the 100ms granularity is guaranteed without calculations or sync needs.
               - Avoid to process a movement if a movement is already launched with same destination and offset (huge performance boost upon spam pickup action).
               - Add a debug for movement system using ExServerPrimitive packet. It offers a good sight of what happens during movement process.
            Sit / Shop fixes
               - sit/stand is now backed by _sitTask, to track delay between sit and stand position.
               - shop stand up is now instant to fit with retail and avoid exploits.
               - Player#canOpenPrivateStore is now used on 2 different places (shop opening and validation) and handle more checks. Fix multiple issues/exploits, like being able to shop while being mounted.
               - StoreType is renamed OperateType, and now include missing MANUFACTURE_MANAGE and OBSERVER. All getters/setters are edited.
               - MANUFACTURE_MANAGE is implemented, it's not possible anymore to open both (buy or sell) and manufacture panels.
               - All buy/sell/manufacture player lists are now generated on Player creation (no more lazy initializations / container creation, no more null checks).
               - Improve Player#instantStandUp(boolean) a little (don't bother with stand up if already stand up).
               - Add NO_RECIPES_REGISTERED check upon MANUFACTURE_MANAGE ; call the empty window. Add ManufactureList#_isDwarven, which allow us to call back previous state without error.
               - Don't set OperateType.NONE on invalid item count for both sell/buy manage (was leading to invalid store state). Add retail messages.
               - Fix the fact you aren't supposed to open a shop when already sat.
               - Fix the buy/sell/manufacture tryOpen methods : Don't bother with manage case, and tryOpenWorkshop only care with right OperateTypes.
               - isInStoreMode() is modified to only returns real cases of store mode. Manage cases aren't part of it.
            Safe fall height
               - Added retail values based on classes and sex (was semi-implemented core side using default value 333). Ty RooT for dp side.
               - Add CANNOT_DISMOUNT_FROM_ELEVATION wyvern check, making it impossible to dismount a wyvern if not in a valid safe fall height.
               - Fix Q009 reward itemId. Ty p0w3rf1y.
               - Fix Q621 / Q622 haste potion itemId reward. Q621 giveItems recipe instead of rewardItems. Ty Idontknow1.
               - Add retail behavior regarding teleporting to nearest town if wyvern feed task ends.
               - Seeds works anew (was due to invalid handler name on XML).
               - Edit few mercenary tickets SystemMessage to use retail ones. Ty RooT.
               - Fix the delay for mass teleporter (no instant case if out of siege). Ty RooT.
               - Fix Baium zone (around door, to avoid teleport back to town) using L2OFF GF values, IL being buggy.
               - Fix the few cases of mispelling or miss on configs properties files.
               - Fix radius/height/level/stats of all NPCs, except summons and tamed beasts. Ty StinkyMadness.
               - Add few missing Manor Managers on relatedNpcIds (was leading to NPEs).
               - Fix a MinionList NPE, prior to minions rework.
               - Add few missing Seven Signs event sounds. Ty RooT.
               - Drop calcFestivalRegenModifier system, which was leading to negative values and isn't retail. The only affected stat is MP regen, and it's positive, based on MotherTree zones.
               - RaidBossManager#cleanUp fix prior rev 382 edit.
               - Fix multiple SpotBugs reports (18 or so), from invalid equals/hashCode contracts to missing switch break.
               - Fix RequestListPartyMatchingWaitingRoom, RequestAskJoinPartyRoom : variables aren't set as static anymore.
               - Fix the client crash when clicking "projection" button on the "record of seven signs" (introduced on rev 239).
               - Upon SA activation on magic use, S1_HAS_BEEN_ACTIVATED message is now working and called BEFORE resist attempt.
               - FleeingNPCs / 4s victim scripts flee behavior are enhanced.
               - AI is correctly flushed upon IDLE case, leading to proper global aggro value reset (10sec aggro cooldown on respawn).
               - Fix party duel CANCELED state for ZoneId.PVP.
               - Boat _passengers is now concurrent to avoid CME.
               - Move _isNoRndWalk from Creature to Attackable, _isChampion from Creature to Monster.
               - Slight edit of Creature#isInsidePeaceZone (no static, first param is self).
               - Rework WorldRegion#setActive, it now uses an AtomicBoolean. Add WorldObject onActiveRegion() / onInactiveRegion(). Behavior is normally exactly the same than old setActive, but cleaned up.
               - AttackableAI#changeIntention getKnownType(Player) check is now replaced for getRegion().isActive(), probably leading to a lot of saved garbage. SiegeGuardAI#changeIntention override is dropped.
               - Remove GeoEngine.getInstance().canMoveToTarget pre-optimizations (it's already handled by moveToLocation).
               - Add missing onEvtAfraid and AFRAID AiEventType use. Rework Fear effect to use it.
               - Merge Instance#doPickupItem(WorldObject object) with AI#thinkPickUp() (single use).
               - Add Location#equals(int x, int y, int z), Location#setUsingPositiveOffset, Location#setUsingRandomOffset and Location#setFleeing methods.
               - Addition of StatsSet#getIntIntHolderArray.
               - ItemTable cleanup (renamed ItemData and moved to data.xml, CLogger, move temporary containers to good place, move _slots Map to Item, javadoc).
               - Item cleanup (drop Logger, correct use of StatsSet methods to feed Item values, javadoc)
               - Rework both Weapon#getSkillEffects (Fix the multiple calls upon getSkill() and getFirstEffect, rename those methods castSkillOnCrit / castSkillOnMagic for easier understanding).
               - Fix one strange use of StatsSet upon FestivalOfDarknessManager.
               - Rename all items handlers to keep naming convention logic.
               - Add warning regarding missing property key on configs. Ty StinkyMadness.
               - Add UseBlowfishCipher config. Limit the byte array size on VersionCheck packet. Ty RooT.
               - Drop few skills parameters duplicates, ty bowling4soup.
               - Addition of RaidBossManager#getBossSpawns() and BossSpawn#toString for easier customs implementation.
               - Numerous packet reorganization :
                  - Few packets rename to fit NetPro.
                  - "activeChar" naming is replaced for "player". Final keywords added here and there. Variables naming is more friendly and/or conventional.
                  - NewCharacterSuccess uses a static approach for now.
                  - Deletion of SuperCmdCharacterInfo, SuperCmdServerStatus && SuperCmdSummonCmd packets (custom, unused).
                  - Implement SendTimeCheck / RequestTimeCheck packets. Ty RooT.
               - AdminCommands
                  - Delete AdminMammon and associated admincommands.
                  - Merge all cursed weapons admincommands into //cw.
                  - Cleanup //admin2 panel (game_menu.htm).
                  - Delete //adminX commands. It is now simply //admin. //admin can now answer to file names (ex. //admin server).
            PS : all items XML etcitem_type parameters are edited to reflect enum value (use of caps lock).

            Movement is still experimental. The status IS NOT OK for LIVE servers. Boats and MoveToPawn behavior still need to be fixed.


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              Re: [Project] aCis - Interlude
              « Reply #245 on: January 06, 2020, 05:03:15 AM »
              Changeset 384 (1454)

              Movement is still experimental. The status IS NOT OK for LIVE servers. MoveToPawn behavior still need to be fixed.
              Siegable Hall isn't tested, and probably need further development. Those CHs are normally fully working regarding owner administration.

              SH part I, Movement part II, PlayerLevelData addition, Boats, Bugfixes, Organization
              SH part I
                 - Add Q504 and Q655 quests.
                 - Add 4 out of 6 Siegable Halls scripts :
                    - Devastated Castle
                    - Fortress of Resistance
                    - Fortress of the Dead
                    - Rainbow Springs Chateau
                 - Add relatedNpcIds for all clan halls.
                 - Add clanHall information for all doors.
                 - Rework SiegeNpc to use all retail HTMs. It isn't supposed to NPE over Siegable Hall anymore.
                 - Create SiegableHallZone.xml, based on ClanHallZone zones.
                 - Update ClanHallZone.xml with "other" spawns.
              Movement part II
                 - Fix Boat movement, based on vladalien work.
                 - Rework isPathClear behavior, which wasn't working properly. Objects don't use geopath anymore when not needed.
                 - Drop ARRIVED event for intermediate path points. Ty vladalien.
                 - Fix player/creature following "knownlist-forgotten" teleporting character behavior.
                 - Don't process Walker path if already moving.
              PlayerLevelData addition
                 - Unhardcode Formulas#karmaMods and Experience.java.
                 - Implement missing exp loss % per player death based on level.
                 - Rework getExpForThisLevel() / getExpForNextLevel() / getExpForLevel(int level) for both Summon/Pet/Player. It is now only located on Stat.
                 - Don't feed anymore getExpForThisLevel / getExpForNextLevel for regular servitors packets. Revert-able if a visual issue occurs.
                 - Boat clandestines entering DURING boat leaving harbor are now correctly dropped out from Boat if they got no valid tickets.
                 - Pay process is now delayed of 5sec to fit with AdvExt, passenger system is reworked.
                 - Fix Boat entrance/exit to fit with AdvExt. You now instantly stop on the edge of each side (harbor/boat), and can now enter from afar. Ty vladalien.
                 - Boat is now correctly set to null while teleporting (soe, gm) and upon leaving boat while boat is still sailing.
                 - Store process is stopped upon boat oust.
                 - Passenger summon is unsummoned to avoid movement tracking issue. RELEASE_PET_ON_BOAT is called only once, as a first shot warning and Player can onboard freely with summon on.
                 - Rework nextActionIsAttack() implementation to avoid one NPE and properly set NEXT intention.
                 - SS / BSS animation is now processed as retail. Ty SweeTs.
                 - NPCs don't recharge ss/bss anymore if already charged.
                 - Chance skills upon casting magic skills is fixed. Ty Sahar.
                 - Allow players to use Curse Death Link with CTRL. Ty Zarie.
                 - Fully fix fake death behavior, as tested on AdvExt PTS.
                    - Heal, buffs, missed attacks and self damage don't trigger the effect end anymore.
                    - The begin of a cast/attack don't trigger the effect end anymore.
                    - User spam skill/stand action got now a delay (similar to sit and revive).
                    - The effect end isn't triggered anymore when being in middle of animation start (it is simply ignored).
                 - Revert following part of rev 238 : 'Reflect damage skills type don't kill you anymore (stuck at 1). Well, shouldn't.' as tested on AdvExt PTS.
                 - Fix Dark Vortex absorb part %.
                 - Gates of Splendors can't be opened anymore using Unlock skill, based on official patch notes. Edit values based on IL patch notes.
                 - Revert partially FourSepulchersManager, prior to rev 379. Shadows of Halisha should correctly spawn.
                 - Upon //hide, summons are now hidden and STEALTH effect is applied.
                 - Fix a missing distance check on Quest#getClanLeaderQuestState (player killer wasn't tested if not clan leader ; now both player and leader must be in good distance of the npc to trigger it).
                 - Fix Anakazel duplicates. Ty bowling4soup.
                 - Add missing SCHs doors upon Siegable Halls getDoors() in order to make them usable by NPCs (previous system couldn't work properly).
                 - Implement CP_CH_USE_FUNCTIONS privilege. Fix missing occurences of CP_CL_VIEW_WAREHOUSE, CP_CH_SET_FUNCTIONS and CP_CH_OPEN_DOOR.
                 - Fix naming conventions for both player/pet (alphanumeric 1-16 for both), based on AdvExt PTS.
                 - Implementation of Siege Mercenary Gatekeepers. Ty RooT.
                 - Fix missing MercenaryManagerNpc checks (upon AdminNpc to show Shop button, and on the regular packet RequestBuylist, making it impossible to buy tickets).
                 - Properly cleanup tickets and mercenaries upon //removecastle.   
                 - Add missing CHARGE FlyType.
                 - Fix Player cast behavior : you can now queue the same skill.
                 - Fix an issue with bookmarks. Bookmark name isn't server-scope anymore, but player scope. Ty StinkyMadness.
                 - Addition of Point2D, the mother class of Location.
                 - SchemeBuffer - Ty StinkyMadness
                    - Rework getGroupSkillList, reducing code amount.
                    - Add images to fill empty space in "prev - next", in order layout always keeps its shape.
                 - Refresh some SQL tables PRIMARY KEY. Ty StinkyMadness.
                 - RandomWalkRate is configurable now (default 30%).
                 - Addition of //walker admincommand, showing Walker routes.
                 - Remove //move_defenders (unused, not implemented).
                 - //siege is reworked. It now shows current siege status and a link to siege information packet, for each castle.
                 - Addition of following methods :
                    - Npc#isLordOwner(Player)
                    - WorldObject#setXYZ(WorldObject)
                    - Quest#checkClanLeaderCondition(Player, Npc, String, String)
                    - Player#hasClanPrivilege(int)
                    - SpawnLocation#setHeadingTo(int, int) and variants.
                    - WorldObject#knows(WorldObject). Replacement of all getKnownType(class).contains uses for knows. It will lead to big performance hit over any live server.
                    - Location#distance(Location) and variants (with int coords, Point2D).
                 - Multiple classes now extend appropriate classes and/or are moved to proper packages (RadarMarker, Bookmark, NewbieBuffHolder,...).
                 - Store FlyType under enum, to avoid calculation.
                 - Add a package named model.zone.type.subtype to store all subtypes zones related classes (aka mother classes, not used directly by XMLs but used by children).
                 - Add subtype zone ResidenceZoneType, used by CastleZone and ClanHallZone.
                 - Add Spawn(int id) which generate a Spawn with included NpcTemplate check.
                 - AdminEditNpc is renamed AdminNpc.
                    - Creation of //npcinfo (clone of shift + left click), which split all NPC infos towards categories.
                    - Drop //show_minion, //show_scripts and //show_droplist ; they are now added directly into //npcinfo.
                    - Edit npcinfo / doorinfo to add clan hall / siegable hall informations.
                 - Npc / Door now use NpcTemplate / DoorTemplate variable to feed ClanHall / SiegableHall information instead of getNearestClanHall (avoid 100k+ iterations).
                 - Package "container" creation - A container is basically an "extension" of an instance, holding multiple variables affecting one particular system and linked to an instance.
                    - Move model.player and model.npc into a new package, model.container.
                    - Generate model.container.creature and hold the few related classes into it.
                    - Rename CharEffectList to EffectList.

              Movement is still experimental. The status IS NOT OK for LIVE servers. MoveToPawn behavior still need to be fixed.
              Siegable Hall isn't tested, and probably need further development. Those CHs are normally fully working regarding owner administration.

              Changeset 385 (1468)

              Movement is still experimental. The status IS NOT OK for LIVE servers. MoveToPawn behavior still need to be fixed.
              Siegable Hall isn't tested, and probably need further development. Those CHs are normally fully working regarding owner administration.

              Scripts, CommandChannel edit, Bugfixes, Organization

                 - Addition of Q336. Ty RooT.
                 - Q384 rework.
                    - Fix IOOBE. Ty p0w3rf1y.
                    - IntIntHolder use for shorter storage, avoid ArraysUtils using String#contains instead.
                    - Medals aren't deleted anymore upon abort.
                 - Addition of Q386, based on Q384 rework.

              CommandChannel edit
                 - Addition of BossInfoType enum, holding informations about Command Channel.
                 - Move reduceCurrentHp override from Monster to RaidBoss and rework it.
                 - The check task is now running every second, timer is reduced from 15m to 5m.
                 - Looting rights messages have been added (10sec show).
                 - Strategy Guide item (8871 itemId) is used as a side-way to create a Command Channel, and is now only needed/consumed if your clan doesn't own Clan Imperium skill (391 skillId).

                 - Fix TARGET_CORPSE_MOB target types ; you can now use such skills on Guards. Ty Art1s.
                 - Fix unarmed mAtk damage.
                 - Fix enchanted item buy possibility on Player tradelist. Ty RooT.
                 - Fix extractable items inventory limit bug.
                 - Fix a NPE over CreatureMove#moveToNextRoutePoint() execution.
                 - Fix NPCs vulnerabilities passive skills.
                 - Clear variables upon harvest and sweep attempt to avoid exploit attempt.
                 - Add following methods :
                    - Location#isInRadius(int, int, int) / Point2D#isInRadius(int, int) (and variants)
                 - Move 3x3 matrice, used by Q384 / Q386 quests to MathUtil.
                 - Add container.monster. Generate OverhitState, SpoilState and SeedState from Monster content.

              Movement is still experimental. The status IS NOT OK for LIVE servers. MoveToPawn behavior still need to be fixed.
              Siegable Hall isn't tested, and probably need further development. Those CHs are normally fully working regarding owner administration.

              Changeset 386 (1497)

              Movement is still experimental. The status IS NOT OK for LIVE servers. MoveToPawn behavior still need to be fixed.
              Siegable Hall isn't tested, and probably need further development. Those CHs are normally fully working regarding owner administration.

              MariaDB / SQL tables, Scripts, Bugfixes, Organization

              MariaDB / SQL tables
                 - Consider to download latest MariaDB (10.4.11 at the date of this note) and transfer your db to it. MySQL is considered legacy.
                 - Following tables are edited : accounts, auctions, augmentations. More will come with time, until all are optimized and follow convention.

                 - Addition of Q120. Ty StinkyMadness for adaptation.
                 - Addition of Q343, based on L2J's ivantotov script. Fix memoStateEx to fit L2OFF.
                 - ShadowWeapon script
                    - Add 10 missing entries out of 90, out of 3 multisells.
                    - Add exchange option to Ranspo, as depicted on L2OFF.
                 - Q101 : add missing quest items in registered items list. Ty Rootware.
                 - Q336 : add missing npcId in addTalkId. Ty p0w3rf1y.
                 - Q626 : make the quest repetable and party friendly, according client infos. Ty p0w3rf1y.
                 - Fix Boat stop behavior upon harbor reach (both regular and busy states), leading to memory leak.
                 - Fix IOOBE over GeoEngine#findPath (trying to set player on non-existing layers), based on Hasha fix.
                 - Fix movement issue related to route cutting edges. Ty vladalien.

                 - Orcs Mystics are considered as FIGHTER, and not MAGE anymore (22nd May 2007 patch note). Ty shyr.
                 - Allow non stackable items with amount > 1 over create_item. Limitation based on inventory slot amount.
                 - Second layer of fixes for enchanted item buy possibility.
                    - Add missing messages for buy/sell enchanted items.
                    - Add missing OperateType.NONE, which fix stuck behavior upon fail (casting a skill, setting on NO_STORE zone, etc).
                    - Add ItemRequest#_enchant + related checks.
                 - Fix Dice roll vector.
                 - Fix SchemeBuffer duplicate key exception. Ty Sahar.
                 - Revert part of 385 related to CC edit, fixing CCE about Raidboss.
                 - Fix SecondClassChange "congratulations" htm.
                 - Don't disband Party on DISCONNECTED leader (as tested on AdvExt).
                 - Add missing zone data related to rev 384. Implement it under new enum SpawnType, based on StinkyMadness suggestion.
                 - Server bypass floodprotection is lowered from 500ms to 100ms (lowest secured value, less painful for user).
                 - Add SpawnLocation#getLocationWithOffset.
                 - isVisible refactor, ty StinkyMadness.

              Movement is still experimental. The status IS NOT OK for LIVE servers. MoveToPawn behavior still need to be fixed.
              Siegable Hall isn't tested, and probably need further development. Those CHs are normally fully working regarding owner administration.
              « Last Edit: January 06, 2020, 05:04:29 AM by SweeTs »

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