Trade results + Map-Ownership & Fishing + P. EXP distribution rework

Fixed an issue where players could lose priority over recently dropped items after switching maps.
Adjusted EXP bonus buffs to also cover party bonus gains.
Fixed items taken back from merchants not properly checking for stacking opportunities in player inventory.
Fixed some merchant references in visitors' player object not being properly cleared when owner closes shop.
Adjusted merchants to automatically close as soon as the merchant owner finishes maintenance process with it having no items in store.
Added trade result opcodes. Trade results now should work almost as intended originally.
Implemented server-side check for portal distance when deploying player shops and merchants.
Implemented server-side check for whether local or remote IP is being used when logging in a local/remote server (this should mitigate a few of the issues people may find when trying to log in game world).
Implemented commands designed for management of opened IO sessions.
Fixed chalkboard not showing up for owner player when changing maps.
Added "time left" functionality for merchant owners managing the opened store.
Fixed skillbooks not showing properly for other players in the map.
Fixed commands using lowercased-version of content inputted by player.
Implemented the Fredrick expected fee on using the Store Bank service.
Implemented "exclusive invitation management" in the system. Inviters are notified the invited players are already managing an invite, should it be visually "in-progress" for that one.
Implemented "map ownership". Non-map owners are unable to farm in an area if they are not party members with the owner or until the ownership rescinds.
Adjusted inventory sort feature, now sorting projectile items in such a fashion that commonly stronger versions comes before the basic ones.
Added a visual effect that shows up when obtaining Aran skills.
Revised party EXP gain system. Party bonuses now accounts a fraction of the accumulated EXP gained by members when defeating a mob, and raw EXP gained by a player is kept the same regardless of him/her being in a party or not (thus a bonus being REALLY a bonus).
Implemented a custom fishing system in the source, on which during "seasonal" times (that gets arbitrarily defined by both day-of-year and time-of-day) fishes are more likely to be hooked. Such likelihood also improved depending on the amount of mesos spent as lure.
This commit is contained in:
ronancpl
2019-03-10 01:30:22 -03:00
parent 799870df63
commit 9538c415e1
86 changed files with 2992 additions and 887 deletions

View File

@@ -56,7 +56,7 @@ function action(mode, type, selection) {
cm.sendNext("Guild Union is just as it says, a union of a number of guilds to form a super group. I am in charge of managing these Guild Unions.");
cm.dispose();
} else if (selection == 1) {
cm.sendNext("To make a Guild Union, two and only two Guild Masters need to be in a party and both must be present on this room on the same channel. The leader of this party will be assigned as the Guild Union Master.");
cm.sendNext("To make a Guild Union, two and only #btwo Guild Masters need to be in a party#k and #bboth must be present on this room#k on the same channel. The leader of this party will be assigned as the Guild Union Master.\r\n\r\nInitially, #bonly two guilds#k can make part of the new Union, but over the time you can #rexpand#k the Union capacity by talking to me when the time comes and investing in an estipulated fee.");
cm.dispose();
} else if(selection == 2) {
if(!cm.isLeader()) {
@@ -80,7 +80,7 @@ function action(mode, type, selection) {
var rank = cm.getPlayer().getMGC().getAllianceRank();
if (rank == 1)
cm.sendYesNo("Do you want to increase your Alliance by one guild slot? The fee for this procedure is #b" + increaseCost + " mesos#k.");
cm.sendYesNo("Do you want to increase your Alliance by #rone guild#k slot? The fee for this procedure is #b" + increaseCost + " mesos#k.");
else {
cm.sendNext("Only the Guild Union Master can expand the number of guilds in the Union.");
cm.dispose();

View File

@@ -1,5 +1,6 @@
var map = 677000004;
var quest = 28179;
var questItem = 4032491;
var status = -1;
function start(mode, type, selection) {
@@ -15,7 +16,12 @@ function action(mode, type, selection) {
}
if (status == 0) {
if (cm.isQuestStarted(quest)) {
cm.sendYesNo("Would you like to move to #b#m" + map + "##k?");
if (cm.haveItem(questItem)) {
cm.sendYesNo("Would you like to move to #b#m" + map + "##k?");
} else {
cm.sendOk("The entrance is blocked by a force that can only be lifted by those holding an emblem.");
cm.dispose();
}
} else {
cm.sendOk("The entrance is blocked by a strange force.");
cm.dispose();

View File

@@ -1,5 +1,6 @@
var map = 677000000;
var quest = 28198;
var questItem = 4032495;
var status = -1;
function start(mode, type, selection) {
@@ -15,7 +16,12 @@ function action(mode, type, selection) {
}
if (status == 0) {
if (cm.isQuestStarted(quest)) {
cm.sendYesNo("Would you like to move to #b#m" + map + "##k?");
if (cm.haveItem(questItem)) {
cm.sendYesNo("Would you like to move to #b#m" + map + "##k?");
} else {
cm.sendOk("The entrance is blocked by a force that can only be lifted by those holding an emblem.");
cm.dispose();
}
} else {
cm.sendOk("The entrance is blocked by a strange force.");
cm.dispose();

View File

@@ -1,5 +1,6 @@
var map = 677000008;
var quest = 28219;
var questItem = 4032493;
var status = -1;
function start(mode, type, selection) {
@@ -15,7 +16,12 @@ function action(mode, type, selection) {
}
if (status == 0) {
if (cm.isQuestStarted(quest)) {
cm.sendYesNo("Would you like to move to #b#m" + map + "##k?");
if (cm.haveItem(questItem)) {
cm.sendYesNo("Would you like to move to #b#m" + map + "##k?");
} else {
cm.sendOk("The entrance is blocked by a force that can only be lifted by those holding an emblem.");
cm.dispose();
}
} else {
cm.sendOk("The entrance is blocked by a strange force.");
cm.dispose();

View File

@@ -1,5 +1,6 @@
var map = 677000002;
var quest = 28238;
var questItem = 4032492;
var status = -1;
function start(mode, type, selection) {
@@ -15,7 +16,12 @@ function action(mode, type, selection) {
}
if (status == 0) {
if (cm.isQuestStarted(quest)) {
cm.sendYesNo("Would you like to move to #b#m" + map + "##k?");
if (cm.haveItem(questItem)) {
cm.sendYesNo("Would you like to move to #b#m" + map + "##k?");
} else {
cm.sendOk("The entrance is blocked by a force that can only be lifted by those holding an emblem.");
cm.dispose();
}
} else {
cm.sendOk("The entrance is blocked by a strange force.");
cm.dispose();

View File

@@ -1,5 +1,6 @@
var map = 677000006;
var quest = 28256;
var questItem = 4032494;
var status = -1;
function start(mode, type, selection) {
@@ -15,7 +16,12 @@ function action(mode, type, selection) {
}
if (status == 0) {
if (cm.isQuestStarted(quest)) {
cm.sendYesNo("Would you like to move to #b#m" + map + "##k?");
if (cm.haveItem(questItem)) {
cm.sendYesNo("Would you like to move to #b#m" + map + "##k?");
} else {
cm.sendOk("The entrance is blocked by a force that can only be lifted by those holding an emblem.");
cm.dispose();
}
} else {
cm.sendOk("The entrance is blocked by a strange force.");
cm.dispose();

View File

@@ -87,6 +87,8 @@ function writeFeatureTab_PlayerSocialNetwork() {
addFeature("Engagement & Wedding system with ring effects.");
addFeature("Equipments displays to everyone it's level & EXP info.");
addFeature("Further improved the existent minigame mechanics.");
addFeature("Trade complete using handshake synchronization.");
addFeature("GMS-like trade results displaying after transactions.");
}
function writeFeatureTab_CashItems() {
@@ -123,11 +125,11 @@ function writeFeatureTab_MonstersMapsReactors() {
addFeature("Added meso drop data for many missing mobs.");
addFeature("Monsterbook displays updated drop data info.");
addFeature("Every skill/mastery book is now obtainable.");
addFeature("Enhanced aggro system: real-time DPS aggro detection.");
addFeature("Enhanced aggro system, with real-time DPS detection.");
addFeature("Puppets keep targeted mobs nearby on new aggro.");
addFeature("Mobs now can drop more than one of the same equip.");
addFeature("Mobs only drop items collectable by the player/party.");
addFeature("Mobs shouldn't fall from foothold too often now.");
addFeature("Puppets holds targeted mobs nearby on new aggro feat.");
addFeature("Properly applying MP cost on non-skill mob moves.");
addFeature("Limited underling mob spawns.");
addFeature("Implemented mob banish by touch & skill move.");
@@ -173,6 +175,7 @@ function writeFeatureTab_Playerpotentials() {
addFeature("Reviewed keybinding system.");
addFeature("Character slots per world/server-wide.");
addFeature("Optional cash shop inventory separated by classes.");
addFeature("Players manage 'same-typed' invites exclusively.");
}
function writeFeatureTab_Serverpotentials() {
@@ -188,6 +191,7 @@ function writeFeatureTab_Serverpotentials() {
addFeature("Players-appointed bestsellers for Owl and Cash Shop.");
addFeature("Tweaked pet/mount hunger to a balanced growth rate.");
addFeature("Consistent experience and meso gain system.");
addFeature("Fredrick Store Bank warn/delete unclaimed items.");
addFeature("NPC crafters won't take items freely anymore.");
addFeature("Duey: pkg rcvd popup and many delivery mechanics.");
addFeature("Pet pickup gives preference to player attacks.");
@@ -198,6 +202,8 @@ function writeFeatureTab_Serverpotentials() {
addFeature("M. book announcer displays info based on demand.");
addFeature("Custom jail system.");
addFeature("Custom buyback system, uses mesos / NX, via MTS.");
addFeature("Custom fishing system having 'seasonal' catch times.");
addFeature("Custom map leasing system.");
addFeature("Delete Character.");
addFeature("Smooth view-all-char, now showing all account chars.");
addFeature("Centralized servertime, boosting handler performance.");