Party Search + Conditional Buffs

Revised skillbook drops. New drop chances are related to the holder's level and boss flag.
Adjusted party bonus EXP gains. The level difference calculation now only takes into account party members that participated in the action.
Implemented Party Search in the source.
Refactored command classes initialization to take place when booting up the server.
Implemented support for conditional buffs (e.g. card buffs that takes place only in certain areas).
Implemented topological sorting when updating buffs to the player, this allows a better vision of buff streaks to the player (buff-applying the original way assumes stat override client-side, to circumvent that this algorithm makes up for the best-fit scenario).
Fixed Arans not taking Dojo's attack speed buff properly.
Fixed pets being improperly removed from the DB after performing certain inventory actions.
This commit is contained in:
ronancpl
2019-05-16 02:14:54 -03:00
parent 397e16bb85
commit bb80441af0
120 changed files with 68917 additions and 383 deletions

View File

@@ -75,11 +75,10 @@ public class ServerConstants {
public static final boolean USE_FIXED_RATIO_HPMP_UPDATE = true; //Enables the HeavenMS-builtin HPMP update based on the current pool to max pool ratio.
public static final boolean USE_FAMILY_SYSTEM = false;
public static final boolean USE_DUEY = true;
public static final boolean USE_RANDOMIZE_HPMP_GAIN = true; //Enables randomizing on MaxHP/MaxMP gains and INT accounting for the MaxMP gain.
public static final boolean USE_RANDOMIZE_HPMP_GAIN = true; //Enables randomizing on MaxHP/MaxMP gains and INT accounting for the MaxMP gain on level up.
public static final boolean USE_STORAGE_ITEM_SORT = true; //Enables storage "Arrange Items" feature.
public static final boolean USE_ITEM_SORT = true; //Enables inventory "Item Sort/Merge" feature.
public static final boolean USE_ITEM_SORT_BY_NAME = false; //Item sorting based on name rather than id.
public static final boolean USE_PARTY_SEARCH = false;
public static final boolean USE_PARTY_FOR_STARTERS = true; //Players level 10 or below can create/invite other players on the given level range.
public static final boolean USE_AUTOASSIGN_STARTERS_AP = false; //Beginners level 10 or below have their AP autoassigned (they can't choose to levelup a stat). Set true ONLY if the localhost doesn't support AP assigning for beginners level 10 or below.
public static final boolean USE_AUTOASSIGN_SECONDARY_CAP = true;//Prevents AP autoassign from spending on secondary stats after the player class' cap (defined on the autoassign handler) has been reached.
@@ -95,8 +94,8 @@ public class ServerConstants {
public static final boolean USE_ENFORCE_JOB_LEVEL_RANGE = false;//Caps the player level on the minimum required to advance their current jobs.
public static final boolean USE_ENFORCE_JOB_SP_RANGE = false; //Caps the player SP level on the total obtainable by their current jobs. After changing jobs, missing SP will be retrieved.
public static final boolean USE_ENFORCE_ITEM_SUGGESTION = false;//Forces the Owl of Minerva and the Cash Shop to always display the defined item array instead of those featured by the players.
public static final boolean USE_ENFORCE_UNMERCHABLE_CASH = true;//Forces players to not sell CASH items via merchants.
public static final boolean USE_ENFORCE_UNMERCHABLE_PET = true; //Forces players to not sell pets via merchants. (since non-named pets gets dirty name and other possible DB-related issues)
public static final boolean USE_ENFORCE_UNMERCHABLE_CASH = false;//Forces players to not sell CASH items via merchants.
public static final boolean USE_ENFORCE_UNMERCHABLE_PET = false; //Forces players to not sell pets via merchants. (since non-named pets gets dirty name and other possible DB-related issues)
public static final boolean USE_ENFORCE_MERCHANT_SAVE = true; //Forces automatic DB save on merchant owners, at every item movement on shop.
public static final boolean USE_ENFORCE_MDOOR_POSITION = false; //Forces mystic door to be spawned near spawnpoints.
public static final boolean USE_SPAWN_LOOT_ON_ANIMATION = false;//Makes loot appear some time after the mob has been killed (following the mob death animation, instead of instantly).