Item Raise + Gachapon Rework + Minigames & M. Magnet & M. Door patch

Fixed a glitch in inventory that would happen when trying to put items into storage.
Added "Item Raise" functionality.
Adjusted Party Search. Token sessions no longer expires due to no players found, rather are sent into a brief "inactivity" period.
Fixed Fredrick stored items not being properly erased after a character deletion.
Fixed skillbooks in stacked quantities not being useable.
New tool: MapleGachaponItemidRetriever. This tool parses the gachapon descriptor file (holding several item names, for several gachapons) and generates files for each defined gachapon with itemids of the loots.
Revised Mushroom Empire transition portals that interacts with scripted items (items now are useable through inventory, no longer being automatically removed from inventory upon crossing portals).
Fixed script "secretroom" always requiring a new key (quest reward) to access the inner rooms, which would make the room unreachable.
Reworked gachapons loots throughout the game. New loots are supposed to represent an old-school MapleSEA-like escalation of gachapon loots.
Fixed issues that would show up in the case null PIN/PIC gets checked.
Reworked skill Monster Magnet, no longer using "catch success rate" as a skill progression element. This fixes the skill disconnecting caster upon failure.
Revised Mystic Doors, no longer crashing players after the caster decides to cancel the buff moments after casting (during portal deploying effect in course).
Fixed portal access to Prime Minister crashing when trying to access on a party.
Refactored the several "startQuest/completeQuest" methods widely used in the many scripting managers. Methods that does essentially the same thing now are accessed from the superclass.
Fixed "rechargeable items" not being properly accounted for slots availability in inventory slot checking.
Fixed several issues of late within minigames.
Fixed minigames regarding double results when handling some rare scenarios.
Implemented "call for leave after finishing game" functionality of minigames.
This commit is contained in:
ronancpl
2019-06-01 21:12:40 -03:00
parent 89eca2995b
commit edb3920852
111 changed files with 6597 additions and 1943 deletions

View File

@@ -37,7 +37,7 @@ public class ServerConstants {
public static final boolean AUTOMATIC_REGISTER = true; //Automatically register players when they login with a nonexistent username.
public static final boolean BCRYPT_MIGRATION = true; //Performs a migration from old SHA-1 and SHA-512 password to bcrypt.
public static final boolean COLLECTIVE_CHARSLOT = false; //Available character slots are contabilized globally rather than per world server.
public static final boolean DETERRED_MULTICLIENT = false; //Enables multi-client and suspicious remote IP detection on the login system.
public static final boolean DETERRED_MULTICLIENT = false; //Enables detection of multi-client and suspicious remote IP on the login system.
//Besides blocking logging in with several client sessions on the same machine, this also blocks suspicious login attempts for players that tries to login on an account using several diferent remote addresses.
@@ -98,6 +98,7 @@ public class ServerConstants {
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_CLEAN_MDOOR = false; //Makes mystic doors to be spawned without deploy animation. This clears disconnecting issues that may happen when trying to cancel doors a couple seconds after deployment.
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).
public static final boolean USE_SPAWN_RELEVANT_LOOT = true; //Forces to only spawn loots that are collectable by the player or any of their party members.
public static final boolean USE_ERASE_PERMIT_ON_OPENSHOP = true;//Forces "shop permit" item to be consumed when player deploy his/her player shop.