Performed a syllabus over quest progress tracking. Quests that were supposed to show up as startable/completable upon achieved progress should be able to do so. Reviewed progress tracking on scripts to adequate to this scenario.
Fixed some scenarios on where quest dialog popups would appear when updating a quest progress.
Fixed some scripts not using updated package addresses after the recent package refactor.
Reviewed Raise UI, no longer rendering players unable to access CS/MTS in certain scenarios.
Fixed a check of available space in inventory, when trying to obtain items from quests, not informing the player it happened due to a one-of-a-kind item already present.
Fixed quest dialog (feature present in many quests) not showing to players when completing it.
Fixed several issues with the Cygnus 1st job advancement quests.
Added scripting within Raise UI open action. Mimiana egg uses this to keep track of player's EXP progress.
Fixed pets not getting despawned as expiration takes place.
Fixed hidden players being able to control mobs when either entering map or hidden state.
Fixed estimated HP/MP alert not taking bonuses (such as from buffs or equipments) into account.
Fixed Energy Charge refreshing buff time upon touching mobs, skewing the uptime of the skill's stat buffs.
Switched SnakeYaml for YamlBeans, which makes up for a single JAR artifact.
Refactored a channel's event scripts loadout, now taking place after the server bootup phase.
Implemented CPQ challenges using the matching system.
Fixed LanguageConstants statically acting for all players.
Fixed OPQ's <On the Way Up> stage sometimes leading players to unexpected platforms.
Fixed EllinPQ fountain not giving Altaire Fragment to players.
Fixed "Lab - Unit" stage on RnJPQ, now using correlated sequences between the units.
Fixed Fredrick handing out negative values of mesos to players.
Improved "goto" command info.
Implemented quest complete count.
Fixed mobs still being "controlled" by players even though it's already dead.
Concurrently protected adding items into inventory.
Concurrently protected EXP gain through Writs of Solomon.
Adjusted smoothly respawn rate of mobs in map (solo players in a map now experiences 75% of mobs spawned).
Fixed mesos not being able to drop so frequently (prior 200ms threshold between drops).
Tweaked matchchecking so that match checking doesn't outright dispose matching members on dismissal (match still sticks to the player until they answer or timeout).
Fixed a dupe case within storage's item store.
Added any-NPC scriptable to the source.
Adjusted AP gains, to get it to work following the AP Reset check method.
Fixed usage of inexistent itemids on CPQ and fishing.
Fixed one-of-a-kind items being lost in player trades due to missing inventory checks.
Implemented matching system for the guild creation phase. All players intending to join the new guild must be on the Guild Headquartes and accept the creation of the guild.
Fixed changing jobs not properly updating info on the party tab.
Fixed double tooltip information on CPQ actions UI.
Fixed CPQ not disbanding after a player leaves the party/instance.
Fixed checks for "in-progress" CPQ instances.
Fixed changing maps on CPQ not leading players back to the starting battlefield.
Reviewed login system, now preventing non-local IP connecting on local server and local IP on non-local server.
Reviewed login system, now cherrypicking sessions in transition state when trying to disconnect them due to a failed login (avoiding possible mishaps due to duplicate sessions of a same account).
Adjusted PiratePQ stage 2, now mobs respawn rather than making party leader request for new waves.
Adjusted Prime Minister, its spawn is no longer related to starting the quest. It should also allow party fights.
Fixed "forcevac" command not properly applying, rather sending to inventory, "consume-on-pickup" items.
Fixed (probably) accId = 0 issue on login, that was occurring due to client accountid's being set to 0 a while before being checked once again on finishLogin().
Fixed an issue with extended time on CPQ not properly showing the end-match's visual effect.
Fulfilled the lovely pull request #427 from @dragoso, which added in backing code content to HeavenMS.
Implemented structural changes for the Marriage wishlist, in order to receive, maintain and distribute gifts to spouses.
Added untradeable check on wishlist gift handler.
Adjusted CPQ drops to actually load from DB rathe than hard-coded.
Fixed CPQ "random disease to player/party" functionality not applying properly.
Adjusted how CPQ maps are generated. It directly loads a new area from WZ (this process should at least removes the player's spawned mobs) rather than reset the cache at every MCPQ creation.