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#1 |
L2-scripts клиент Classic 1.5 + ГЕО до 1 июля
Регистрация: 23.09.2013
Сообщений: 437
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lindvior ertheia bug collection, please fix asap!
[lindvior] 11600 Critical Damage Reduction should only affect BONUS DAMAGE FROM CRITICAL! Not the whole damage. Critical Damage Reduction should not reduce damage from skills. Since Lindvior, blows are not affected by Critical Damage Reduction anymore, but affected by additional crit damage taken on target (example: Feral Puma Cry should not reduce damage, Critical Weakness should increase damage). See Lindvior Patch Notes if proof is needed. Tested with archer, archers auto attack CRITICALS vs an ungeared character are sometimes LOWER than a regular attack... Reflected damage should NOT affect TriggerType RECEIVE_DAMAGE. Fix Reflect Resist. It's supposed to reduce the damage taken from reflect, not the % of damage you are supposed to take. Like for example if enemy got 20% reflect and you have 21% reflect resist atm it makes you immune, while it should just make you resistant to 21% of the damage taken from that 20% reflect. Fix FLYTYPE DUMMY, FLYTYPE CHARGE so they are going on skill casting end instead of start of the skill casting (move your function calls from DoCast to UseMagicSkillTimer). Add KNOCKDOWN, KNOCKBACK, etc. FLY TYPES in core so the distance travelled is correctly taken into account by server, put them in UseMagicSkillTimer and not DoCast. Add condition in ChainHeal.java so user is NOT HEALED when target.isHealBlocked() == true. Make us able to choose what skill should reset its cooldown by STR/INT mastery and which effect should double its duration or not. Fix Debuff Resistance so this stat is applied at the end of the skill land rate calculation. 100 Debuff Resistance should make a 100% chance skill to fail 100% more time, no matter what the resists are before. A 80 Debuff Resistance will reduce the land rate by 80%. Fix Double Casting or make us able to fix it. A skill casted before its other one has not finished casting should not stop the previous one and start a new one. (Try this with Elemental Spike 0s reuse, activate Double Casting and hold your finger on elemental spike button and see the fail). Fix Double Casting so it double casts ONLY ELEMENTAL SKILLS!!! Fix Knockback/Knockdown so they do not change hairstyle (if using Beauty Shop hairstyle) and weapon appearances (it changes to Ninja). Make skills that reveals hide from enemies and traps such as Flare and Detection reveal user when the skill FINISH casting and not when it STARTS casting (again something to do with DoCast/UseMagicSkillTimer). Make us able to choose to reveal Invisibility effect to party members (such as Shadow Hide and Camouflage, it should not make the user invisible for its party members). Make a new effect that deals damage to CP and then HP for NPCs (this is to fix Poison Zone's Poisoned effect). Make debuffs that deal damage not removing themselves when the user is low HP but make them stay and instead let the user at 1 HP. Make Invincible effect able to stack along with other Invincibility effect. Also remove the hard-coding part where you disable a player from getting invincible status while trying to capture a castle or fortress (make it an effect setting!). Make DebuffImmunity effect stackable. Make TargetableDisable effect stackable. Make HealBlock effect stackable. Make a new stat that if we set it to 1 it will make the user have his Speed increase from his DEX (Superior Light Armor Mastery from Othell and Yul), like p_skill_crit_rate_dex_dependence but for Speed. p_skill_crit_rate_dex_dependence should greatly increase the chance of blows 2x critical. Make a new setting so we can hide OP_TOGGLE skills particle effect on-cast. Debuff Reflect is not working at ALL. Make a new target type TARGET_ONE_EXCEPT_ME (for Clone Attack). Fix clone attack clones' behaviour or make us able to modify Clone Attack clones behaviour (by any means, script-wise): - It is a physical skill with 400 cast range, 3 seconds cast time, recast time 300 seconds. Cast time reduced by Attack Speed. Reuse reduced by P. Skill Cooldown decrease. - Clones deals a small portion of your damage (approximate damage is around 300 damage with skills, 40 to 120 with normal attacks), and makes skills on their own on your selected target (they all do the same skill at the same time), and autoattacks if they do not have a skill up. - Clones hit the enemy with soulshots if the owner of clones have soulshots enabled. - Clones uses only 2 skills that looks similar to Chain Blow and Dagger Explosion as visual-effects. - Clone Attack is a skill can only be casted on an enemy, similar to an attack skill, cannot be used on self and not in peace zone, clones spawn ON the enemy and not where the player was before jumping on his target. - Clones damage should be counted as if it was from the owner itself and not like that: http://i.gyazo.com/f945321e0ee7bb317e6498e31cd07bbd.png - For the clones owner and party members, the clones are shown as "gray" (black and white color effect), while all other see clones normally. Make a new setting so we can just blows land rate per skill. Make a new setting so we can change Evasion rate vs Accuracy in the calculation. Make a new setting so we can change P. Crit Rate and M. Crit Rate frequency in the calculation. Make a new setting so we can change the chance of stun being cancelled by a hit in the calculation. Add a new custom setting to make Offline Shops debuff immune. Make a new setting in skill so we can put a certain % of P. Def/M. Def. ignore (see Pinpoint shot, is supposed to ignore 30% of the enemy's P. Def.). Make a new setting so toggle skills aren't counted as incurred damage. For example Arcane Power toggle should not make Air Rider goes off. Fist of Fury should not make Transform goes off, etc. Add a new FlyType that is similar to DUMMY but that has travel speed (for Quick Evasion and Quick Charge especially). Add a new setting so a skill can be used while feared/petrified/transformed etc. Make us able to modify what debuffs "Reset" skill renews. Fix abnormal effects so they can stack properly (for example, you activate Shadow Hide and then Silent Step, turning off Silent Step should still show the fade effect on your character until Shadow Hide wears off, not when you turn off Silent Step). Add a stat so we can increase the success rate of Vampiric Rage effect with XML (for Blood Requiem in Chance). Make a custom setting so we can change the Reset Cooldown/Double Duration mastery effect base chance: double chanceSTR = activeChar.calcStat(Stats.SKILL_MASTERY, activeChar.getSTR() / 2) / 10.0D; make us able to modify the 2 and 10. Same for the INT part. Make a new setting so we can choose what skill should reset its cooldown and what effect should be able to double its duration through the skill mastery (INT/STR), even debuffs. Make a new setting so we can make CHARGE fly type be casted from melee range. Make a new setting so we can hide system message from a certain skill when it lands/fail (%SKILLNAME% has succeeded., %SKILLNAME% has failed.), do a system like isHideUseMessage/isHideStartMessage. Fix fking geodata (look @ fantasy island, bugged all over the place, Gainak->Land of Chaos also fully bugged). Make a new start: mSkillEvasion (at 100 the user evades 100% of magic skills). Make mSkillEvasion, pSkillEvasion stats that stacks multiplicatively (like Critical Damage Reduction). For example, you activate 2 skills that adds 80% p. skill evasion -> 1 - (1 - 0.80) * (1 - 0.80) = 0.96 = 96% chance to evade P. Skills. Make us able to modify TreeInstance.java (put it into data/scripts/ folder instead of hard coding it?). Fix Sayune so it also does not work for flagged players. Ceremony of Chaos bugs: - When CoC arena is 1 minute close to end, pvp zone goes to neutral zone, making players that attack into flagged type and can even become PK. - Ceremony of Chaos special buff elixirs aren't given to players when they are teleported into the CoC arena. - If a player wins by kills and not by killing everyone in the arena, no rewards are given, but it should. - Player names should be Challenger1, Challenger2 instead of Player1, Player2... - All players should have a modified appearance so people does not recognize eachothers in CoC. - Having a party in CoC should not be possible. - War tag (the double swords beacon above PC heads) should not show in CoC. - HP/MP/CP is not refilled when CoC battle begins, but it should. - At the last minute, the CoC instant zone ends and all CoC arenas are reunited into only one, but it shouldn't. - CoC Hero does not exist, whereas it should. Should display a dark glow around the CoC hero. Olympiad Hero + CoC hero should be possible. Make Mesmerizing System: __________________________________________________ __________________________________________________ __________________________________________________ _____________________ When an Awakened character is affected by a mesmerizing debuff, that character’s chance of being affected by another debuff of the same type is lowered for 15 seconds. If the character is affected with a second mesmerizing debuff, the chance of being affected by another successful mesmerizing debuff decreases even further. The first mesmerizing debuff has the usual chance of success. The second mesmerizing debuff has 60% of the usual chance of success. The third mesmerizing debuff has 30% of the usual chance of success. A character affected by three mesmerizing debuffs at once becomes IMMUNE to further mesmerizing debuffs. Physical mesmerizing debuffs include: Stun, Paralyze, Knockback, Knock Down, Hold, Disarm, Petrify. Magical mesmerizing debuffs include: Sleep, Mutate, Fear, Aerial Yoke, Silence. Skills that are INCLUDED in the mesmerizing system even if they don't clearly have their defined diminishing effects: - Superior Aggression (Physical) - Superior Aggression Aura (Physical) - Mass Trick (Physical) - Block Magic (Magical) - Power Bluff (Physical) - Lure Shot (Physical) - Death Howl (Magical) Skills that are EXCLUDED from the mesmerizing system: - Dual - Yoke of the Giants (Physical) - Chain Strike (Physical) - Chain Hydra (Physical) - Hurricane Rush (Physical) - Jump Attack (Physical) - Shadow Chase (Physical) - Mischief (Physical) - Shadow Flash (Physical) - Throw Sand (Physical) - Death Siphon aka. Death Lord (Magical) - Assault Rush (Physical) __________________________________________________ __________________________________________________ __________________________________________________ _____________________ |
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#2 |
Главный программист
Регистрация: 18.01.2011
Сообщений: 4,429
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You know we don't work that way, what's the point of doing everything in 1 thread..if you want we can work on it in skype, since almost every single report here requires more information.
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Внимание: с 1 мая 2015 г. скайп технической поддержки будет: L2-scripts старый скайп тех поддержки обслуживаться не будет ! |
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#3 |
Главный программист
Регистрация: 18.01.2011
Сообщений: 4,429
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closed, please refer to how you should commit reports.
__________________
Внимание: с 1 мая 2015 г. скайп технической поддержки будет: L2-scripts старый скайп тех поддержки обслуживаться не будет ! |
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