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- New: Distance check for picking up loot. Set to 512 at the moment that is say whisper and info distance
- Bugfix: /code command search for referenced assemblies in /lib folder
- Bugfix: /dismiss shows correct anmation (Bug# 1186795)
- Bugfix: Guild rps/bps are loaded from DB
- New: Catacombs classes (can be disabled by removing trainers or removing/replacing trainer scripts)
- New: Unique name for every ability level can be set in Name field in DB "level|name;level|name"
can skip levels and must always use %n to add roman level numbers where needed
- New: Converted all armor abilities to level-based. Keynames and names:
AlbArmor: "0|GenericArmor;1|Armor Ability: Cloth;2|Armor Ability: Leather;3|Armor Ability: Studded;4|Armor Ability: Chain;5|Armor Ability: Plate"
HibArmor: "0|GenericArmor;1|Armor Ability: Cloth;2|Armor Ability: Leather;3|Armor Ability: Reinforced;4|Armor Ability: Scale"
MidArmor: "0|GenericArmor;1|Armor Ability: Cloth;2|Armor Ability: Leather;3|Armor Ability: Studded;4|Armor Ability: Chain"
- New: Converted shield to level-based ability, keyname "Shield"
"1|Shield Ability: Small Shields;2|Shield Ability: Medium Shields;3|Shield Ability: Large Shields"
Old abilities can be removed from all chars
- New: eProperty.AllMagicSkills and eProperty.AllMeleeWeaponSkills,
needs checking in SkillBase.InitPropertyTypes()
- Bugfix: Correct gtaoe target selection
- Bugfix: Correct the LanguageMgr parsing fct
- New: Natural armor resists
- New: Realm field for ItemTemplates
- Changed: SharpDevelop compiles DOL again now.
The only problem is that SharpDevelop doesn't manage relative build
paths. Perhaps you might have to change the build-output directories
of all your projects.
- New: Added ./lib directory into the serach parth for referenced assemblies, on
startup the server searches this directory for DLLs too now.
Only file that needs to be in root now is DOLServer.exe, all DLLs can go
into /lib now.
- Changed: Compilation process. All projects compile locally and have local copies
of their referenced assemblies.
The GameServer project compiles to /debug/lib or /release/lib and
copies all referenced assemblies there too (DOLBase, DOLDatabase, ...)
automatically.
DOLServer.exe and DOLServer.pdb are copied to /debug or /release as
post build copy event. The reason for not simply compiling into the
output directory and not copying the references of DOLServer is that
VS.NET locks reference Assemblies (without the LocalCopy=True flag)
which results in compile errors! For more information why the post-
build process is required here see:
http://support.microsoft.com/default.aspx?scid=kb;en-us;313512
- Changed: GameServer.lng file is now created in the /config directory per default
and it's location can be specified via serverconfig.xml
- Changed: Script compilation target now defaults to /lib/GameServerScripts.dll
- Removed: compres.txt file is not generated anymore, script errors are logged to
the gameserver logfile and displayed on screen anyway!
- Bugfix: Root directory now is not the location of the gameserver.dll file but the
location of the EntryAssembly (the first executed assembly)
- Bugfix: Release builds now work, there were some directorie issues after compiling
- Changed: Added nunit directory to the sharedModules and reference this assembly from
the UnitTests project now. Not sure if NUnit now still needs to be installed
to do the NUnit tests but at least the assemblies compile.
- Changed: In NUnit startup, the current directory is set to /debug so the normal
server configuration is taken. Log file output is created in the UnitTests
directory at UnitTests/bin/Debug/logs
Tested some test-cases and they worked just fine :)
To see the new clean directory structure simply delete your output directory completly
(save the database) and do a recompile. Then start the server via DOLServer --start
and it will create all the directories and config files automatically.
- New: UseSpellHandler reads player's x/y/z
- Changed: Lifedrain can steal more life than target had before damage
- New: Charm spell handler (pulsing charm and brain needs 'some' work still)
- Changed: Simplified client disconnects
- Add : faction command
- Add : Check of remove online player in guild to warn if do not succeed
- Removed : header of echostrom in DBFaction where it have been refactor
completely
- Add : new system of single permission for shard which need to allow special
permission to a player for just one command or two.
use "/plvl single mob" with target player to allow player to execute "/mob"
and use "/plvl remove mob" to remove single permission to player to execute
"/mob"
- Changed: Lifedrain can't steal more life than target had before damage
- Changed: Moved all aggro methods to the brain
- Changed: Shields do crush damage (hardcoded for now)
- Bugfix: NullReferenceException in player inventory MoveItem
- Change: Customised char are correctly displayed with 1.75
- Bugfix: Shield damage type
- Bugfix: Correct normal server rules to take care shield size
- New: Basic controllable brain
- Changed: Global event handlers are searched only in GameServer and compiled scripts
- Changed: Removed /recompile command and scripts are compiled on disk again -
shows line numbers in exceptions
- Bugfix: Scripts are recompiled if one of them was removed
- Bugfix: Data from config files is loaded again. Can't load data in base constructor and
set default values in derived constructor.
- Add: --start parameter to DOLServer commandline
- Add: -config parameter to --start to point to location of server config file
Standard location is now /config/serverconfig.xml
Directory and file will be created if it does not exist
- Removed: DOLGameServerConsole project, replaced by DOLServer --start
- Changed: Server configuration now contains
logconfig file location (default ./config/logconfig.xml)
region config file location (default ./config/regions.xml)
zone config file location (default ./config/zones.xml)
invalid names file location (default ./config/invalidnames.txt)
PLEASE DELETE ALL XML AND LOGFILES in your GameServer root directory as well as
all DOLGameServerConsole.exe/pdb files you might still have.
Start the Server via "DOLServer --start" and let it create all directories and
config files for you :-) Enjoy!
- Change: Rename ChangeFaceAllowed to CustomisationStep (more exprecive)
- Add : faction cached in mob and player
- New: Character face customisation under catacomb
- Bugfix: PBAE effectiveness is calculated from caster to target
- New: Special animation for styles with 2h weapons can be set in Style table
- New: /mob range - sets aggro range, /mob damagetype - sets damage type
- New: targetNpc and targetMob can be used with /code same thing as (target as GameMob)
- Changed: Fixed .NET 2.0 Usage of Array.Resize, Gandolf, please be carefull,
we don't use .NET 2.0 yet, it's beta and .NET 1.0 doesn't support
Array.Resize -> which results in compile errors! Changed it to
ArrayLists
- Changed: Removed CryptLib168.dll and dependencies! Anyone wanna try compile
in Linux now? :) :)
- Changed: Removed visibility timer (AI) from GameNPC, it is implemented in
APlayerVicinityBrain already which is the StandardMobBrain
- New: Added nant.build file to build the solution from the commandline and
copy all scripts etc.
- Change : In MobXLootTemplate MobName no longer has to be unique. Which means
that multiple LootTemplates can be added to a mob. Either rebuild table
or remove constraint manually in database.
- New: NPCs use basic AI added by SH
- Changed: NPC base max speed is read from DB
- Remove : eProperty.Skill_Cave_Magic because it's the same things of eProperty.Skill_Subterranean