- Added the virtual function IsUnlocked to IOfficialPawnScript
- By default, if no implementation is supplied, it returns true
- Updated README.md on how to use this new feature
- Added support for server admin to define offical pawns.
- Added support for dynamically defined official pawns which change
based on the hiring player level.
- Added a new settings file official_pawns.csx
- Added new official pawns
- Annuate, Puala, Rumi and WhiteKnight
- High: persisted instanced rewards are cloned as non-instanced.
- High: instanced reward UIDs are cached on quest definition objects.
- Medium: legacy reward-box materialization inserts instanced box rows without staged rows.
- Medium: missing staged data is treated as success and destroys the reward.
- Low/Medium: JSON crest level default disagrees with the schema.
Additionally:
- Removed support for wrongly spelled json keys in rewards
- Updated generic_quest_state_machine.md
- Cleaned up reward syntax while making it backwards compat.
- Added support for first time ever, in period and helping rewards.
- New quest rewards will no longer be tied to the quest file
implementation after being rewarded.
- Quests now support partial reward claims.
- Added a new daily reset task for extreme missions.
- Fixed an issue with the next time being calculated on the same day as
the reset for newly added tasks.
Database version 59 -> 60
- Added support to handle randomization of quest rewards on repeat
clears.
- Added support to configure reduction of point rewards on repeat
clears.
- Once the world quest stask fires, full rewards will be available until
first clear for that period again.
- Enemies which are now labeled as an area boss will reward AP when
the group is defeated.
- The amount of AP is configurable via the new setting AreaBossApReward.
- The default value is 500 AP for the current Area the defeated enemy
is in.
- Added a new member to instance enemy properties which allows a rank to
be assigned to a scripts. The rank helps to control the order scripts
are executed. The scripts with a lower rank are executed before
scripts with a higher rank.
- Added a new script module InstanceEnemyDropGenerator. This module can
be used to have the server assign drops to an enemy when killed.
Intended to eventually replace the event item generator via json.
- Fixed a few await warnings introduced from PR #919 related to
scripting.
- Fixed an incorrect NPC line in for Nedo in the main story quest "A Desperate Infiltration".
- q00030125.csx
- Fixed an issue where job training markers show before the current
class unlocks job training.
- Updated the AR enemy spawn position for White Sands Riverbank in Dowe
Valley.
- ar03_white_sands_riverbank.csx
- Updated the spawn location of the enemies for world quest After That Dragon!
- q20035009.json
- q20035009_1.json
- q20035009_2.json
- Fixed an issue where in Lestania it is possible to query a group of
enemies before the world quests are queried which results in the quest
enemy not appearing.
- Fixed an issue where the addendum module was not always loaded last.
- Fixed an issue where the world manage quest for caution spots was
loaded before all caution spots were parsed.
- Added support for the 3.0 HiBO tree.
- Enabled Epitaph Road (Rathnite)
- Updated q60300020.json
- Moved unlock from MSQ to personal quest
- Reorganized scripts for job orb tree
- Delete old ones if copy+paste
Decayed quest cancellation notice on area reset.
Clean up EnemyId/EnemyUIId/ClientItemInfos implementation; use ItemId, EnemyId, and EnemyUIId when possible instead of uints
Light quest DB stuff, adjustments to handle variant ids, removing decayed quests when returning to town, rotation task and RPC for child servers.
Fix some tasks announcing to the non-head servers on the wrong route.
Migration 43 -> 44; add support for new quest_id + variant_index scheme for decoupling quest and schedule id.
Cleanup inconsistent packet id naming; add some new quest cancellation packets.
Light quest generation, mixin for light quest rewards, and asset.
Add DeliveryItemsLight and KillTargetEnemies block support to QuestBlockExtension. Add explicit support for DistributionStart/End in the quest asset and quest system.
Remove existing board quests.
- Added support for job emblems
- Created new personal quests to unlock emblems.
- Added support for emblems using the menus at Renton.
- Created new handlers and packets for the new menus.
- Add new scripting module for "Skill Augmentation"
- Locked EM4 skills behind completion of EM4
- Implemented tree layouts for all jobs
- Implemented new REQ, RES and handlers for Skill Augmentation
- Implemented the quest Skill Augmentation Guidance of a Renewed White Dragon
- Implemented augmentation trials for all jobs
- Updated adventure guide logic to handle when to present quests better.
- Adjusted how personal quests for vocation are distributed to remove
the need to change areas or log out to get them to show.
Thanks for help from multiple players to help us collect the skill tree
data.
Co-authored-by: 𝔢𝔪𝔪𝔞 𝔢𝔳𝔢𝔯𝔤𝔞𝔯𝔡
Co-authored-by: Cold Blood
Co-authored-by: Genzyuro
Co-authored-by: あゆふぁ
Co-authored-by: 鬼頭オパーリン
Co-authored-by: GaethanT
Co-authored-by: Sapphiratelaemara
Co-authored-by: King Flipsta
- Added support for the adventure guide.
- Add support for quests to unlock different content and menus.
- Implemented a world manage quest to track job tutorials.
- Implemented the following personal quests which unlock systems:
- The Arisen's Abilities
- Reliable Source of Information
- Crafted Token of the Heart
- Gathering in the Clan Tavern
- Lestania's Best Dressed
- Road to Mastery
- The Temple's Tradespeople
- Living with the Partner Pawn
- Shining Within a Loyal Heart
- Extend Garden
- Custom-Made Workshop 1: Searcher's Return
- Custom-Made Workshop 2: Limit Break
- Custom-Made Workshop 3: Ultimate Arms Synthesis
- Arms With the Power of the Dragon 1
- Arms With the Power of the Dragon 2
- Implemented the following job quests:
- Fighter Tactics Trial: A Stubborn Shield
- Fighter Tactics Trial: Break Attack
- Seeking the Master Fighter
- Priest Tactics Trial: Purification
- Priest Tactics Trial: Break Attack
- Seeking the Master Priest
- Seeker Tactics Trial: A Whirlwind
- Seeking the Master Seeker
- Shield Sage Tactics Trial: A Magick Shield
- Shield Sage Tactics Trial: Break Attack
- Seeking the Master Shield Sage
- Hunter Tactics Trial: An Ambushing Bow
- Hunter Tactics Trial: Break Attack
- Seeking the Master Hunter
- Sorcer Tactics Trial: A Magick Attack
- Seeking the Master Sorcerer
- Element Archer Tactics Trial: A Magick Bow
- Seeking the Master Element Archer
- Warrior Tactics Trial: A Strong Sword
- Seeking the Master Warrior
- Alchemist Tactics Trial: Alchemy
- Seeking the Master Alchemist
- Spirit Lancer Tactics Trial: A Spirit Lance
- Seeking the Master Spirit Lancer
- Rewrote or updated the following main story quests:
- Rewrote "Resolutions and Omens" as a quest script
- Updated "The Slumbering God" to use newer JSON block types
- Rewrote "Soldiers of the Rift" as a quest script
- Rewrote "The Crimson Crystal" as a quest script
- Updated "The Dull Grey Ark" to have proper enemies for the boss fight
- Updated "Envoy of Reconciliation" to have proper enemy nameplates in
the cellar
- Updated additional existing main story quests to distribute contents released
- Split IsBo an IsHo enemy parameter from the BO amount field to match
behavior of old playback videos where an enemy has a normal health bar
but still rewards BO/HO
- Added a generic mechanism to handle quest work items
- Added the message "The entire party has returned to a safe area." when
the instance gets reset while the player is in a party
- Added better unlock support to json
Added support to breakdown equipment into BO, R, G and some random items
based on some parameters. Exposed the item selection algorithm as a new
script equipment_recycle.csx. Added a new settings script under the
uncategorized section called equipment_recycle.csx. This contains
settings related to disassembly of equipment.
Addiitonal Changes:
- Fixed an issue with the task scheduler where timers were not stored in
the task manager, which leads to them eventually getting garbage
collected.
- Updated the schedule script to print what type of task it is reporting
for.
- Added behavior for Custom-Made Service Ticket and Silver Ticket when
the player receives them as an item from a quest to put them in the
wallet.
- Fixed an issue where seasonal event drops were dropping inside the
dungeon.
- Fixed an issue where the last boss of the Abyss mode was the same
enemy.
- Added back enemies that got lost at some point due to merges.
- Fixed an issue with the instanced random enemy which didn't reroll the
enemy.
- Fixed nameplates on some bosses in abyss maps which were wrong.
- Added boss enemies as caution spot enemies.
+ The messages don't pop up yet because I don't know how to
set world manage state quests on the character when switching
game modes.
- Added a new EnemySetGenerator interface for selecting enemies for a particular enemy group.
- Implemented the following enemy set generators:
- QuestEnemySetGenerator
- EpitaphRoadEnemySetGenerator
- CautionSpotEnemySetGenerator
- WorldEnemySetGenerator
- Added a new EnemyPropertyGenerator for modifying attributes of selected enemies for a set.
- New scripting module was introduced to allow a variety of properties to be applied
- Implemented a new .csx script to auto assign BO to enemies in Epitaph Road dungeons
when certain requirements are met.
- Implemented a new ,csx script to handle adjustments of enemies in The Rift when
performing a pawn rescue.
- Updated EXP mixin interface and default implementation
- Added a new CharacterCommon parameter.
- Implemented an algorithm which attempts to calculate enemy exp
based on player level, enemy level and other properites such as
boss, quest and nameplate modifiers.
- Add support for enemy caution spots
- Implemented a new "World Manage" quest which handles sending the "Caution" message to
players when they come across a "Caution Spot".
- Added new scripting module which allows "Caution Spot" enemies to be defined.
- Implemented caution spots for:
- Hidell Plains
- Breya Coast
- Mysree Forest
- Volden Mines
- Dowe Valley
- Mysree Grove
- Deenan Woods
- Betland Plains
- Northern Betland Plains
- Zandora Wastelands
- Eastern Zandora
- Mergoda Ruins
Change the #load path to be the script root directory. This makes it
easier to support vscode autocompletion for everyone with less setup.
It also forces scripts to apprend the "lib/" prefix when loading
libraries making it more clear where the file comes from. Added a new
libs file to help with auto completions being easier to setup. Updated
the README.md in the root script directory with directions.
- Partial implemention of the EXM "Recurrence of Darkness" (q50204000) using the
scripted quest system.
- Moved all scripts to a seperate Arrowgene.Ddon.Scripts project to
support out of project comde completion in csx scripts.
- Updated the README.md in the scripting project with details on how to
enable csx autocompletion in Visual Studio Code.
- Enabled scripted quests to have some dyanmic state for the instance of
the quest.
- Continued to build out QuestBlockUtil and QuestResultCommnandUtil to
make it more convient to write scripted quests.
- Updated the script callback function to pass a new object
QuestCallbackParam and updated the function to support passing
anonymous functions as an argument.
- Moved index calculations for JSON quests to the asset deserializer.
- Adjusted some "discovered quests" to not show the marker on the map
until after the quest is engaged.
- Renamed the script_dll directory to script_assemblies which is used
for csx debug support.
- Updated the README.md for the scripts directory.
- Server settings which are read by the C# server software now provide
defaults in the server code.
- When the server loads, using reflection, it generates a csx setting file
in a new script_templates directory. The server admin can copy these
templates into the "settings" module to be loaded and override the
default settings.
- Server defaults apply first, then settings provided in the script
override the defaults. The script files only need to provide the
settings they wish to override. They do not need to provide all
settings.
- Removed the files GameLogicSettings.csx, SeasonalEvents.csx,
ChatCommands.csx and PointModifiers.csx.
If the build is a debug build, it is possible to debug csx scripts
loaded by the server. Fixed an issue where the datetime range compare
was incorrect with a peroid crosses from one month to the next. Added a
new field EnableCancel which can be used by tutorial quests.
Extracted all the different point modification algorithms to scripts so
it's easier for server admins to adjust and add new modifiers to their
servers at runtime. A new "point modifiers" scripting module was added.
The generic term point means exp, jp and pp earned by players and pawns.
Moved settings from the generic GameLogicSettings.csv to a new settings
file PointModifiers.csx where appropriate.
Each modifier defines the following properties
- The point type that is being modified.
- Which quanity of point type it impacts (base amount or bonus amount).
- The behavior of the multiplier (additive or multiplicative).
- The source of point type (enemy vs quest).
- The player types it applies to (Player and/or MyPawn).
Like other scripting modules, a README.md file is created in the module
directory outlining basic usage and guidelines for the scripting module.
- Added a new member to the QuestBlock which a quest can define an
arbitary number of callbacks to be executed at the end of a quest step.
- Added a new function to QuestBlockUtility to make adding the callback
easier in quest scripts.
- Added an implementation of the EXM "Crucible of Demons".
- Added + icons to Gritten Fort time enemies.
- Add party in stage checks to prevent desync in "Phindym War
Chronicles".
- Added new InstancedRandomEnemy class and libddon helper function to
use it in scripts.
Created a new class called StageInfo. The stage Info contains the
StageId, StageNo, AreaId and Name of the stage. Removed all constants
tied to the StageId class. Renamed the StageId class to StageLayoutId
to match the CData type it reflects. Updated all existing quest files
to use the new StageInfo class. Added new helper methods to the
QuestBlockUtils to accept the StageInfo class where appropriate.
- Implemented the EXM "Battle for Gritten Fort: Recapture Battle"
- Updated scripted quest system to support EXMs
- Added a new random quest reward type that doesn't depend on chance
amounts.
- Added new enum which contains all item ids
- Added new enum which contains all enemy ids
- Added new enmy which contains all hm preset ids
- Adjusted scripts to use new enums so they are more clear.
- Rename motherload.csx to motherlode.csx
- Added two new helper methods to LibDdon
- LibDdon.GetSetting<t>(scriptName, key);
- LibDdon.GetHandler<t>();
- Created a new scripting module to handle chat commands.
- Migrated all existing chat commands to scripted chat commands.
- Updated the help command to only list commands which fall within the
AccountState limitations.
- Updated many chat commands to have an account state of type Admin.
- Added a new settings file ChatCommands.csx.
- Support hotloading of modifying or adding new chat commands.
- Adjust how QuestBlocks are accessed when executing the quest state
machine.
- Add a non-terminating end block to the decoration quests.
- Store Variant quests by QuestScheduleId instead of storing the Quest
object.