Commit graph

33 commits

Author SHA1 Message Date
hankhotspur
4776bdc86d Quest locks for caution spots 2026-06-07 19:42:05 +01:00
Paul Campbell
3a824a506f offical pawn updates
- Add support to manually assign crafting levels
- Add support for static level
2026-06-06 14:18:24 -04:00
Paul Campbell
c2d314193d feat: Add option for unlock reqs to official pawn
- 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
2026-05-31 10:16:00 -04:00
Paul Campbell
6599d64c1b code review feedback
- Fixed some edgecases
- Fixed an exception which can happen with missing settings
- Exposed some exceptions which the developers and admin should see
2026-05-31 08:57:12 -04:00
Paul Campbell
937b2e04ce feat: Official Pawns
- 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
2026-05-31 08:31:27 -04:00
Paul Campbell
572ddcae05 feat: Scriptable tasks
- Added the ability to define server scheduler tasks in csx files.
- Redefined all existing tasks as scripts.
2026-04-25 09:21:49 -04:00
Paul Campbell
bb2ec29ea9 feat: Area/Dungeon Boss AP reward
- 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.
2025-07-05 10:36:47 -04:00
Paul Campbell
fee662597d fix: Fix new script issues
- Fixed an issue where script assemblies could not be debugged.
- Fixed an issue where script's can't be hotloaded when contents change.
2025-07-03 10:04:32 -04:00
Ryan Yappert
29ee46a1f6 Store MD5 hashes of scripts and use the DLLs when possible to reduce startup time. 2025-06-29 02:07:13 -07:00
Paul Campbell
e16f3e924d fixes: Fix reported issues 6/28/2025
- 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.
2025-06-28 10:20:01 -04:00
Paul Campbell
1fecb64ac3 feat: Implement 3.0 HiBO tree and enable Epitaph Road (Rathnite)
- 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
2025-06-11 21:00:20 -04:00
Ryan Yappert
d87de4412b Typo fix; consistency and bugfix pass on skills between BBM and normal gameplay. 2025-06-01 18:32:05 -07:00
Paul Campbell
a3316815af feat: Job Emblems
- 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.
2025-05-23 23:00:13 -04:00
Paul Campbell
f5905e8e7d feat: Add support for "Skill Augmentation"
- 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
2025-05-10 15:19:53 -04:00
Paul Campbell
6dbd85a4ba feat: Default Drops
Added a mechanism for the server to assign a close approximation of the
retail gathering items across the game world.
2025-04-10 20:44:05 -04:00
Paul Campbell
305a4d503b feat: Add support for contents release
- 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
2025-04-01 20:57:15 -04:00
Paul Campbell
75ff836696 feat: Limit Break
Added the ability to use the limit break option at Craig under the
"Custom-Made Arms" category.
2025-03-27 00:18:46 -04:00
Paul Campbell
67ce3cc44f feat: Add area rank caution spots
- 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
2025-03-06 21:55:39 -05:00
Paul Campbell
0a2db63eaf feat: Namespace LibDdon functions
Added LibDdon functions to various "namespaces" to declutter the dot
syntax.
2025-02-26 10:37:23 -05:00
Paul Campbell
060de5cb1c feat: Implement the EXM "Recurrence of Darkness"
- 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.
2025-02-26 10:28:00 -05:00
Paul Campbell
ff461605e2 feat: Script addendum support
Added the ability to define fine grained edits of server script files
without changing the originals.
2025-02-24 13:34:54 -05:00
Paul Campbell
2abf7bb276 feat: Add support for debugging csx scripts
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.
2025-02-21 20:03:44 -05:00
Paul Campbell
08baa54e3e feat: Extract point modification behavior to scripts
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.
2025-02-21 16:37:45 -05:00
Paul Campbell
a6cd0e5bb5 feat: Implement EXM "Battle for Gritten Fort: Recapture Battle"
- 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.
2025-02-08 19:55:36 -05:00
Ryan Yappert
07fba73208 Review comments. 2025-01-10 11:27:32 -08:00
Ryan Yappert
e2355b9770 Chat command adjustments from another branch. 2025-01-10 11:27:32 -08:00
Paul Campbell
bc2f21ea36 feat: Scripted Chat Commands
- 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.
2025-01-02 17:23:05 -05:00
Paul Campbell
104212aa37 refactor: Clarify Quest Block selection
- 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.
2024-12-31 09:40:11 -05:00
Paul Campbell
07f21f7927 feat: Scripted Quests
- Added the ability to define quests using C# script.
- Implemented the 2018 Christmas quests using C# script.
- Implemented the 2017 Halloween quests using C# script.
- Implemented the 2018 Halloween quests using C# script.
- Added the ability to load external scripts from the "libs" directory
  in scripts loaded by the GameServer project.
- Added new documentation for scripts.
- Updated existing 'holiday_personal_quests.md' to include directions
  for enabling the event quests.
2024-12-31 09:40:11 -05:00
Paul Campbell
67876aa7bf feat: Add mixin module
Added a mixin module which is used to collect various scripts which
implement common functionality shared across the server and other
scripts.
2024-12-26 10:38:17 -05:00
Paul Campbell
5b425a645e feat: Implement 'game_item' module
- Created a new 'game_item' module.
- Created RookiesRing.csx in the 'game_item' module.
- Moved Rookie's Ring settings from general server logic to specific
  RookiesRing.csx settings file.
- Implemented a new 'constant' and 'dynamic' mode for the Rookie's Ring.
- Added a new option to completely disable the Rookie's Ring.
2024-12-26 10:38:17 -05:00
Paul Campbell
e6e5073737 refactor: Refactor code and show different scripting example
- Refactored code so implementation can be shared between Server and
  DdonGameServer.
- Moved settings into settings module and implemented an example using a
  less structured scripting module interface.
- Created new ScriptableSettings class to assist with interacting with
  non-structured settings module.
- Created README.md files for suggestions and guidelines for module
  implementation.
2024-12-26 10:38:17 -05:00
Paul Campbell
872275e95e feat: Add C# scripting support
- Added Roslyn to the project.
- Added an example of parsing game logic settings from a .csx file.
- Made GameLogicSettings.csx hotloadable.
- Adjusted exp point modifier settings for enemies and quests to be
  hotload friendly.
- Implemented a ScriptModule interface for GameServer scripts.
- Converted extended NPC facilities into scripting .csx files for each
  NPC and made directory hotloadable. New NPC options can be added after
  the server starts without a restart.
2024-12-26 10:38:16 -05:00