- 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 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
- 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
- Fixed an issue where the script project didn't output templates files to
the correct location.
- Fixed an issue where the script project didn't output the debug
assemblies to the correct location.
- 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.
- 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.
- 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.
- 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
Renamed from Arrowgene.Ddon.GameServer/Scripting/ScriptManager.cs (Browse further)