diff --git a/docs/feature_list.md b/docs/feature_list.md index 95c34d36d46..5e0b4102171 100644 --- a/docs/feature_list.md +++ b/docs/feature_list.md @@ -25,7 +25,7 @@ normal WZs will load properly, there is no guarantee in-game bugs and issues may arise because of some incompatibilities with the clean files. --------------------------- -Feature list: +Feature list (as of rev397): --------------------------- PQs: @@ -47,20 +47,20 @@ Skills: * Some skills behaving oddly have been patched, such as Steal, Venomous Star/Stab, Heal and Mystic Doors. * Maker skill features properly developed. * Improved current Battleship skill, now showing the HP properly on buff tab and making visible for others after changing maps. -* Server is using heuristics to calculate fee costs for the Maker (errors sums up to 8k mesos, reagent errors stacks up comformant with it's level). +* Server is using heuristics to calculate fee costs for the Maker (errors sum up to 8k mesos, reagent errors stacks up conformant with its level). * New skill: Chair Mastery (max lv 1) - Players having this passive skill can gain a significant boost of HP/MP recovery when sitting on a field/map chair. * Mu Lung Dojo skills functional. * M. Magnet on bosses no longer crash. * M. Magnet on fixed mobs no longer crash - thanks shavit! -* Skills that uses up HP/MP triggers pet autopot. +* Skills that use up HP/MP triggers pet autopot. * Skills that imbue weapon with elemental attribute (WK Charges, Snow Charge, etc) is now visible for other players. Quests: * Doll house quest functional. * Quests can now reward properly items when matching a reward item with the player's job. -* Quest rewards according to jobs works properly. -* Reward selection and randomed reward works properly. +* Quest rewards according to jobs work properly. +* Reward selection and randomized reward work properly. * Loads of quests have been patched. * Meso requirement for starting/completing quests now must be met by the player. * Lots of job questlines (rewarding skills) have been patched/implemented. @@ -73,7 +73,7 @@ Quests: * Exclusive quest items that went missing from inventory reacquireable from NPC quest talk. * Mechanics for Item Raise functionality operational. * Players no longer are given movement control just after completing a quest but still talking with the NPC. -* Quests that makes use of progress data shows up as completeable to the player on conditions met. +* Quests that make use of progress data show up as completable to the player on conditions met. Player Social Network: @@ -81,7 +81,7 @@ Player Social Network: * Implemented Marriage system from the ground-up (excluding character packet encoding parts that were already present, proper credits given throughout the source files). * Marriage ring effects functional. * Beginners can create and join a "beginner-only" party (characters up to level 10). -* HP bar of party members now properly calculates the HP gain from equipments. +* HP bar of party members now properly calculates the HP gain from equipment. * Enhanced synchronization on Player Shops and Hired Merchants. Transactions made are instantly informed to the owner. * Player Shops and Hired Merchants properly displaying the correct shop image to other players, and informing whether the shop is available to visit or full. * Game minirooms such as match cards and omok now has a functional password system. @@ -89,7 +89,7 @@ Player Social Network: * Further improved the server's ranking system, now displaying properly daily player ranking movement. * Automated support for Player NPCs and Hall of Fame. * Protected concurrently and improved the face expression system, guarding from trivial packet spam and exploits. -* All upgradeable non-cash equipments in inventory with level & EXP information available for read by anyone, given proper visibility. +* All upgradeable non-cash equipment in inventory with level & EXP information available for reading by anyone, given proper visibility. * Further improved the existent minigame mechanics: remarkably checking out for no-item match requests, allowing different omok/matchcard match layouts and status update on the player matchbox tooltips. * Further improved the trading system. * Party Search system nominal. @@ -98,7 +98,7 @@ Player Social Network: Cash & Items: * EXP/DROP/Cosmetic Coupons. -* EXP/DROP coupons now appears as a buff effect when on active time. +* EXP/DROP coupons now appear as a buff effect when on active time. * Code coupons functional, with support for multiple items on the same code. * Merged unique ids for pets, rings and cash items, thus solving some cash shop inventory issues. * Great deal of cash items functional. @@ -134,14 +134,14 @@ Monsters, Maps & Reactors: * Mobs only drops loot from items that are visible/collectable by the player's party. * Mobs shouldn't fall from foothold too often now. * Redesigned HT mechanics for spawn and linked damage to the sponge. -* Reviewed aspects of MoveLifeHandler: implemented banish move, patched MP cost not contabilized on non-skill mob moves and slightly fixed mobs dropping from footholds in certain cases. +* Reviewed aspects of MoveLifeHandler: implemented banish move, patched MP cost not accounted on non-skill mob moves and slightly fixed mobs dropping from footholds in certain cases. * Limited item count on maps, smartly expiring oldest registered items, preventing potential item flooding. * Implemented Zombify disease status. * Added Boss HP Bar for dozens of bosses (needs provided custom wz). * If multiple bosses are on the same area, client will prioritize Boss HP bar of the target of the player. * Boss HP Bar and Server Messages now toggles (server message disappears when a boss battle is detected, and returns afterwards). Idea thanks to GabrielSin. * Improved map bounding checks for item drop points, assuring most of the items dropped will be available to pickup inside the walkable map area. -* Boats, elevator and other travelling mechanics fully working. +* Boats, elevator and other traveling mechanics fully working. * HP decreasing overtime on maps and mechanics to prevent them (consumables, equips) fully functional. * Crimson Balrog boat approaching visual effect made functional. * Maps having everlasting items no longer expires them. @@ -164,7 +164,7 @@ PQ potentials: * Advanced synchronization and smart management of the PQ registration system, as expected for a core server mechanic that is largely used by the players. * Lobby system - Multiple PQ instances on same channel. * Expedition system - Multiples parties can attempt on a same instance (lobbies and expeds are mutually-exclusive). -* Guild queue system - Guilds can register themselves on a queue for the GPQ. +* Guild queue system - Guilds can register themselves in a queue for the GPQ. * EIM Pool system - After the first instance setup, next event instances are loaded beforehand and set on a pooling queue, optimizing future loadouts. * Recall system - Players can rejoin the last event instance they were in before disconnection. @@ -189,7 +189,7 @@ Server potentials: * Enhanced auto-pot system: pet uses as many potions as necessary to reach the desired threshold. * Enhanced buff system: smartly checks for the best available buff effects to be active on the player. * Enhanced AP auto-assigner: exactly matches AP with the needed for the player's current level, surplus assigned to the primary attribute. -* Enhanced inventory check: free slots on inventory smartly fetched on demand. +* Enhanced inventory check: free slots on inventory smartly fetched on-demand. * Enhanced auto-loot handler: optimized the brute-force checks for some cash items on the player equipped inventory at every requisition. * Added players-appointed bestsellers item ranking system for Owl of Minerva and Cash Shop. * Tweaked pet/mount hunger: calculations for fullness/tiredness takes active time of the subject into account. @@ -201,7 +201,7 @@ Server potentials: * Channel capacity bar functional and world servers with max capacity checks. * Disease status are now visible for other players, even when changing maps. * Players keep their current disease status saved when exiting the game, returning with them on login. -* Poison damage value are now visible for other players. +* Poison damage value is now visible for other players. * Mastery book announcer displays droppers of needed books of a player, by reading underlying DB. * Custom jail system (needs provided custom wz). * Custom buyback system. @@ -220,7 +220,7 @@ Server potentials: * Bypassable PIN/PIC system for players that were already authenticated and are currently loggedin and active. * Accounts can be created automatically when trying to login on an inexistent account - credits to shavit. * Usage of Bcrypt (up-to-date) as the main password hashing algorithm, replacing old SHA's - credits to shavit. -* Implemented matching system, on which all involved players accepts the term or at least one denies/times-out before an event takes place. +* Implemented matching system, on which all involved players accept the term or at least one denies/times-out before an event takes place. * Implemented support for custom spawn areas for NPCs & mobs. Custom NPCs: