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feat: Game Protocol 15.24#684

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jprzimba wants to merge 56 commits into
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game1520
Open

feat: Game Protocol 15.24#684
jprzimba wants to merge 56 commits into
mainfrom
game1520

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@jprzimba
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@jprzimba jprzimba commented Apr 20, 2026

This update contains the new game protocol 15.24

Note: Need to update new map, monsters and npcs in future

  • Spell Opacity
  • Multi-Action Button
  • Bounty Tasks
  • Weekly Tasks
  • Delivery Tasks
  • Bounty Talisman System
  • New Outfits
  • New Mounts
  • New Items
  • Multi-Offline Training
  • New Ambient effects
  • 4 News Proficiency Bonus
  • Weapon Attack animation
  • Soulseals in Soulpit

New Hunts (Need map update)

  • Adaean Crystal Mines
  • Adaean Shore
  • Adaean Silver Mines
  • Arean Outskirts
  • Bloodfire Gorge
  • Inner Crypt
  • Isle of Ada
  • Outer Crypt
  • Stag Bastion
  • Unhallowed Crypt

NOTE:

  • You can edit client in 15.24 localhost/conf/config.ini file

Downlaod Client

Client 15.24

jprzimba and others added 27 commits April 19, 2026 19:40
Make weekly reset handling timestamp-based and persistent, and apply related cleanup and fixes.

- Bump software version to 4.1.8
- Fix INSERT query to explicitly list columns in server_config.
- Move parseDayOfWeek to utils and expose it via header.
- Rework IOWeeklyTasks startup logic to use weekly reset timestamps, persist last processed reset in DB (weekly_tasks_last_reset_timestamp), avoid double-processing, and mark players when a reset boundary is crossed. Add WEEK_SECONDS and config key constant and include DatabaseManager where needed.
- Adjust logging levels/messages in IOWeeklyTasks for clarity.

These changes ensure reliable weekly reset processing across restarts and improve SQL correctness and logging.
Introduce numerous monster definitions and boss entries for the Newhaven and Winter 2025 updates (e.g. Muglex Clan Chief, The Corruptor, Corrupted Ghost/Skeleton, Bone Bear and multiple bosses). Add several monster spell scripts and ability handlers. Update world registration files (world-monster.xml, world-npc.xml) and the compressed world archive (world.7z) to include the new content.
Insert npcType:addDialogOptions calls across many NPC files in data-crystal/ and data-global/ to enable interactive icons in the NPC conversation window (common options include "trade" and "bye", with some NPCs using "passage" and the Hireling using "deposit all", "withdraw", "balance"). The calls are added just before npcType:register to expose these actions to players.
@jprzimba jprzimba changed the title feat: Game Protocol 15.23 feat: Game Protocol 15.24 Apr 23, 2026
jprzimba and others added 2 commits April 24, 2026 00:47
Adds a collection of Newhaven area scripts (movement step-ins, vocation selection, tutorials, death/login handling, door use and a custom loot drop for 'The Corruptor') and enables ambient zone sound handling with period updates. Updates bone_bear monster stats (health set to 600). Extends monster type flags (canWalk, canTarget) in the registration library and exposes related fields in MonsterType. Implements Monster::canWalk/canTarget, pathfinding/walkTo behavior and doWalkTo handling in the C++ monster code, and exposes monster:walkTo and monsterType:canWalk/canTarget to Lua. Also updates ProtocolGame to handle bounty/task-related client options and adds per-player task icons for monsters. These changes enable configurable monster movement/targeting, new area content, ambient audio, and bounty-related UI cues.
jprzimba and others added 5 commits May 7, 2026 10:26
… type with wide type in loop condition'

Co-authored-by: Copilot Autofix powered by AI <62310815+github-advanced-security[bot]@users.noreply.github.com>
… type with wide type in loop condition'

Co-authored-by: Copilot Autofix powered by AI <62310815+github-advanced-security[bot]@users.noreply.github.com>
… type with wide type in loop condition'

Co-authored-by: Copilot Autofix powered by AI <62310815+github-advanced-security[bot]@users.noreply.github.com>
… type with wide type in loop condition'

Co-authored-by: Copilot Autofix powered by AI <62310815+github-advanced-security[bot]@users.noreply.github.com>
… type with wide type in loop condition'

Co-authored-by: Copilot Autofix powered by AI <62310815+github-advanced-security[bot]@users.noreply.github.com>
@baerlix
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baerlix commented May 8, 2026

https://www.youtube.com/watch?v=2w4J9xobqnA

soul seals is working on soul pit?

jprzimba added 2 commits May 8, 2026 09:26
Replace uint8_t loop counters with size_t and clamp vector sizes using std::min to avoid overflow/crashes. Cap creature icons to 3 and distanceAccuracy to uint8_t max, and add explicit static_cast<uint8_t> when writing counts/indices to the message to ensure correct serialization and type safety.
@ivansho92
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NPC'S aren't selling the bounty talisman to do bounty task.

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jprzimba commented May 9, 2026

NPC'S aren't selling the bounty talisman to do bounty task.

Updated npcs with bounty talisman
check las commit

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https://www.youtube.com/watch?v=2w4J9xobqnA

soul seals is working on soul pit?

https://www.youtube.com/watch?v=2w4J9xobqnA

soul seals is working on soul pit?
not sure, but you can test it

@ivansho92
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ivansho92 commented May 14, 2026

When a player dies after reaching level 8 in Newhaven, they are returned to Dawnport, even after choosing a vocation, they still lack the items needed to fight in Newhaven.

@oskar1014
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oskar1014 commented May 22, 2026

Hi, I noticed an issue with the new weapon attack effects (304–309).

The animation direction does not adapt to the attacker/target orientation. Instead, the effect appears to be anchored to fixed world map coordinates, so the weapon swing stays in the same orientation regardless of player direction or target position.

From testing, these effects render, but they behave like static map effects rather than directional weapon attack animations.

Is support for weapon attack effects 304–309 still incomplete in the current protocol implementation?

edit:

I found an issue with offline training via bed.

The modal window opens correctly and allows selecting a skill, but pressing Okay does nothing — offline training doesn’t start and the character remains online.

From what I checked, Game::playerStartOfflineTraining() already exists, but it seems it is never called from Game::playerAnswerModalWindow(). The modal response is handled generically, but there is no specific handling for the offline training modal.

@jprzimba
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Hi, I noticed an issue with the new weapon attack effects (304–309).

The animation direction does not adapt to the attacker/target orientation. Instead, the effect appears to be anchored to fixed world map coordinates, so the weapon swing stays in the same orientation regardless of player direction or target position.

From testing, these effects render, but they behave like static map effects rather than directional weapon attack animations.

Is support for weapon attack effects 304–309 still incomplete in the current protocol implementation?

edit:

I found an issue with offline training via bed.

The modal window opens correctly and allows selecting a skill, but pressing Okay does nothing — offline training doesn’t start and the character remains online.

From what I checked, Game::playerStartOfflineTraining() already exists, but it seems it is never called from Game::playerAnswerModalWindow(). The modal response is handled generically, but there is no specific handling for the offline training modal.

offline training fixed
now about weapon I can't see any issue

@oskar1014
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offline training fixed now about weapon I can't see any issue

The effect itself is rendering, but the directional frames are wrong.
The center frame (tile 5 / red 0 in the image) stays fixed and never changes.
For example, if I stand northeast of the target, the client should show frame 7, but it shows frame 1 instead, overlapping the fixed center.
So the issue is not that the effect is missing — it’s that the weapon swing direction does not adapt to the attacker/target relative position.
123 (1)
123 (2)

jprzimba added 3 commits May 25, 2026 14:21
Updated map with Targuna and fix an issue with weakly tasks
Please download latedt map
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jprzimba commented May 26, 2026

offline training fixed now about weapon I can't see any issue

The effect itself is rendering, but the directional frames are wrong. The center frame (tile 5 / red 0 in the image) stays fixed and never changes. For example, if I stand northeast of the target, the client should show frame 7, but it shows frame 1 instead, overlapping the fixed center. So the issue is not that the effect is missing — it’s that the weapon swing direction does not adapt to the attacker/target relative position. 123 (1) 123 (2)

I logged into my account on the global server to see how the effect worked with my knight and I noticed that the attack effect, affects the targeted monster and not my character.
Test latest charges please

@oskar1014
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I tested it, but the issue is still there. The weapon swing effect always comes from the same direction, regardless of where my character is positioned relative to the target. The effect renders, but the directional frame does not adapt to the attacker/target orientation.
<img
width="976" height="817" alt="GIF 26 05 2026 19-43-52" src="https://github.com/user-attachments/assets/8de027d7-247d-408a-a476-d4e155641312" />

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6 participants