* fix healing ability of some characters to some extent
* using SerialName to replace replaceAll in avatar ability files reading
* add class HealAbilityManager
* move codes in onAbilityInvoke of class AbilityManager to class HealAbilityManager
* Basic resin usage/refresh.
* Honor resin config, move some logic to logon.
* Add resin usage to DungeonChallenge
* Make fragile and transient resin usable.
* Get resin cost from dungeon excel.
* Add ability to unlock combine diagrams.
* Refactor CombineManager to use Inventory.payItems, enabling crafting of condensed resin.
* Refactor ForgingManager to use Inventory.payItems, to prepare for eventually forging Mystic Enhancement Ores using resin.
* Remove comment
* Check resin usage in addResin
* Fix inconformity of Player Object at TowerManager
Fix inconformity of Player Object at TowerManager class from GameSession
* fix with a reasonable resolution
* Make sure towerManager'player is online player
* Make sure towerManager'player is online player
* Obsolete storage
* Fix build
* fix build
* fix build
* add @Entity
* set record map
* replace tab with space
* add Entity to TowerData
* make infomater more accurate
* move player register to onLogin
* Fix unable to save game data occasionally
* No self-kicking
* Game data synchronization
* finally
* prevent duplicated saving
* reverse changing
* keep the previous code
* Update GameServerInitializer.java
* Update GameSession.java
* remove sanity check because of try block
* a session needs can be created without a pipeline.
* add new command (unlimitenergy):toggle energyusage for each player while energyusage is ture in config.json
* Solve the problem of layout and naming errors
* make currentActiveTeam's Avatar full-energy while turn on the ule.
* Resolve language document errors
* add config_error message while player try to execute UnlimitEnergyCommand in GAME_OPTIONS.energyUsage == false
* When the server starts, it now outputs the game and server version. Too dumb to not hardcode it - sorry!
* ...
* sorry i dropped my spaghetti, I'll help clean that
* Doing simple stuff: now without hardcoding!
* Restored Git hash functionality
* Fixed other languages and made the output more useful.
* Forgot this file lol
For example, in world with worldlevel 8, base monster level is 90 according to resources/ExcelBinOutput/WorldLevelExcelConfigData.json,
monster level bias in data/Spawns.json belongs to [1,32], so the monster level would belong to [69, 100].
WARNING: with the consuming of material widget ( Example: bomb ),
this is just a implement designed to the decreasing of count
### Known Bug: No effects after using item but decrease. ###
If you know which Packet could make the effects, feel free to contribute!