* Code compiles - execution NOT tested
* updating gitignore
* Removed intellij settings files
* Removed more intellij files
* Added exclusion for JDK classes.
* Fixed purchasing script for vendors that have listed coin types.
* Updated script to not kick off until the entire preload is complete.
* adds static name entry for Solo movie poster and tcg9 vendor entry
* clean up empty and orphaned object templates
* adds placeholder black market (static) spawns
* corrects entries for the video game table to correctly set it in tcg series 2 and remove series 1 console errors
* Updated gitignore and removed intellij project files
* Fixed appearance reference for thranta payroll and kashyyyk door, added skipLosCheck objvar due to cannit see issue. Requires updated src
* Fixed appearance and template for terminal (#2)
* Fixed appearance and template for terminal (#3)
* Fixed appearance and template for terminal (#4)
* Deleted another faulty/orphaned object template
* Fixed gcw ranks option on frog. Only issue is that it doesn't award the officer commands or badges.
* Fixed some unneeded java 11 changes
Items could be dropped in to a chronicle quest reward box while also being used as a crafting subcomponent. Finishing the craft and also creating the reward cube would result in the component being duplicated inside the reward box.
Higher than possible RE chance can lead to powerups created outside the possible realm.
With the formula: ( ( (skillMod * rand(randomRollMin, 1.25f) ) / 100) + rand(1.0f, 1.25f)) * power;
skillMod is a possible max of 169:
100 level 90
10 expertise
5 arm
11 pup
11 pup
11 pup
4 wep
4 chest
3 shirt
10 tool
169 total
rolling the max for both randoms (1.25 and 1.25), we end up with
( ( (169 * 1.25) / 100) + 1.25) * 35 (where power = the power bit = 35 max)
= a max of 117.6875 power
Players were able to pick up storyteller objects, which broke the timer and prevented them from being automatically destroyed. This prevents the initial pickup.
Using client side modifications could allow players to move between instances, being in "range" of the next instance would provide the reward without ending the exploting player's timer