MasterToma

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MasterToma last won the day on October 14 2017

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About MasterToma

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  1. Hello, I've finally completed L2OFF C1 Script Data pack. It contains original CHN C1 script files, splitted by entities, plus build system, which allows to integrate it to any IDE, which supports CMake files. Files are kept in UTF-8 encoding, which allows to have nice history view in git. https://github.com/master-toma/l2datapack This IDE gives you: File fuzzy search Syntax hightlighting Code block folding UTF8 to UTF16 encoding AI merging + compilation File merging PCH compilation Next steps Syntax hightlighting for all scripts, not AI only Extracting quests from AI scritps into separate questdata More precise file separation (e.g. separating weapons and armors by types, spell-boocks by chants/books/blueprints, etc) C4+ support This script pack is fully compaible with my L2OFF C1 Server pack
  2. PM me your skype @guytis, stop crying here. I'm continue sharing all fixes, please, check the link from the very first post. A lot of fixes and improvements were shared for CacheD, L2NPC (some C2), NASC, L2AuthD.
  3. If he only would know it :D (exp loss depends on shieldDefenceRate? something new). But you are right about v14 - is "killedInDuel", v16 - is "arenaZones". As I wrote in first post, 1/4 exp loss is for PvP (including sieges). In C4 the same, as in C1. If you have some issues with exp loss on 10th level - do math itself using exp tables from C4 and provided formulas. I got about 8% for 10 lvl BTW: go to MMO-dev russian forum, there are plenty of decompiled code
  4. So, as expected - raw penalty formula in C4 is the same as in C1. Trick is, that calculated by GetExpDiePenalty() value is modified later on, taking into account other factors (it's only pve/pvp factors in C1, in C4 might be more)
  5. double __cdecl GetExpDiePenalty(int level) { double levelFactor; // st7@1 levelFactor = 10.0 - (double)(level - 1) * 0.125; if ( levelFactor <= 4.0 ) { levelFactor = 4.0; } return -((double)(g_expPenalty[level + 1] - g_expPenalty[level]) * (levelFactor * 0.01)); } int g_expPenalty = { 0, // 0 0, // 1 68, // 2 363, // 3 1168, // 4 2884, // 5 6038, // 6 11287, // 7 19423, // 8 31378, // 9 48229, // 10 71202, // 11 101677, // 12 141193, // 13 191454, // 14 254330, // 15 331867, // 16 426288, // 17 540000, // 18 675596, // 19 835862, // 20 1023784, // 21 1242546, // 22 1495543, // 23 1786379, // 24 2118876, // 25 2497077, // 26 2925250, // 27 3407897, // 28 3949754, // 29 4555796, // 30 5231246, // 31 5981576, // 32 6812513, // 33 7730044, // 34 8740422, // 35 9850166, // 36 11066072, // 37 12395215, // 38 13844951, // 39 15422929, // 40 17137087, // 41 18995665, // 42 21007203, // 43 23180550, // 44 25524868, // 45 28049635, // 46 30764654, // 47 33680052, // 48 36806289, // 49 40154162, // 50 45525133, // 51 51262490, // 52 57383988, // 53 63907911, // 54 70853089, // 55 80700831, // 56 91162654, // 57 102265881, // 58 114038596, // 59 126509653, // 60 146308200, // 61 167244337, // 62 189364894, // 63 212717908, // 64 237352644, // 65 271975263, // 66 308443198, // 67 346827154, // 68 387199547, // 69 429634523, // 70 474207979, // 71 532694979, // 72 606322775, // 73 696381369, // 74 804225364, // 75 931275828, // 76 1108571463, // 77 1309482881, // 78 1535687304, // 79 1788937098, // 80 2071061777, // 81 0, // 82 }; C1 code right from IDA, for PvE. For PvP/PK/Sieges it's 1/4 of calculated value
  6. @smeli's Google Drive has a lot of customs. Mine one has a lot of fixes, and I doesn't share scripts and L2Server, so you can use smeli's one L2Server. You can take original C1 China files here, and use smeli's and/or my binaries.
  7. Hi there. I have many questions in private, since L2Server's deadline was 09.2019. As I promised, simple playable version of Original L2Server C1 is reconstructed. Take a look at bug-fix list, some of them were not fixed even on C4. What is 100% reconstructed and work as original one: - all formulas (stats, initial params, pc-params, combat stats, etc etc etc) are 100% done - big progress in skill mechanic, skill acquiring, - 95% of passive skills and self-buff skills are completed - self-cast and target-casting skill mechanic - sets are completed - most important GM commands - regeneration system is completed - item manipulations (like drop, equip, destroying, pick up, including crafting system) - demon set fix - movement (no pathfinding yet) - NPC loading, moving talking is completed, buy/Sell, teleports - by-pass exploits (via help.html for instance) are fixed - overflow exploit is fixed And many many other, related to infrastructure. Now I'm focusing on NPC interaction (quests, give/delete items, etc etc) What is not done yet: - attacks - path finding - world plane collisions - pets - parties - clans - item drop So, I would say, server is 60% done. However it's not ready yet for open testing. If you are willing to receive most recent L2Server.exe - PM me, I will provide it for testing. Its protocol is 100% compatible with original one, including scripts format.
  8. As it was written - you have to rename all global (inside single OS instance) objects. To find them, open L2Server in IDA, find imported CreateFileMappingW/CreateMutexW functions. They accept hard-coded string. Now, you have to write extender to take those strings from config file instead of being hard-coded. You have to do the same with L2NPC as well, but look for OpenFileMappingW/CreateMutexW instead. Or you can skip "extender" part and just replace hard-coded strings in binary itself using some notepad++. Eg. change _L2SERVER_EXE_ to _L3SERVER_EXE_ - this small change allows you to run 2 instances. However, to be ran properly, all other shared memory objects should be changed as well
  9. L2CC is added, + more fixes on existed binaries after live testing
  10. Hello, I'm on the last stage for now with L2Server, and working with tooling as well, since I have all parsers done. So, next tool, which I share to public is l2cc: Lineage2 compiler collection for C1 format (C4 comes soon). It can produce all pre-compiled headers (PCH): category, item, skill and npc. It parses *data.txt using original L2Server ayacc parser specification, and produces pre-compiled headers, used by L2NPC component. Easiest way to use: copy l2cc.exe to the Script/ directory, and call l2cc.exe -c ./ -o ./ l2cc.exe -i ./ -o ./ l2cc.exe -n ./ -o ./ l2cc.exe -s ./ -o ./ It will read all neded files (./ argument) and store pch at ./ (-o argument) Use l2cc.exe -h for help Note: since l2cc.exe uses original L2Server ayacc parser specification, it also could be used for quick check, if your *data.txt is written according to grammar.
  11. I shared fixed CacheD, fixed L2NPC, fixed L2AuthD, fixed Quest/Macro compier, fixed NASC... what else.. I shared every fixed binary, I've got. I didn't share server, because I still haven't completed it.
  12. First you published them (3 times only on this forum), then you wrote to me "I didn't want, sorry. It's my mouse clicked, it's not me!" Please, stop excuse yourself, it sounds miserable. I quit
  13. @guytis, you missed something. When I shared that stuff with you, you wrote me many many times, that you will never share it without my approval. That's the key. I have full skype of your swears, that you would never share it. I can't demand you to contribute. It's your decision. You can leave. No-one contributes to project JUST from scratch. I always GIVE more, and GIVE first. And when you decided to quit, instead of leave/stop working on project, like other (you get a lot for nothing), you started blaming me, cursing and blackmailing me. I don't care about pathetic persons like you. My comments here are just a warnings for other, that your word costs nothing, and that you are quite sneaky. Warnings, nothing more. You started this PR, and did bring it to public. PS: just few works about my status (not related to topic, but to my work): I'm going to publish original NASC for C4 in few weeks. There are plenty of my leaks here and there, but I'm not going to stop my work, because it's my hobby ;)