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Bumble last won the day on January 29

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  1. I haven't had any reports of huge bugs in the newest test version, so I've included the link in the original post above. It's also available on Discord. Weedy caught a significant NPC export error, which is fixed in the new version. If you're making custom new npcs, you'll need to download this. I'm looking into AI for the time being.
  2. Thanks, I've put quite a lot of effort into this, it's nice to know it's appreciated :) I'm currently working out a system for editing AI. I was planning on doing skill editing first, but some of that stuff seems to be hardcoded into the server (mainly skill effects). I'll add skill power/level/mp cost/etc editing, and classes/level requirements soon(ish), but I'm super into the AI structure for now. Also have a lot to do in real life. I'd appreciate it if we moved to the release thread instead though, so if anyone wants to chime in, please do so in the release thread. Thanks!
  3. 1. Add a new entry to itemdata.txt. You can copy 5134 to make it easy. 2. Give it a new unique ID(5134) and name_id([comp_soulshot_none]). When rightclicked, this item (because its default_action is 'action_capsule') uses the registered item_skill (in this case [s_restoration1]). 3. Go find skill [s_restoration1] in skilldata.txt. Copy it. 4. Give it a new ID and name. 5. Change whatever values you want in the effect variable. This is where it's defined what the user gets on use. 6. Save skilldata.txt 7. Go to your created item in itemdata.txt (step 2) and edit the item_skill value to point to your new skilldata entry. 8. Add your new item to item_pch.txt. 9. Find EtcItemgrp.dat in your Lineage 2 system folder. Decrypt it with L2FileEdit. 10. Copy the 5134 entry and input the exact same changes you did in itemdata.txt. 11. Save and encrypt again. 12. Find ItemName-e.dat in your Lineage 2 system folder. Decrypt it with L2FileEdit. 13. Add the new entry, just like in the steps above. Copy the 5134 entry to make sure it's correct. 14. Save and encrypt again. That should do it. That's off the top of my head though, so if I forgot something, feel free to chime in. I'm developing a tool that allows you to do this stuff very easily. It's not quite there yet, but keep an eye on L2Homage. -B
  4. Progress update: I haven't been able to test the recipe update yet, but if anyone would like to help out, it can be found on discord (or pm me). I'd prefer not to post test versions in this thread. From what I can gather, it should work correctly, but you never know. If anyone here is using this tool for a project, I'd like to know. It keeps me motivated knowing that my effort is put to good use. I'll still develop L2H regardless, as it's kind of become a hobby, but I'd like to know. I've also been thinking on the target chronicle. Right now, it's targeting Epilogue, mainly because Eressea did such good work with her extender. I _could_ change L2H to target interlude, but I feel like that would be a step back, even though it's more popular. Instead, I plan on switching to H5 when/if a good server pack becomes available for free. It's been roughly 9 years since H5 released, and with L2's declining popularity, it could happen. When I know the recipe system works correctly, I'll implement the following: - Start gear per class - Start position per class - Attributes per class Thanks, -B
  5. Progress update: Crafting/Recipe system is now complete, moving on to tattoos tomorrow. I've thought about it, and I think I'll re prioritize these features: Item enchant success rate is simple to edit in it's current form, and cell input options are really just polish. I'd rather add more features. When tattoos are done, I'll work on milestone 4. I'll update the roadmap accordingly after this post. Also adding recipe editing screenshot to my comment above. EDIT: Looking into tattoos and dyes, it actually makes sense to complete milestone 4 before tattoos. Tattoos reference different classes, so I'll need to parse class data first anyway. I'll start on milestone 4 tomorrow instead of tattoos. That means milestone 3 is technically finished, so I'll release that when a few more tests have been done. With milestone 3 finished, the crafting system is now completely open and editable.
  6. Thanks, I've put a lot of work into this. I hope to see people create something cool. @Narzor, I like this uploader. It's served me well so far. If you don't like it, feel free to share this on other platforms, I don't mind. Progress update: I split decryption/encryption into separate files, allowing for easier upgrades. Previously, all files would decrypt/encrypt at once, possibly overwriting data. This new method allows for separate calls. I'm about 25% done with the crafting/recipe system.
  7. Screenshots of L2Homage in action: Save/Load/Export: Weapons editing: Armors editing: Etc item editing: Sets editing: Npc editing: Droplists editing: Spawn editing: Recipe editing:
  8. L2Homage Customizing Lineage 2 Read more about the development process in the initial thread Initial thread Check out our Discord if you're interested in the project Discord Channel Download here: L2Homage 2.0 L2Homage 3.1 Please feel free to post any questions you have in this thread. We also appreciate if you'll post screenshots of your work. We want to see what you make :) Disclaimer and Credits # Table of Contents: # ----------------- # 1.0 What is L2Homage # 2.0 Features # 3.0 Installation # 4.0 Usage # 5.0 FAQs # 6.0 Roadmap # 1.0 What is L2Homage L2Homage is a modding tool meant to make modding L2 OFF files easier. It doesn't do anything you can't do on your own, by editing a handful files. L2H is an extensive editing tool for both client and server files for Lineage 2 Epilogue. While still in development, the intention of this project is to provide users with a tool that’s capable of repurposing most of existing ingame content. This will allow users to rethink and reshape the world of Lineage 2, providing the hordes of burnt out players with new, exciting content, without having to spend hours learning how to manipulate the data structure. The hope is to see a bunch of unique, new game worlds appear, instead of relaunches of the same L2 experience we’ve all been through too many times to count. With this tool, you can edit all weapons, armors, misc items (etcs), recipes, npcs, droplists and spawns. The list goes on, and expands as the project evolves. L2H allows you to very easily edit, replicate or modify a huge of amount of Lineage 2 content - without having to worry about L2OFF data structures, file editors, encryption or decryption. It's as simple as editing a spreadsheet. # 2.0 Current Features - Add, delete or modify weapons - Add, delete or modify armors - Add, delete or modify etc items - Add, delete or modify sets - Add, delete or modify spawn zones - Add, delete or modify NPCs - Add, delete or modify NPC spawns and parameters - Export server and client files simultaneously, ready for use immediately # 3.0 Installation # 4.0 Usage # 5.0 FAQs # 6.0 Roadmap Thank you, -B
  9. Quick update: Sets seem to be fixed now: We still need to test if fixed npc positions work. After that works, first version of L2H will be made available. It may not be today, but it's very soon. -B
  10. Progress Update: I've mostly been sharing updates on the Discord channel and privately with Weedy, but it may be a good time to share some news here again. L2H is coming along nicely. Weedy has been very helpful with testing, and together we've eliminated a lot of crashes and bugs. There has been a lot of updates since my last post here, too many to keep track of. From what we can tell, everything seems to work completely, except for two things: Set description text Custom items that are part of a set, aren't showing up correctly when reading the chest armor item description text. Set bonuses seem to activate regardless of amount of set items equip. Fixed positions for npc spawns. NPCs seem to not spawn at the fixed position, even though exported files indicate that that should be the case. We're currently trying to fix those two issues. When they're fixed, the first test version will be shared. I expect to share later this week. We're able to create custom copies of any weapons, armors, misc items, sets, npcs, spawn areas and droplists with a single click of a button, and everything loads into the client and server files crash-free. There's also a few new features that I haven't mentioned here before: L2H now reads L2.ini for easy server address IP editing. A toggle to choose to only export custom spawn areas. Create your own empty world canvas with one click. Here's a few screenshots from testing, courtesy of the always helpful Weedy: I think I talk for both Weedy and I, when I say we're excited to see what people will make with this tool. There's still a lot of ways L2H could crash or bug out, but with more testers, we can find the issues faster. Stay tuned, -B
  11. I've finished adding some initial input proofing. I'm sure there's some issues to be found still, but if the modder just knows where to enter text and where to enter numbers, it'll be fine. I'll fix it as it comes. I'm moving on to testing as soon as I can. When tests are successful, I'll share the current version. Again, if anyone has a test-server I can access, that would be very helpful. Thanks, -B
  12. Progress Update: - Massively improved feedback from log panel - Implemented loading numbers for spawns, both original and custom - With help from @sepultribe, I implemented automatic client encryption and decryption of files. - With the same approach as used for encryption/decryption, L2H now calls an assembler. This turns the decrypted files into editable txt files. The dissasembling and assembling is also automated and executed when user clicks export. - Reworked directory structure. Now there's a Data and an Export folder. - Data contains 4 folders: Decrypted client files Encrypted files are automatically decrypted, disassembled and placed here for L2H to access. Encrypted client files User places .dat files here, untouched. They will only be used the first time L2H is run, to cache a data baseline. L2H Contains all custom data the modder inputs, as well as pointers to droplists, npcs, spawns etc. Server Contains all the relevant .txt files from the server Script folder - Implemented confirmation boxes so you don't end up exporting when you don't want to. - Changed NPC Name ID Generation from reusing the number ID, to a more tangible name ID based on the clone source. - L2H now requires the .dat files to be available in the "Data/encrypted client files" folder, instead of the .txt files. - Any changes made without exporting, will still be saved in the txt format. Below is a screenshot of the completed loading process and export process: I'm happy with the progress! I can now copy in the .dat files and the server script files, click Load All and start modding right away. I still need to implement some delete and remove functionality, but everything else seems to be working so far. If you're curious, it takes about 2 minutes and 45 seconds to load everything. It takes 5 seconds to save, a bit more when you have to encrypt data. L2H uses a little less than 800mb RAM right now. Everything "heavy" is now parsed, except for AI (which is an entirely different beast). When delete/remove is implemented and I have access to a server to test some exported script files on, where I can confirm they work, I'll share a test version for people to break. I'll start work on parsing smaller .dat, .ini and server script files after that. It's kinda silly that I still haven't added l2.ini. EDIT: I had a little extra spare time left. Removing spawn areas and npcs now seems to work. All that's left now is to test exports on a server, and provide some input proofing. -B
  13. That sounds good sepultribe, thanks. The file extensions L2H will be handling are .dat and .ini, at least for a long time. I don't see other file extensions being relevant for now, but let me know if I'm wrong. -B