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Blitzkrieg

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Everything posted by Blitzkrieg

  1. Find your editor's logongrp.ddf and replace INT with FLOAT.
  2. This thread is about first stage Scarlet Van Halisha ( on foot -NPCID: 29046, class: follower_of_frintessa). Many think that the walking boss is two different NPCs, but it's actually one. It simply has two sets of animations, one set without wings on its back, and one set with wings. How the boss utilizes the different sets of animations Frst of all, we inspect lineagemonster3.int: [follower_of_frintessa] Animations ending with _1HS are the ones without wings, whereas Animations ending with _2HS have the wings sticking out. Animations with [0] index are used when the boss doesn't hold any weapon (I think). Animations with [1] index are used when the boss holds a weapon with handess =1 Animations with [2] index are used when the boss holds a weapon with handess = 2 The initial weapon that the boss is holding (slot_rhand=[follower_of_frintessa_calibur]) has 8204 ID and has indeed handess = 1 Through AI the boss changes weapon: EquipItem (@sword_of_frintessa). This weapon has 7903 ID and as expected, handess = 2. How the boss gets bigger through the transition In AI we can see the following line: AddUseSkillDesire(myself.sm, @s_frintessa_daemon_morph1, @ST_HEAL, @AMT_MOVE_TO_TARGET, 1000000); s_frintessa_daemon_morph1 has a skill ID of 5017. In mobskillanimgrp.dat we can find the following: 29046 5017 social02 a,s_frintessa_daemon_morph1\0 a,follower_of_frintessa\0 a,LineageMonster3.follower_of_frintessa\0 Studying this specific animation with l2editor, we can see that it uses the bonescale animnotify. Photo How the boss utilizes the rush/charge skill The boss normally has a forward charge skill (ID: 5015, effect: {i_fly_self;straight;pull;400} ) that consists of 3 phases: Initial animation, boss disappearance and lastly landing animation. In skillgrp.dat we can see that the animation letter that is asigned to skill 5015 is "A". This means the following: combo_begin name=[A] anim0=[CastShortAnimName] anim1=[CastEndAnimName] anim2=[MagicNoTargetAnimName] loop=1 combo_end We can observe the 3 stages that were described before. The names of these animations correspond to the animations in lineagemonster3.int, so basically: SpAtk01_2HS, AtkWait_2HS and SpAtk02_2HS. In order to make the boss disappear in the second part of the animation (AtkWait_2HS), bhidden unrealscipt variable is used in the npc's class. Here's the full class script so you can study it yourselves: [follower_of_frintessa] What about the debris falling after the raid ended? Interestingly the teleport cube is responsible for this. Here's its script:
  3. Is it possible to add music? If yes, could you provide the IDs for musicinfo.dat?
  4. Hi, I'd like to share my test results regarding see_creature handler and Lookneighbor () function and get some more input or get a discussion going regarding the way they work. Test performed: Change AI and type of NPC and check how it detects PC and another NPC (citizen). Platform: GF PTS (Emca's Extender). Results 1) For Boss type NPC Without LookNeighbor: Boss detects PC (see_creature initialization) for radius = agro_range (npcdata parameter) and keeps detecting it even with the slightest PC movement. It will not detect PC if PC stops moving. NPC is not detected at all. With LookNeighbor: Boss detects PC (see_creature initialization) for radius = agro_range (npcdata parameter) and keeps detecting it even with the slightest PC movement. It also spots immobile PC / NPC. This happens every 30 seconds and if you want it to work again you need to have LookNeighbor run continuously in a timer loop. Basically see_creature checks if lookneighbor has been executed and sets it to zero after execution. 2) For Warrior / citizen type NPC Without LookNeighbor: Warrior / citizen detects PC (see_creature handler) inside radius of ~ 400 (standard). In order to detect it again, PC must leave radius (move further away) and enter again. With LookNeighbor: See_creature handler is initialized (for ~ 400 standard radius) and it spots both PC / NPC. This happens every 30 seconds and if you want it to work again you need to have LookNeighbor run continuously in a timer loop. Overall, I found no use of Lookneighbor argument (I initially thought it would be the radius that NPC is looking for other npcs). Whether I used 20 or 2000 values, I had the same results. This is further confirmed by the behavior of guards at gludio airship attacking zealot of silen. I spawned a zealot of silen outside of the broadcast range script (ai_fanatic_of_silen) to avoid alerting the guards. When the guard (ai_guard_of_airharbor1) got close, he ignored the zealot even though there is this code: EventHandler NODE_ARRIVED (script_event_arg1, script_event_arg2) { LookNeighbor (1000); } I believe this happened because of guard's bad timing ( 30 seconds expired and see_creature got initialized when he got out of 400 radius range, therefore he didn't attack zealot). I ran this test more times and there were a few cases that he did attack, so it's indeed a timing thing. Video link regarding this behavior: https://www.youtube.com/watch?v=ju3obIkaMTc
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  5. It's the infamous l2off spiritshot lag. Some say it was a bug, some claim it was a feature to avoid nuke spamming. Not sure what the current status on ncsoft servers is now, but I believe this bug/feature did exist till freya/h5.
  6. Add passive auto-learn skill to players with p_weight_penalty effect.
  7. There is indeed such a thing and it's called split9. The original texture that you exported makes use of this and is stretched, that's why the new texture appears smaller and repeats itself. To make it work, you can use l2pe and fiddle with the values shown in the image below. Keep in mind that once you open and resave package in the editor, these properties will be lost and you will have to add them again.
  8. EventHandler CREATED(i0, c0) { c0 = GetCreatureFromID(myself.sm.summoner_id); } You really should study existing retail AI and scripts, almost all your topics can be answered by having a look there :)
  9. Revert the changes you've made and use i_summon_npc effect instead.
  10. https://l2db.info/high-five/skills/4108 https://l2db.info/high-five/skills/5092
  11. You can add effects to hats with additionaleffect.dat (in your screenshot, there are already some hats with effects such as the pumpkin with light). But the whole process is very limited because as I said, you can use only the effects that are inside lineageeffect.u .
  12. Additionaleffect.dat does not work with cloaks. Additionally, it can only read effects from lineageeffect.u .
  13. You can make an "invisible npc" by using a dummy npc (without mesh) from the client. The code will be executed on creation or on a timer, there is no need to talk to the npc.
  14. Riding the wyvern is done through AI. Copy janitor.nasc for example, create your own npc, remove checks and utilize RideWyvern function. If you want to do it via an item, a cool way is to make the item summon an invisible npc, and then that npc, on creation or on a timer, executes the code I described above on its summoner. They should work, but I haven't tried any of these.
  15. From myext64.ini : ; Multisell filtering - if true, allows only multisells mentioned in last HTML sent to user ; in format action="bypass -h menu_select?ask=-303?reply=#" where # is multisell ID ; TO MAKE IT FULLY WORKING, YOU NEED SOME CHANGES IN HTML - OTHERWISE SOME MULTISELLS WON'T WORK! ; If you need to allow multisell that's not in format parsed by the filter, you can use this hack (example): ; <A action="bypass menu_select?ask=23000&reply=655" altaction="bypass -h menu_select?ask=-303&reply=655">Buy special products.</A><BR> ; If you need to allow multiple multisells, you can hack it this way: ; <A action="bypass menu_select?ask=23000&reply=655" alt1action="bypass -h menu_select?ask=-303&reply=655" alt2action="bypass -h menu_select?ask=-303&reply=655">Buy special products.</A><BR> ; IF YOU DON'T USE THIS OPTION, ANYONE CAN USE ANY MULTISELL! ; FOR EXAMPLE BLACKSMITH AND MERCHANT OF MAMMON CAN BE USED EVEN IF USER IS NOT REGISTERED IN SEVEN SIGNS! MultisellFiltering = true
  16. It's easy and quite elegant (no need for extra system files) to do it:
  17. Check here https://sites.google.com/site/l2clientdev/system-m0nster-io I personally never managed to launch game under 83 protocol (splash screen doesn't even show, although L2.exe is visible in task manager), I simply switched to 87 protocol thanks to Emca's extender.
  18. I find the idea of creating a site that promotes serious servers very interesting. Quite frankly I would probably cut out like 95% of the servers that launch. A few criteria that would make a server approvable or not could be: Features. Is there anything new and unique? L2OFF or L2J? Bringing something new to the table on L2OFF platform should be encouraged for obvious reasons. On the other hand, an L2J server that has nothing unique at all is probably inexcusable. *(Depending on rates ofc) How much time did the server require to get prepared? Were things tested thoroughly, for example at an alpha stage? Server owners. What's their history? Have they been involved in lying attempts/corruptions/etc. That should be an insta rejection (A specific "l2off" server that recently launched comes to my mind). Have they launched other servers under disguise? Server staff and general communication with players. Do conversations take place? Are suggestions being heard and considered? Does the staff present itself in a decent and professional manner? Can they speak english adequately (lol). Beta stage experience. Does the server live up to what the owners have presented? Is it at last worth playing there? That should be the final step. The website should attract healthy players that care for the longevity of a server they play in and avoid at all costs mercenary CPs that jump from one server to another. In any case it would require members filtering since many would jump in to promote their own interests.
  19. Create 9 new items (with the icons you want) that unpack into the desired amount of AA.
  20. Hey, here's a couple of effects that could be useful. For example, whenever you learn a skill or acquire a certain status. https://mega.nz/file/aZlUDSpK#p544f7fQi-qG0yeg2KSIJo3kZoESpuQUCJ9EsChP-Qo
  21. party_leadericon inside L2UI_CH3.utx
  22. What you want to modify is indeed done through AI, try this tool For quest rewards you should have a look at MY_DYING handler inside the decompiled class of the mob you're interested in.
  23. You probably messed it up in the client (skillgrp). Example: 3 1 0 10 40 3 1.08000004 0 S icon.skill0003 0 0 0 0 9 11 The yellow number must be 0, not 1.
  24. What if the NPC casts a target cancelling debuff, simirarly to Trick/Switch?
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