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Tryskell

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Tryskell last won the day on February 3

Tryskell had the most liked content!

About Tryskell

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    http://acis.i-live.eu/index.php

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    Playful
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    Male
  • Country
    France
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    Bitchslapping IL since 2010.

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  1. Set config AutoLoot = True, should exist no matter pack/chronicle.
  2. It's the whole MMO genre which is in decline, playerbase left for other "short matches like" games (PUBG, etc). I personally don't recommend projects which : don't allow to edit sources, making you a puppet to the project owner's will to backdoor your face ; force you to use some sort of auth server - even if it's easy to remove, it's imho poor approach for security and the sort of ppl adding backdoors as ultimate, hidden security ; permanently spit on other projects/owners - it often means they aren't confident in their own packs or will have a childish behavior towards you ; use a base pack and claim it's their work - if one lie is found, how much others ? reuse shared customs without even trying to optimize it - which generally means lazyness and copy-paste ability, but nothing helpful in case a real problem happens ; don't go deep in the refactors, or don't touch "touchy" files such as geoengine/movement/... - which means if a real problem happens, you will have to pay someone else. In any case, before paying someone, you should : make some search regarding the dude on forums, to see how he talks/his reputation/his posts ; get opinion from different places/forums/ppl regarding the dude ; see if the dude is known under different names, which should be an instant redflag since it means he is probably banned ; request at least one self-made code exemple (being public or not, generally decent developers also publically share), which could be checked by other ppls if you suck at Java ; clearly doubt the dude if he says he is the best or seems too cocky. About payment : you should use a middleman if you fear anything. It's costy (generally 20% ? I don't know prices), but it will be safe. After few transactions with the same guy, you can probably stop to use one. you should pay when the tests are done and you don't see more issues. If the dude is normally brained, he let you test on his test server, you test everything, you say it's ok, you pay, he gives you the code. If another problem is found after transaction, well there are 2 schools : dev is really friendly and will fix for free, or dev considered you said it was ok, and you pay for untested stuff. On that matter it really depends about the dude himself. I also personally don't recommend any BR as developer - even if nowadays, it's one of the biggest L2 community. That's my own personal experience, and I would like it differs, but really, I didn't meet (did I ?) a single, decent, enjoyable, friendly, non-scammy BR developer on my 12y of aCis. You will be deceived in 90% of cases, all their custom packs are rebranded packs with copy-pasted customs. Please, BR community, make me wrong and be finally an enjoyable piece of humanity. Thank you in advance ! (About my pack, ty for the kind words, you will get your payment in the end of the month - 0.001% of total profits, 100.000€, as always ?)
  3. Changeset 408 (3205) TradeList refactor, Duel refactor, Handlers management, SpawnManager, Sieges, AdminCommands, Bugfixes, Organization TradeList refactor Use AtomicBoolean instead of synchronized. Rework entirely buy/sell methods, which are now far more safer (notably TradeList#privateStoreSell, which was checking and processing transferItem in same time). A fail upon item transfer notably corrects total transaction price. Few checks (being pointless or doubled) or even entire loops (calling removeItem instead of remove...) are dropped/avoided in few places. Fix few issues : BuyList is now properly refreshed upon inventory edition. Ty bios for report. The strange adena issue is fixed (was due to removeItem not processing -1 as a special value but regular value, which was actually --1 -> +1). Ty bios for report. Items aren't shown anymore as possible sellable item, if that item is already part of the SellList or is equipped. Duel refactor Big cleanup, deleting 1/3 of the class. Abnormal effects are now properly cleansed. Ty MoodFreak for report, Diablo for the initial fix. Play the lose animation only if WIN or SURRENDER, no TIE. Don't play anymore the winner animation. Don't countdown 5/4 upon 1vs1 Duels (5sec timer, starts at 3). Restore Players conditions after SystemMessages. Upon teleport, cancel active enchant and trades for Players, no matter the situation. Indirectly fixes "cancel trade upon party duel teleport". Handlers management - by LaRoja Handlers are now dynamically loaded based on their appearance in package. You don't have to manually set them anymore. SpawnManager Fix 3 invalid bosses dbSave. Ty Denzel for report, Bandnentans for fix. Manually fix few territories (invalid nodes, bad Z, zone over Fortresses...). Delete the whole magic behind setting a returning point from an offset of spawn location ; it's anyway mostly blocked by first returnHome check. Banned territories are considered way before in the random location calculation of territories, which avoid to trigger Z/geo fail for nothing. SiegeGuard#returnHome now also have a geopathfail logic. Max iterations of random location search is reduced from 20 to 10 to trigger issues faster (will probably set back to 20 or even 50 when most territories are fixed). Delete the whole for loop from MultiSpawn#getSpawnLocation for "anywhere" type, since Territory#getRandomLocation generate at least one point (last wrong iterated point). Sieges Control Towers, guards and mercenaries are anew Residence bound (was buggy since Residence rework) ; Control Towers are now implemented as retail ; Siege Guards won't attack you anymore if you're DEFENDER (produced by few scripts, mostly spells related). Fix SiegeFlag NPE. Each NPC must have a Spawn. AdminCommands Revamp //tele panels. Introduce //find item [name]. Ty melron for initial idea, StinkyMadness/CUCU23 for improvements. Introduce //find npc [name], delete 6 related admincommands : admin_show_spawns admin_spawn_index admin_spawn_reload admin_npc_index admin_spawn_once admin_show_npcs Bugfixes Lotto and race tickets are generated differently, and now are bound to an objectId. Ty bios for report. Fix petdata speeds, prior to converted classes to records commit. Ty Denzel for report and fix. Fix ghost Pet over unsummon. Ty Denzel for report, LaRoja for fix. Fix Q220 Radar misplacement. Ty FDX for fix. Fix Q025 Triol's Pawn behavior. AI related - Ty Bandnentans for fixes. Fix ClassCastException from a regular AI script. Ty Denzel for report. Fix SaintNinja script. Fix QueenAnt, Orfen minions and Core scripts. Fix LV3Orc script. Fix GludioHold/GludioStand NPEs. Don't send Npc SocialAction if in a blocking statut (dead, stunned, etc). Ty artemis for report. Fix potential NPE over Siege#isOnOppositeSide. Little GeoEngine#findPath fix (if originZ is too different from calculated Z) - Ty Bandnentans for the fix. Update skills shortcuts upon AutoLearn config on. Ty hqsly for report, Rufo for fix. Don't send inventory update over items which aren't in inventory. Ty FDX for report. Fix NPE over teleportTo (regarding scripts Guards), introducing _isTeleporting as an AtomicBoolean. Ty Bandnentans for fix. Potential IOOBE fix for boat movement. Ty Bandnentans for fix. Fix 2 potential NPEs (if Config.SPAWN_EVENTS is null). Organization Triangle3D class is dropped. Add Player#isOverweight method. Add few records. Rework ITEM_LOGS config Indirectly fix an issue with pet inventory invalid item count. Ty Denzel for report, LaRoja for fix. Avoid to spread useless parameters and generate Strings for nothing. Shortcut most Item related methods by 1 up to 4 parameters. Herbs ItemInstance objects are properly deleted when using addItem(int, int, boolean). Addition of Residence#getTownName MinionSpawn passively delete minion from master list if no respawn is associated to it. Cleanup TerritoryStatus bypass, avoid a NPE if castle owner Clan doesn't exist. Add Quest#createOnePrivateEx method with SpawnLocation parameter. Delete NpcAI#setBackToPeace parameter (unused). Delete GrandBossManager class (unused). Ty LaRoja for report. Delete _isReturningToSpawnPoint variable (unused).
  4. L2D (if you speak about aCis L2D format) was abandoned long time ago, there wasn't enough benefits for the uses. We use basic PTS format now.
  5. Thread.sleep should never been used like that, it's the worst you can do. Dig into lack of synchronization, maybe. Set _isAttackingNow/_isCastingNow to AtomicBoolean, add synchronized over _moveTask if there's not. Normally, setIntention is synchronized and it's impossible to override it. Another explanation is maybe your atkspd is too big than it generates very, very little tasks timers. Lower than 40ms (depends about your CPU cycle), timers got no guarantee to be properly managed if it uses System.currentTimeInMillis.
  6. As previously said, I'm editing all associated texts through the different medias regarding initial fee, which is now set at 200€. Access through contribution is still reachable for 100 cookies . Monthly fee is untouched. For reminder, can be obtained from bounties - which are paid tasks - or as reward for any committed contribution. Valid reports are also rewarded with , they are rewarded in same time than the bugfix.
  7. Hello everyone, I will be afk up to 1st January ! I will celebrate the new year with my girlfriend, eating some "boeuf bourguignon" ! For all people who stay alone during the holidays (and others ), I wish you great health and success in what you undertake, being love or business ! Regarding aCis initial fee Initial fee of the project will rise from 100€ to 200€ at 1st January. The monthly fee of 10€/month isn't affected. This rise is due to multiple factors : aCis is the only L2J pack to get retail AI system ; I want to restrict people to access aCis using money, and emphasize contribution over money ; Found and banned leakers will be punished harder if they do so ; Just to be perfectly transparent, another rise is already planned when skills refactor will be ended, rising the price to 300€ (which is still less than L2OFF, but will be as complete but more editable). Requested amount of cookies to become part of Inner Circle will be kept at 100 in all cases, to promote reporting, coding and sharing. Main goals of 2024 Main development axes are already know for 2024 ; skills and zones will be the main targets for this year. Reported bugs will be fixed occasionally, as always. If we got time, a side quest could be another Movement refactor - which would benefit from Vector approach - and LoS - which I find lacking. Some Bounty Hunt will be eventually deployed for those particular cases.
  8. Elfo never followed its own L2J projects for more than 3 consecutives months and will never do so. That's like a running gag or a prophecy you can't go through, like aCis being a never-ending project. For his defense, he got way better things to do and is far more successful on his Youtube channel. Also, anyone is up to pick what Elfo left ; don't be that sort of ppl requesting fully functional code. The GIT is still functional so you can follow his path.
  9. Try to join a live project community. Generally, you will get more help, faster, and it will also be more accurate. If you need general help (common to all L2J or using L2J itself), you can request help here too https://maxcheaters.com/forum/43-request-server-development-help-l2j/ - I help since 2011 (I got like 1.5 or 2k posts in dev help section), depending the subject - and some others still do. You can continue to request for paid lessons, but I should warn you, the vast majority is filled with scammers, then you got maybe 100-200ppl worldwide which are ok tier and are able to do most things, then you got maybe 10-20 ppl who are really good. Finally, if you got a Java question, you can use chatGPT and stackoverflow website, which is generally "on point". 90% of my Java knowledge is about Baeldung website and stackoverflow answers (type your question on google, and pick stackoverflow.com answers). https://www.baeldung.com/get-started-with-java-series
  10. Better use an active fork or L2J itself and join their community (generally, each project got at least a Discord) - you will generally find dedicated ppl to answer your questions. About practicing, as I said, you have to at least understand Java OOP concepts (mandatory, will help you a lot to understand what you exactly do - if not, you will eventually guess it after 2-3 months). You should apply manually customs (adapting them from one project to another is even better, since it forces you to seek through files). Start with basic customs, few lines max. Then raise the difficulty with more advanced customs. In the meantime, try to modify them for your needs or experiment. It's really annoying and hard to apprehend for a newbie, but you should also read and understand about git/svn (version control systems). Those systems allow you to generate "restore points" everytime you commit in your project, allowing you to eventually revert back. It will be extremely useful once you do crap. Gitlab / github (GIT technology) is the way to go those days, but SVN is really fine (and easier to use, since more basic) if you work alone. Try even with a non Java project, it's not important, from the moment you understand how to generate such a repository, commit over it, and be able to revert back. If you don't use such system, your project will eventually break one day, and you won't be able to revert what you did. That's basically how I lost my first Java project, back in 2010.
  11. You just need time and dedication - if you don't have those, you probably shouldn't lose your time developing. Moreover with the astronomical amount of shared customs, guides and alike content over all L2J related forums / youtube channels. If you don't want to "academically" learn Java, but get some fun learning how L2J (and Java) works, the best is to simply try to adapt customs over a vanilla source. Second step would be to modify it as you like, and the third step would be to code your own. Start with easy to adapt customs, then go into more complex stuff. You have to read first about basic Java concepts, called OOPs concepts, to avoid to waste your time. It's mandatory and will save you some time. L2J is 30% Java and 70% project hierarchy understanding, seeing how bad and lame some "developers" are, strictly anyone with some time can become a "L2J developer" (which is mostly copy-pasting code made by other, talented, people and reselling it). A good source is normally organized and Javadoc documented. If not, avoid to use that. Finally, client and server are two entirely different concepts (one is illegal and the other legal, btw :D), and generally ppl tend to "subclass" on either one or the other.
  12. GC usage was reduced by 50% prior to JDK21 (4 cycles saved prior to Virtual Threads implementation), but CPU usage never reached any high level. 1 player on, 400 mobs minding their own business.
  13. Long time no see, isn't it ? I take advantage of my 37th year of oldness (15/11/1986) to announce the release of revision 407 ! It took one year and half to produce such content, but here we are, finally ! I would like to thank any contributor (being coder, tester or money support) who participated to this release, which is, by far, the most important of all (466 commits done)- both in terms of edited files, released technology and content. Achieved work is abyssal, and got nothing to do with what you have seen - in either aCis, and definitively not in other pack. The AI content is already in a really decent shape, but will be eventually cleaned during the next months. Some special and original content is already in preparation for the incoming months. Thanks to people who continue to believe to my dream and embraced it, and for others (leakers, trashtalkers... and BR folks, in general), well, you already know where you belong ! I'm extremely lazy to attach files to show you content, you can eventually reach aCis discord, over #for-your-eyes-only, to see some of the work done on geopathing, and, of course, test directly latest branch over Blackbird PTS (using //show path) ! Changeset 407 (3136) JDK21, Pathfind, RelationManager, Boats, NpcData, Desires, AI / Script, SpawnManager, RestartPointData, Clan privileges revamp, ItemInstanceTaskManager, InventoryUpdateTaskManager, Bugfixes, Organization JDK21 aCis officialy supports JDK21 ! Enhanced instanceof pattern matching from JDK14 ThreadPool uses virtual threads from JDK21 .collect(Collectors.toList()) > toList() from JDK16 Convert few classes using record pattern from JDK21 Pathfind Abandon the buffer pooling approach, allocating wrong buffer size. Indirectly fix complex middle distance pathfinding being unprocessed. Refresh the heuristics to use Euclidean. Give up diagonals heuristics leading to strange diamond shape pathing. Big overall cleanup. Ty LaRoja. Pathes are being executed up to x100 faster. Values don't exceed 50ms anymore. Ty LaRoja. Thanks to previous point, MAX_ITERATIONS was moved from 3500 to 10000, allowing more complex pathes. The Config can be virtually deleted, but it is kept for security valve. RelationManager - by LaRoja Rework friend and blocklist relations to be handled simultanously, avoiding SQLIntegrityConstraintViolationException upon /friendinvite someone and then /block him. Decrease the amount of SQL entries by 2, rename character_friends > character_relations. Introduce RelationManager. Add missing THE_PLAYER_IS_REJECTING_FRIEND_INVITATIONS check - for non-GM player trying to invite GM Players. Fix S1_BLOCKED_EVERYTHING check - it must check target's isBlockingAll statut, not player's. Add FriendAddRequestResult for all negative checks. Boats - by LaRoja Rewrite Boat system ; data is handled by XML. Rewrite boarding concept, which now works better than L2OFF. Fix known issues (ghost boats, boats moving on territories, isBusy concept generating instability). Boarding now trigger PEACE and NO_SUMMON zone types. Trying to summon while onboard trigger proper SystemMessageId. NpcData Reparse all NPC templates using our internal parser. The data can be reparsed at will according needs. Most stat values are now set as double instead of int to avoid to lose accuracy. Many missing variables were added, aswell as all AI params, which are used by scripts. Templates don't hold anymore enchant effect. Attack distance is not calculated anymore based on weapon, but as a template variable. Fix indirectly all "exotic" weapon bearers (sarbacane, throwing knives...) which weren't considered as a BOW. Minions don't have anymore min/max count. NpcSkillType now hold all types used by L2OFF AI - from 6-8 to 111. NpcType system is dropped. Desires All NPCs can now register "Desires", which are Intentions with a weight. Biggest Desire weight is processed - others are stored, waiting to be processed, allowing scripters to fully manipulate a NPC. Added multiple missing events. AI / Scripts - by Bandnentans Deletion of main behavior of AttackableAI loop. All NPCs become "empty shells" and must be fully driven by scripts to handle their behaviors. A NPC without a script won't do anything, nor react. Introduce DefaultAI tree based on L2OFF scripts, which add 150+ individual AIs instead of the 3 previous behaviors (FIGHTER, MAGE, HEALER). Introduce all epic bosses - as retail. Introduce all regular bosses - as retail. Introduce all regular attackable trees - as retail. Split //info ai and add //info script with running QuestTimers. Aggro transfer upon Summon death is moved from Summon#doDie to script. Implement Black Judge script. Ty Denzel for report. Indirect bugfixes due to AI rework : Attackables weren't attacking when mana is depleted. Ty stepbystep for report. Attackables were idle if already buffed with similar buffs (eg. a Player launching Might on a Npc which could buff with Might, was making him totally idle). Ty stepbystep for report. Bosses were struggling choosing the proper intention. SpawnManager Maximum number of NPCs per Territory is fixed. Ty Denzel for report. Reintroduce //delete for Spawn (which is used by //spawn). Introduce privates based on Spawn (811 occurences). RestartPointData Replace entirely MapRegionData - delete mapRegions.xml and add restartPointAreas.xml instead. Implement RestartArea and RestartPoint, used by SoE/death teleport. Handle Race and karma based spawns. Data is parsed from L2OFF. Delete spawns from TownZones. TownZones aren't considered SpawnZone anymore. Extract MapRegionData#TeleportType and rename it RestartType. Add //show restart [area|point]. Implement location localization upon PartyMatching. Clan privileges revamp Use PrivilegeType enum instead of Clan ints. Delete _clanPrivileges out of Player. It's now calculated based on power grade and Clan. Rework Clan#setNewLeader method. Rework few packets : ManagePledgePower, PledgePowerGradeList, PledgeReceivePowerInfo, RequestPledgePowerGradeList Add a missing sysMsg over RequestPledgeReorganizeMember. Implement //pledge transfer - your target replaces his Clan leader. ItemInstanceTaskManager - by LaRoja Introduction of a lazy-SQL save of ItemInstances (1min task running for everyone), saving the vast majority of SQL queries related to items. InventoryUpdateTaskManager - by LaRoja Introduction of a single task allowing to process an IU packet. Fix indirectly any type of visual issue : Fix adena duplicate. Fix harvest reward duplicate. Avoid to send multiple IU packets, all operations are batched and executed after a short delay. In case of identical stackable items edits in short timelapse, only the operation is updated. Delete all custom cases of ItemList used because of lazyness - except the retail ones. Bugfixes Cubic chooses enemy target based on owner isAttackableWithoutForceBy (which will handle all cases). Fix the 1.001% elemental bonus deleting the attacker getAttackElementValue part off the calcElementalSkillModifier. Fix teleport price upon weekends / 7s period. Ty Denzel for fix. Fix //help search button. Ty l2drim for report, StinkyMadness for fix. Add few missing sanity checks for PartyMatchRoom manage/join/answer. Ty MrThirtyOddSix for the report. Fix quotes in .sh db installer. Ty Vladalien for the fix. Fix a potential NPE over FishingStance. Ty newuser for the report. Fix Lottery event end day. Ty henrique for fix. Add missing db save for shortcuts upon skill addition. Ty Anarchy for report. Rework //set sex/class switch to avoid the need of restart. Ty LaRoja for the fix. Refresh Summon infos for owner upon effects removal methods. Ty bios for report. Desactivate arrow based movement (buggy and exploit friendly). Add distance check on L2Skill#getEffects. Should solve Olympiad prebuff. Ty BiggBoss for fix idea. Fix NPE + ConcurrentException upon Festival of Darkness save. Fix NewbieHelper NPC interaction when dropping Tutorial progress. Ty LaRoja for the fix. Fix Petition system objectId management. Fix an issue where the pet referenced by a Summon Item saved as "item on ground" was deleted upon server restart. Fix missing visual effect over skillId 3159. Ty KejbL for fix. Fix CP/HP/MP upon restart with Hennas on. Ty Denzel for report. Fix client critical errors (all related to HTM max size excess) upon : //info drop/spoil. Ty Denzel for report, LaRoja for the fix. //list_spawns. //info spawn, upon big amount of minions. Ty Denzel for report. Make Traveler's weapons non-enchantable. Ty Denzel for report, LaRoja for the fix. Fix Dual Fists weapons animation/damage. Ty Bandnentans for report. Fix following behavior : casters, over failed cast check, must stop movement. The rotation towards target can't be properly added, NCZOFT aswell does it wrong and lately deleted it. Rework getUniqueItems, adressing 2 issues - Ty LaRoja for the initial share. You can now give back Apprentice and Traveler weapons towards Miss Queen (due to non-tradable state of the item). Ty x-user for report. You can now put an SA over augmented items (you could already put an Augment over a SA weapon). Ty Denzel for report. Fix mounted Player stats penalties using C2 notes. Ty Gigi85 for report. Fix teleport as PK to owned castle or CH. Ty Denzel for report. Fix the SQLIntegrityConstraintViolationException upon store manor data, reparsing manor data using AdvExt. Ty Denzel for the report. Don't save CONT effects upon character disconnection (Battle Force, Spell Force). A SkillChannelizer handler would be the ideal solution, but it will wait for a potential Skill refactor. Fix few Shadow Weapon issues - Ty RooT for the fixes Every equip action / login must decrease lifetime of 1 minute, as stated by IL patch notes. The first equip doesn't trigger it. Add missing messages upon destroying such item from inventory. Add missing message upon disarming the weapon upon mana == 0. isShadowWeapon() check was wrong. Give the possibility to edit stackable items on a trade. Tu Anarchy for the report, StinkyMadness for the fix. Fix the last NPCs unrelated to TerritoryStatus (NPEs upon null Castle). Organization Update MariaDB to 3.1.4. //info over NPC now handle all possible //info types. Move castle and clanhall classes under residence package. Ty Minutis for the idea. More uses of TRUNCATE over DELETE FROM. Drawn shapes using ExServerPrimitives now build vertical lines for a 3D visual effect. Add few utility methods over IntIntHolder, IXmlReader and StatSet. Fix big length Announcements formatting over //announce all. Ty artemis for fix. New Players don't save anymore following values : karma, pvpkills, pkkills, clanid, deletetime, cancraft, online, isin7sdungeon, clan_privs, wantspeace, nobless, power_grade. Delete characters table cancraft/clan_privs columns. Don't load cancraft/online over CharSelectInfo.
  14. You use an invalid or customized client. If it's on a live server, the dude either tried to craft and send a packet (using L2PHX) or tried to connect using an invalid/customized client. Shortly said, a packet was sent (generally by client) which was denied by gameserver which define which packet is supposed to be triggered. It avoids packets to be triggered manually, on unwanted times (eg a packet craft using connection packet during ingame would probably lead to issues). Some anticheat systems can also generate new packets, leading to that type of error.
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