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Everything posted by Tryskell
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Offtopic, personal attacks, probably too old to use that much memes and what's YOUR actual contribution to L2J, in order I laugh aswell ? The main poster quotes my pack so I answer accordingly, while you advertise L2JFrozen in both of your posts - discontinued since 2014 (? 1132 rev), with none taking back the open source lead while anyone could. If you're somewhat affiliated to hopzone, you probably packed way more money than me. Packs don't make any type of money (barely 100e/month) and if you would follow me, you would know there are ways to handle it or even getting paid. Hope I was short enough, .
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First, don't really follow the "main voice", moreover if you consider it an hobby. Simply do what you want, you got only one life so use it as you want. If you make it an hobby, it's exactly like piano, or velo - only practice makes you better. Secondly, how do you learn things ? It's actually a really important question, since some can simply be scholar, read books (theory) then practice ; and some simply can't read books. I'm the second type, I hated school, I find it boring - my knowledge in Java comes from try-and-fail. You improve your coding style every year or so, I can myself rewrite my own code (which I already considered top-notched) after a while. You always learn something new - even if Java barely evolves. L2J is a fun way to learn programming, it's a giant sandbox where you can edit anything, and I believe it should be taken as it. My own way of learning was as follow : Add existing customs, no matter what they are : the point is to know main classes used by L2J / customs. L2J is barely Java knowledge ; the true knowledge is to know WHAT to search in WHICH location (what I call, organization). You have to understand than EVERYTHING you think already exists, in a form on another, in the source code. A custom is only the association of the different mechanisms you found "here and there", glued together in a proper goal. Once you know main classes to edit, and the customs you added are compiling fine, the main point is to know WHAT exactly you DID. Try to understand WHY and WHERE you actually copied the code. Third point would be to MANIPULATE the customs you added in order to fit your wish. First edit little values, then logic conditions ; eventually add a new Config, or a new functionality to the custom. Fourth point would be to begin to craft your own ideas. Once again, EVERYTHING already exists, in a form or another. You want a cycled event ? You got Seven Signs main task as exemple. Npc ? Search any type of Npc and figure out what it does. Fifth point would be to understand Java - mostly containers (WHAT and WHERE to use them), variables types and main Java mechanisms (inheritance, static modifier, etc). You should also begin to cut your code into maintainable classes or methods. Java can actually run without optimization, but bigger your ideas, more optimized and well-thought it should be. It's direct saved time in the future, and you would thank yourself doing so. Main tips : ALWAYS use any type of versioning system - GIT or SVN. It allows to save your work, step by step and eventually revert back anytime you want if you terribly messed up. L2J is 80% organization knowledge, and 20% Java knowledge. Basically, if you know WHAT and WHERE to search, if you aren't dumb, it's easy to replicate and re-use things. Cherry on top is to use a already good coded pack to avoid copy-paste crap and get bad habits. Avoid any type of russian or brazilian packs, for exemple - their best ability is to leak someone's else code. Obviously you need some default sense of logic, but Java and programming in general help you to improve it. Finally, most of your questions could be solved joining related Discord (at least for aCis, I can't speak for others) - from the moment your question was correctly asked (and you seemed to search for the answer). My community (and myself) welcomes newbies, but got some issues with noobies. The simpliest is to try, fail and repeat until you succeed - it sounds stupid, but that's basically how life works. PS : about Java ressources, before ChatGPT, it was mostly about stackoverflow website, and site like Baeldung's one. With ChatGPT and alike, you generally double-cross AI output to avoid fucked up answers. Also, care about AI, they are often hallucinating really hard, even today. They can give you complete wrong answer, you tell them they are wrong, and they say "indeed, I suck, sorry - here's a new fucked up answer". You shouldn't 100% rely over AI answer, even if that can give sometimes legit answers, full code or just skeletons of ideas. PPS : I don't think there are reliable ressources regarding L2J itself, also most of the proposed code decays pretty fast if the source code is actually maintained (at least for aCis). Still, old coded customs for old aCis sources are actually a good beginner challenge to apply on latest source.
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Source aCis - another CRAPPY interlude server
Tryskell replied to Tryskell's topic in Server Shares & Files [L2J]
Changeset 411 (3596) ZoneManager, Manors, Cursed Weapon, AI, Bugfixes, Organization [Fishing is currently malfunctioning. Wait next revisions for item/skills reparse + fish rework. ZoneManager - Ty Bandnentans for the backup job Rework ZoneManager, parsing L2OFF zones and associated parameters. Zones are now handled by name, and not anymore by custom, dynamic, id - making them easier to invoke, and allowing retail script to invoke them aswell. Zones are now extending Territory, and don't use anymore shapes (Circle/Rectangle/NPoly). Default shape is Polygon, cut into Triangles, through Territory. One more step down to delete "zone.form" package and ZoneForm class. All zone types are added as L2OFF. Custom zone types are deleted (ARTIFACT, SCRIPT,...) and good names are provided (Boss = NoRestart, NoLanding = NoFly, etc). NoRestart zones type (eg. previous Boss) behavior is now matching retail, and uses retail parameters aswell. It normally fixes the "instant teleport back to town when entering boss zones through few teleporters" issue. Implementation of onLogin/onLogout/onEnterRegion/onExitRegion methods types for zones. Implementation of EffectZoneTaskManager (a universal 666ms ticking task for all effect zones) and ZoneRevalidationTaskManager (a universal 666ms Creature revalidateZone task, avoiding multiple calls). Migrate zone related Stat Func application to zone onEnter/onExit, deleting ZoneManager#getZone calls upon stat calculation (run speed, hp/mp regen). Fix moving from same zone type to same zone type ; it doesn't consider to going out (hotfix). Should notably fix water re-entrance issue. Delete custom CastleTeleportZone, use retail Mass Teleporter HTMs and AI params. Manors - Ty LaRoja for fixes Fix an issue where turning in crops to the Manor Lord for materials would incorrectly add adena to the castle vault instead of deducting it, while seed sales are correctly handled. Fix an issue where the "Stop Purchase" button did not properly clear all crops. The last crop would remain set, and the manor wouldn't fully disable unless all adena was manually removed from the vault. Introduce //manor [change], allowing manually a manor cycle to run. Cursed Weapon CW passive skill is properly cleaned up. Ty Denzel for report. Don't store anymore Player reference on CursedWeapon. Store CursedWeapon reference upon Player, rather than itemId - for faster acquisition. Fix a NPE upon CursedWeapon#endOfLife. AI Fix aggressive monsters behavior. Ty Denzel for report, Bandnentans for fix. Fix EvilateA/B not respawning demons. Ty Bandnentans for report. Fix a conditional NPE over PartyLeaderHeretic2Aggressive AI. Fix Gordon script NPE. Ty Sahar for report. Move most DefaultNpc methods to Npc (npc isn't a parameter anymore, but the method caller). Overload NpcAi#addCastDesire with NpcSkillType parameter, since it was hard to read and error-prone. -> npc.getAI().addCastDesire(attacker, getNpcSkillByType(npc, NpcSkillType.DD_MAGIC), 1000000); -> npc.getAI().addCastDesire(attacker, NpcSkillType.DD_MAGIC, 1000000);. Implement NpcMaker#areaSetOnOff and Npc#areaSetOnOff. AIs can now activate and de-activate areas based on behavior (generally spawn and dying). Uncomment all scripts areas triggers. Implement Creature#isInThisTerritory, checking if a Creature is in a parametrized zone name. Uncomment all scripts areas triggers. Re-introduce back RandomAnimationTaskManager for Folks. Ty Bandnentans for report. getSeeRange() is now minimal Config.DEFAULT_SEE_RANGE - can't be lower - notably fix Gordon ON_SEE event. Implement NODE_ARRIVED EventHandler. Fix Gordon continuously running after attacking someone. Bugfixes Sanitize the username string in AuthLogin as it is in RequestAuthLogin. Ty artemis for fix. //set title is fixed (allows more than one token, and spaces between words). Add the possibility to clear title with no parameter. Add a missing sysMessage upon regular Pet's name set, remove one check processed by regex (and which had invalid sysMessage). Fix a "day 1" issue related to CH : if your clan was holding any CH, HP/MP regen was applied no matter the CH zone you were currently set. Remove run stance upon Npc#reduceCurrentHp, making Walker run when being hit. Ty Denzel for report. Fix an issue where Castle owners couldn't register for SCH. Fix the related SystemMessageId. Allow blocked interaction to scan at higher range. Organization Config : Introduce NAME_REGEX_PATTERN and TITLE_REGEX_PATTERN, delete ZONE_TOWN Config. Territory "Polygon to Triangle" algorithm is edited for an adapted version of Earcut (earcut4j without the hole handling), allowing monotone polygon and using Z-order curve index for faster spatial partitioning. Rewrite Triangle#intersects method to be more accurate. Drop grandboss_list SQL. The few "var" are now named "variable", prior to var keyword addition in Java. Update MariaDB connector from 3.1.4 to 3.5.3. Add //set pvp <number> and //set pk <number>. RoomInfo improvement - allocate and reuse a single List, rather than nullify it and create a new one. -
Source aCis - another CRAPPY interlude server
Tryskell replied to Tryskell's topic in Server Shares & Files [L2J]
There's many reasons why it would be more NO than YES : Using NCSoft assets is a death wish, they can lawyer any LU3/Unity if they wanted, since it's a plain steal of intellectual property. It's an hobby, as you said it, and it's not specially about money. Money is a way to filter idiots/resellers, nothing more. It's really about trying to replicate old content and optimize it which I find it fun. I just align with the basic idea than an emulator emulates. When you launch Project64 and SuperMario 64, you don't expect to get something more than 120 stars and Bowser boss in the end - which should have been L2J project to begin with Even if I played a lot with TESCS from Morrowind, back in time, it's not enough to handle current engines, and I'm too lazy to learn Unity/Unreal Engine. Moreover, it would mean buying assets. While doing it alone would be a fail, coupling to L2J / L2 community would still be shitty (since the majority is RU/BR) ; people is only about fame/glory/reselling shit on back of others. Opening to others, the project would be leaked day 1, rebranded and resold. MMO genre is basically dead, and that's not a reboot of any game (l2/wow classic :D) which will turn the tide. Regarding L2 or an remastered version of it, you can obviously blatantly copy-cat it (as Propnight did for Dead by daylight). All frenchies aren't supposed to do Expedition 33 :). -
Source aCis - another CRAPPY interlude server
Tryskell replied to Tryskell's topic in Server Shares & Files [L2J]
You still need an executor for delayed task, and regarding instant task, they are simply executed using regular virtual thread. Delayed tasks handling was anyway reverted back due to VT's pinning / strange behavior. If you got something better to propose, you can also contribute rather than "??". -
Source aCis - another CRAPPY interlude server
Tryskell replied to Tryskell's topic in Server Shares & Files [L2J]
Changeset 410 (3371) Makers, NpcAi / Desires, Cursed Weapon rework, Bugfixes, Admincommands, Movement, Organization Makers Fix ghost corpses. Introduce task manager for MultiSpawn spawn schedule. Introduce task managers for Npc respawn and despawn tasks. Add missing random treasurebox maker. NpcAi / Desires AttackableAttack > NpcAttack, allowing ATTACK_FINISHED event over Npc. Merge all reduceWeight from NpcAI operations. Don't broadcast MoveToPawn packet for cast hold scenarii. CH and CP managers use hold cast. Probably way more to add. Rework DesireQueue#addOrUpdate to avoid to generate a List. Drop _isInHitAnimation, avoid twice runAI calls upon attack end animation, save a ThreadPool. Implement Desire#isInvalid, used over the main loop to clean invalid Desires. All sided getDesires().removeIf are dropped, notably over AggroList/HateList. Cursed Weapon rework Fix potential task scheduling issues, reworking the whole layers. Reduce code by 1/3. Use L2OFF formulas/data for item drop rate, staging process. CW end duration now decreases when killing other Players. Bugfixes Revert schedule part from ThreadPool. Fix Pet inventory IU. Ty Denzel for the report. Fix Pet item timestamp reuse delay. Ty artemis for the fix. Disable automatic beastshots when his owner dies. Ty Root for the report. Player cannot craft while casting a skill, nor trade. Ty Root for the report. Add missing weight checks for player/summon pickup, and player craft. Ty Root for the report. Implement /graduatelist command, which displays a list of clan academy graduates for the past week. Ty RooT for the report. Fix PLAYING_FOR_LONG_TIME concept ; rest message is server related, not Player related. Ty RooT for the report. Player should stop movement when opening store. Fix Q351 occurences of itemId 4310 by 4407 one + slight fix. Fix Q365 missing memoState + poison skillId. Ty Root for the report. Fix Q417 Torai despawn over cond 11. Fix Q216 4 missing npcIds. Ty Karudin for the report. Fix the invalid comment of DeleteCharAfterDays Config. Fix NPC drop penalty level calculation. Ty Bandnentans for the report. Items are now dropped in a 30/45 donut shape around dropper. Ty Bandnentans for the report. PartyMatch fixes Don't show Party members or CW holder as available waiting members. You can't show overall List or join a PartyMatch room as CW holder. CW owner, upon acquisition, leave PartyMatch system. PartyMatch window is now automatically closed upon Player#removeMeFromPartyMatch. Remove Player from PartyMatch if Player and newly joined Party leader PartyMatch rooms differ. You can't join or be invited in a PartyMatch room if already partying/CW holding. Fix ShowLicence config when set to false. Ty artemis for the fix. Fix maximum number of macros. Ty artemis for the fix. Fix invalid IU update over //enchant. Ty artemis for the fix. Fix Castle Mass Gatekeeper HTMs. Ty kingNik0n for the fix. Drop _disabledItems implementation. Won't be used by next refactors. Ty artemis for the report. Fix loading handlers under debug. Ty Keku for the fix. Fix character_macroses table structure (commands = 12x32 chars minimum). Admincommands Merge all old spawn admincommands (//list_spawns, //spawn, //unspawnall, //respawnall, //delete) to //spawn and //unspawn (previously //delete). Generate //help. //unspawn works over all ASpawn. Merge all old fence admincommands (//spawnfence, //deletefence, //listfence) to //fence [add|remove], generate AdminFence. They now use proper Pagination. You can also teleport to it. Implementation of //show manor. Implementation of //set quest <id> [cond]. Related items must be hand-given. Implementation of //set henna [page] [add|remove symbolId]. The hennas are still bound to game logic (slots, canBeUsedBy). Movement - Ty LaRoja, Bandnentans Fix Boats IOOBE. Adapt getHeight logic from L2OFF. Introduce back WASD movement, handle boat board/unboard. Fix WATER/FLY movement logic. Avoid to pathfind diagonal cells with detected obstacle. Organization Addition of QuestVars class, holding all related variables from quests (itemIds, npcIds, questNames, sounds, etc), allowing to reduce length of each script while reusing variables. 100+ cloned variables were deleted. Refactor geometry package and Territory. Territory is now a unique 3D shape, holding any type of 2D geometry. Remove few useless Location#clone uses. Implementation of ItemContainer#forEachItem. Clean many unused FrequentSkill. The whole enum is questionable. Drop MathUtil#checkIfInRange, implement WorldObject#isInStrictRadius (involve collision of that WorldObject, and potential WorldObject parameter). WorldObject#isIn2DRadius parameter is now a Point2D, not a Location (since a Location inherits Point2D, Location are still usable as parameter). Rework Pagination#generatePages to handle page number > 1000. Use Pagination over Tryskell SchemeBuffer. Ty CUCU23 for the share. -
aCis is one of the oldest live pack after L2J (dec 2010) - it focuses solely on retailness and vanilla concept, over IL chronicle. It got a public and private gitlabs, because open source in L2J community is either toxic (resell/steal your work) or ungrateful. Still, a public rev is shared from time to time. Regarding junior acceptance, you can contribute based on public revision, earn "cookies" and when you reach a given amount you can be directly registered into the private gitlab (such as Bandnentans lately). You can review all ppl who worked over aCis here : https://acis.i-live.eu/index.php?action=hof I already had good experience with one argentinian, fernandopm, which worked under scripts rework back in 2011-2013. He came with 0 knowledge, but in the end could produce scripts. You can check sources under https://gitlab.com/Tryskell/acis_public and join the Discord, if interested.
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Help Multi route walker npc HELP
Tryskell replied to Starfire868686's question in Request Server Development Help [L2J]
Verify if following is supposed to be the way to handle movement npc.getAI().setIntention(CtrlIntention.AI_INTENTION_MOVE_TO, new Location(point.getX(), point.getY(), point.getZ())); For me, it's not enough. And if it's the case, whole AI system is probably buggy. -
MMO definitively became a subgenre 15 years ago (basically since LoL introduction and raise, where MATCHES based games took the lead), and L2 itself is 20 years ago, with both deprecated mechanics and graphics. Numerous others games siphoned the playerbase meanwhile, and only RU/BR are still playing it. Even legit MMOs are/were dying, or got their playerbase near to 0. You won't have more ideas than others - if there was good ideas, it would be already leeched and reused. Also, even if you got good ideas, someone will simply leech it. There's nothing special or impossible to produce - except the initial idea. If you want a successful server, you actually shouldn't listen to players. They are your worst source of informations. Games like Dark Souls go totally versus the regular game development idea to easier games. People would follow your vision, from the moment the experience is here. Finally, a network of servers is one thing. The lack of players is another. I fear you actually work for nothing. Thinking too high/too big was/is/will never a good thing. Planified development with extensions/new features, sure. All in one with X servers on at start ? I doubt. Gl nonetheless.
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Help L2JACIS , DRESS ME SYSTEM
Tryskell replied to TexasJunior's question in Request Server Development Help [L2J]
Verify if the used paperdoll id is the same when you manually set the item or when you call from skin system. Probably, not. -
Source aCis - another CRAPPY interlude server
Tryskell replied to Tryskell's topic in Server Shares & Files [L2J]
Hello, you can share from time to time and build cookies out of it. Once you got 100 cookies, you can either add 200€ or 100 cookies more to get access. Cookies are actually easy to get if you know how to code. Bounties are generally 100+ cookies reward, most fixes begin at 5 cookies (so 20 basic fixes is enough to make 100 cookies), any type of useful rework would be 30-50 cookies. You got "the luck" to come in a time where public version is almost identical to private version - since both versions are pretty similar for now, whatever you find as issue is actually existing and need to be fixed. After you are set on private, I don't request a full commitment ; I just need you to be here from time to time, report shits or sharing fixes. I just don't accept anymore 6/8/10/12 months ppl ghosts, saying and doing nothing. It's enough to get 4-5 average active ppl to get the shit done. Even if you suck at development, if you're a server admin, just sharing your players issues from your own forums is enough, for exemple - you just have to confirm it under PTS. It benefits you (you got free fixes), and it benefits me (I got reports). If you're good at development, well, it's normally easier for you to build cookies. Find some bottlenecks, rework it, profit. I don't even need you to know Lineage 2 - just how to make things performant would be already fine. If you don't have time, generally speaking, avoid to get involved with L2J - at all :D. I don't teach you anything saying programming is time-consuming. -
Source aCis - another CRAPPY interlude server
Tryskell replied to Tryskell's topic in Server Shares & Files [L2J]
Since last massive leak as explained as 07/09 (notably all development branches), I don't accept anymore financial newcomers that easily. People will have to contribute 100 cookies worth of contributions (bug reports/fixes) as a first step to be accepted as Donator. Free user can join after sharing over 200 cookies out of contributions, compared to 100 cookies before. You can say thanks to RusAcis, and notably his worthless leader, UnleashedForce. The size of users will continue to shrink if more leaks occur, until true helpers only will be left. New prices are as following : Joining price: 200€ + 100 cookies, or 200 cookies This fee has to be paid if you are joining aCis project. Next month, and all other months, you will have to donate only basic monthly donation. Monthly price: 10€ / 10 cookies This fee has to be paid every month. I won't accept any new join fee before the 100 cookies contribution. Your money will be instantly sent back. Also, in the same shape of idea, actual supporters/donators have to be active to stay in sources. It doesn't have to be a particular amount, you just have to share from time to time *anything*. I don't accept anymore silent ppl. Only useful people will be kept. -
Source aCis - another CRAPPY interlude server
Tryskell replied to Tryskell's topic in Server Shares & Files [L2J]
@Nightw0lfI kept the PSD, so yes. If more leaks occur, another sacrifice will occur, until being purged. @Trance Updates are pretty much constant, without counting under development content aswell. Revision is both a legacy and public event to get a review of what happened. @Williams Consider to share fixes - they benefit to everyone. -
Source aCis - another CRAPPY interlude server
Tryskell replied to Tryskell's topic in Server Shares & Files [L2J]
Hellllllo everyone ! Good news for some, bad news for others : aCis was, once again, leaked. It wouldn't be that problematic if it was old content, or even last revision 408 ; but this time, the whole content of under development/master branches was leaked out. One pack project is actually reselling NEXT revision content - before even being announced on aCis forums. The mole/leaker is still part of customers, and is still capable to leak data, at the date I speak about. Since I'm on a joyful mood, following events will occur : PIRATE PLANK MINIGAME Since we got restricted amount of donators (we're actually 13 on sources counting developers, over all), it's not extremely hard to actually delete the mole ; few ppl are actually matching the description, and a list can be easily generated based on time leak, potential country, contributions,... Which basically end with that representation : How will it work ? Everytime a new leak will occur, the following donator on the board will jump out of ship (and Talking Island waters are kinda cold). Since I'm not a monster and got principles, I will send back spent money for the non-granted months to the kicked dude. You won't be added back to the sources, anytime. The game ends when the mole is dropped out, or when I'm alone with my most loyal peeps around. CONTRIBUTION Leftover donators will have to contribute to the pack, being reports or code edits. Silent people won't be renewed anymore solely based on money. In the same order of idea, I will now request a minimum of 100 cookies contribution before accepting any new ppl on the gitlab - which anyway won't be hard to do if you're a minimum invested into the pack. If you understood the concept, free ppl can access gitlab sharing for 200 cookies contribution (100+100), and donators can access with 100 cookies + 200€. Regarding monthly contribution, there are no special numbers to achieve, stay active and you will stay. PUBLIC REVISION WILL STEP UP Next rev 409 will be exceptionally released as public revision. This revision got unique reworks, notably AI (L2OFF GF 1:1) and pathfind systems (up to 100 times faster, see #for-your-eyes-only over aCis discord for screens proofs). This revision got a lot of new content, and is far ahead of any other L2J pack in terms of AI fidelity with L2OFF - even the costier. ENDING WORD Thanks to all loyal people who have, will or currently support this pack - one of the very few to offer unique reworks. L2J community, as a whole, unfortunately never stepped up or shined by its cleverness or integrity - and is more preocuppied to add poorly written customs over quality leaked sources. The olympic medal goes to the poop-eater project owner applying straight leak, not even knowing what exactly is the changeset content (because yes, he doesn't know)... It's actually sad real people follow and pay for your work, but well, good job surfing on my own merits, I guess. Maybe one day you will go out of my shadows, and make your own path. That's the best I can wish you. So, my thanks to the few beacons of light in this mere pool of shadows. That's essentially for you (and for my own pleasure, ofc) I continue to work on this hobbyist project - started almost 14 years ago. ----------------------------------------------------- Changeset 409 (3301) SCH, Castles, IU, Npc movement, Drop rate rework, Bugfixes, Organization SCH - Ty Bandnentans for the good work All SCHs are normally fixed and working. CH decorations are reworked (they got their own XML, related Configs are dropped). Aden CHs got the Wyvern option, as stated in Patch Notes. Ty Denzel for report. CH features levels are corrected. Ty Denzel for report. Fix NPC clan crest issue. Castles Keep Castle next tax percent instead of resetting it to 0. Implementation of missing variables over Castle vault management. Ty KejbL for report. Remove doublons over Residence npcIds. Add npcId 35552 HTMs. Ty //Dev for report. Fix the tax income calculation. IU Add PAPERDOLL as potential location for IU (fix gm enchant, arrows consumption). Ty Roko91 for report. Fix weight calculation over login. Ty KejbL for report. Fix inventory update upon teleport (BSOE consumption). Ty //Dev for report, La Roja for fix. Fix inventory weight upon NPC buy. Npc movement MOVE_TO desire is cleansed over onEvtBlocked, avoiding to build infinite desire. Don't add MOVE_TO desire if given Location isn't reachable. FLEE doesn't call event upon onEvtBlocked (that event means something wrong happened, it's then impossible to trigger "regular" FLEE checks). Use Location#equals in few scripts. NpcAI#thinkFollow cleanup (-8 arrays, -24 List#get, -8 distance2D). Drop rate rework Main idea is to iterate each category X times, as if X monsters were killed. No % re-calculation or whatever, it's plain and simple. x50 means you got the calculated drops of 50 monsters. Avoid to generate IntIntHolder, manage the drop/spoil using a Map<Integer, Integer> instead, which also allow to merge similar itemIds. Categories % are tested no matter if drop or spoil, which allow levelMultiplier to be properly applied. Monster#dropItem is moved to Npc#dropItem, which allow any Npc to drop an item and avoid cast. "killer" is now part of all Npc#dropItem, meaning the item is properly item protected. Bugfixes Fix a ClassCastException over Quest#onClanAttacked. Fix a NegativeSizeArrayException upon client logging. Drop few logging errors related to invalid client attempts. Fix NPE over Q635. Fix PDAM calculation prior to rev 399 physical attack/skill split. Ty Yoska for report. Fix TradeList automatic title cleanup. Ty Denzel for report/fix. Add back missing Config.PARTY_XP_CUTOFF_METHOD "none" option. Ty CUCU23 for report/fix. Fix "upper roof" NPCs. Ty Bandnentans for fix. Fix Seven Signs individual stone contribution method. Ty //Dev for report. Fix Q372 reward table and drop rate. Ty //Dev for report. Q348 now distributes drops as party-random, despite the client info. Ty Denzel for report. Fix Benom teleports out. Hardcode other in/out Locations. Ty //Dev for report. Don't show Crystallize icon on inventory for Bounty Hunters (was an addition of CT1 GP1). Ty Bandnentans for report. Replace "weightPenalty" for "weightLimit" over skills XMLs. Ty //Dev for report/fix. When Heroes participate in a raid against Antharas, Valakas, and Baium, the boss monster has a chance to shout out the Hero characters’ names. Ty deekay for fix. Fix isRaidBoss implementation (a raidboss minion without master was considered raidboss). Fix Nurse Ants not healing the Queen Ant larva. Fix a SQLException over Olympiad server startup. Fix a SQLException over Clan member removal (since clan privs rework). Fix default 30169 npcId HTM. Ty Bandnentans for report. Fix Festival Guide missing rift option. Ty Denzel for report/semi-fix. Few dwarven/general manufacture fixes Add the missing max recipe integrity check. Upon shop fail, call back the manage window. Upon shop fail, don't cleanup the manufacture list. Upon shop success, cleanup the reverse manufacture list (successful general shop resets dwarven, successful dwarven shop resets general). Organization Rework HtmCache and CrestCache to use NIO. Move CrestType to enums. Implementation of WorldObject#forEachKnownType / WorldRegion#forEachType & forEachRegion - Avoid List overhead in numerous popular locations (notably broadcastPacket or region checks - which are done on every knownlist check). Rework SkillList packet, it is now handled as other packets. Delete Player#sendSkillList method. Delete DeadlockDetector class and related configs. Add GameServer#isServerCrash, based on LaRoja implementation - without uses, for now. Move IPv4Filter class to commons.network, delete net.sf.l2j.util package. Add DefaultSeeRange config, use the retail value 450 instead of 400. Add more records, ty LaRoja for the merge request. Delete unused dimensionalRift.xml. Few ItemContainer optimizations. Rename all ocurrences of adenas to Adena. SonarLint / UCDetector fixes : Drop MathUtil#limit, use Math#clamp instead (introduced in JDK21). Drop following unused Configs : FS_TIME_ENTRY, FS_TIME_END, RAID_MINION_RESPAWN_TIMER. Few public / protected / private edits. A lot more to come. switch cases are merged (introduced in JDK12). Boolean object is compared to Boolean.FALSE/TRUE, not directly tested as a boolean. String#replaceAll is replaced with String#replace when a regex pattern isn't involved. Generate few records : Sequence, TutorialEvent. Few class-based variables are now local. Use HashMap.newHashMap instead of new HashMap when the capacity is known (static final maps). HashMap.newHashMap avoids to set 0.75 capacity when it's not needed. LogRecord record is renamed LogRecord logRecord, due to record being now a keyword. Use proper Singleton pattern for instance type (notably listeners). Generate private constructors calling IllegalStateException for utility classes. -
Help How to expand Dwarven Manufacture shop slots?
Tryskell replied to Shadin's question in Request Server Development Help [L2J]
Once you open the dwarven manufacture, check for the max value allowed (20 on IL, no clue about others chronicles), or if you got a SystemMessageId on client side when you reach or go beyond that top value. Once you got either informations, make a search on source aiming "related files". If you find a 20 check in a quest, that wouldn't be a good guess, if you find it in Player class or ManufactureList class, it smells betetr. If there is no SystemMessageId being called on source but you got one integrity check on client, it means it's a client integrity check and it involves editing the client. -
Request Help to solve massive critical error
Tryskell replied to xxxgugaxx's question in Request Server Development Help [L2J]
I definitively don't know this protocol, and I doubt that error can happen on IL chronicle, but I would check what the error says ; whatever StatusUpdate packet, involving name/title changing. It looks like it can't properly format a string, so probably using invalid characters to do so. I would verify alphanumerical checks or at least enforce it to that only, on all associated packets. It's enough someone craft a packet with invalid characters, and the associated packet can't compute it to crash your client. Back on IL, some similar behaviors server-side sending 0 as runspeed. If your NPC had 0 runspeed, packet was crashing all clients involving the NpcInfo packet call. You had to manually delete the NPC spawn from SQL to avoid the faulty NpcInfo to be sent. In your case, it looks more like a StatusUpdate, at least that's what it says. -
Project I'm developing the new L2 Classic server in .NET
Tryskell replied to Grymyr's topic in Server Development Discussion [L2J]
Good luck with your project - from the moment you take pleasure, it's the essential. If you manage to improve performance over specific points compared to L2J (knownlist, geoengine, movement,...), don't hesitate to share back on your topic what/why you did it and the actual performance gain, if measured. -
Both "MMO genre" AND "forums" are greatly deprecated those days. MMO genre, except very few games (TESO, WOW, BDO, FF14), is mostly "eaten" by fast paced games (aka games with 15-30min game parties, they are numerous). See Twitch best games, I doubt the top 10 are MMOs. Adding more MMOs categories, while MMOs themselves got less population, isn't a bright idea. Also, in the past, there was multiple games categories - none actually worked out, so far. Forums type were replaced by Discord, mostly. You communicate faster, you got voice, you can group up and it's already thematized (by server, by guild, by game,...)... Unfortunately, there is nothing you can do about. You already did it multiple times without success (3 or 4 times at least ?). It's not due to staff. MMO forum is just "niche" nowadays, while 20 years ago it was "dope" and the thing to do. Your main problem is MxC is a community based on "nothing". It was first cheater dedicated, then mostly L2 development dedicated,... With a mix of random things here and there. The formula is lightly-themed as "community" (that's actually why you still have some ppl posting), and in same time community never was expanded to retain ppl (notably through MxC servers - no matter the game : L2, GTA, Conan Exiles, Lost Ark, whatever else). In the end, you end with "nothing", since people comes and goes (and mostly goes, since MMO isn't a thing anymore), but both MMO genre is greatly endangered by other types of games AND forums isn't the proper way to communicate in 2024. Actually, the only use of a forums compared to Discord is to search through archives, and the main point is it's a better "showcase" than Discord (a static website would end with the same output). The proposed formula will never work, or at best will attract greedy ppl.
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You indeed have to save player position over Enterworld to properly clean it up later (if you don't, even trying to delete packet content would eventually keep it up), that's what we do with debug packet (which is a reusable Map of ExServerPrimitive packets) on aCis. It doesn't solve the FPS stuttering - more you draw/delete lines, more your client becomes laggy. It's like if client wasn't deleting drawn points/lines properly, but instead simply hide them and redrawn content above. If you got a solution, I would happy to integrate it. You should check aCis#Player _debug packet integration, it allows very big amount of lines/points to be drawn, it is also reusable. https://gitlab.com/Tryskell/acis_public/-/blob/master/aCis_gameserver/java/net/sf/l2j/gameserver/model/actor/Player.java?ref_type=heads https://gitlab.com/Tryskell/acis_public/-/blob/master/aCis_gameserver/java/net/sf/l2j/gameserver/network/clientpackets/EnterWorld.java?ref_type=heads
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Help Go to pvp players
Tryskell replied to lazzytr's question in Request Server Development Help [L2J]
On aCis, that would just be : If you got more conditions, replace " p.getPvpFlag() > 0" with whatever else you need. -
Help aCis 401 add new users command /xpoff /xpon .xpoff .xpon
Tryskell replied to luzzifer's question in Request Server Development Help [L2J]
User commands are handled by clients, you have to add them also in client. https://maxcheaters.com/topic/188880-user-commands/ -
As a sidenote, it was added in aCis 408, under //find subcategory : 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
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Discussion Be careful buying projects
Tryskell replied to 'Baggos''s topic in Server Development Discussion [L2J]
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 ?)

