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Everything posted by Tryskell
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WTS L2JAcis custom pvp server ready for open.
Tryskell replied to MADM4N's topic in Marketplace [L2Packs & Files]
I invite you to read aCis Terms of Agreement - I reported the topic. Ty for your interest. -
You can use stream for getUncategorizedUniversalDropItemsIds / monstersWithDropId for oneliners. monstersWithDropId should be properly named, and shouldn't create an empty List (but return Collections.emptyList() instead). IXmlReader use would cut your parser class by alot. equals can be replaced by == for enum comparison. Added to that, you can use NpcTemplate#isType for easy instance comparison (if you don't mind the enum.toString()). getUncategorizedUniversalDropById use should be null checked. You can/should use {} wildcard for LOGGER(s) parameters, cf. : LOGGER.info("Loaded {} crests.", _crests.size());
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It's perfectly fine and I don't know why it's not the default behavior since always. My only downside would be about "public negociation", which will easily pollute the topic with things than none cares about. When I go on a topic, that's not to see if I can trade "my chicken to some peas and some pounds of butter". I believe "negociations" should stay in private circle - moreover it's really easy to bypass such rule by PMing the dude directly. But default price should definitively be shown for everyone (I personally even think, being part of the title). In another level, you must also forbid people "spamming" about "how high price is". It looks like a tradition when someone shows some price to spam about it. If people finds it expensive, simply don't bother with the topic and moves on. Up to people to buy or not to buy.
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You have to generate a script with onKill event similar to GrandBosses, or a Manager which will basically be a RaidBossManager clone, because what you request is simply not existing - until I miss something and IL+ chronicles edited the system, it's normally only used for random teleport and alike NPCs, such as Master Toma, Mammons, etc. Also, using RaidBossManager by itself wouldn't be enough aswell, since it doesn't handle random locations. So all in one, you have to code it.
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Well, it's always better to say it even if for you it's "obvious", because for many people - notably the ones you try to pick - it's not. I don't say it doesn't work - even a Ponzi scam such as bitconnect made real money to some of people - but for any pump, you will have actual pumpers which gonna be negative. It's really, simple maths and it's basically more "gambling" than "trading". That's cool you ma(k/d)e money that way, that basically means you click faster on "sell" than either greedy/lagging pumper. But you should also warn than it's risky and you can become negative really, really fast (notably if you enter too late and exit too late). For interested people you can check on TradingView the coin StreamR (DATA) which was pumped by the Discord group I joined in 2019 and left few weeks later (from memory it was the +150% one). It looks like this coin was pumped at least twice.
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As a sidenote, you have to know some people have to "pay" the pump. It's not magical. If someone makes money, some other loses. And tbh, it's the Discord channel owner which makes the most of it (and his friends, since he gives the coin, he can easily exploit it and fill his own bags), not the regular users. I recommend any people interested by that method to "simulate" before even trying it. That will avoid you to stuck with some pumped shitcoins, due to either your own greediness or your faulty internet, since it's enough to stick 1 min too late to lose money (and not little one, but easily 25%+). I personally won't recommend anyone to use such method, until you use some paid subscriptions to get some advantages over the regular pleb. If you are the pleb, you will basically won't do any money out of those huge pumps (on my own test scenario, barely 15% out of a 100% bar - which is achieved in other, more secured, means). Also, and to be perfectly honest, you should say, @Frank, that you earn something if you recruit people (depending about the channel itself - money for every X members recruited, or/and paid subscriptions). Remember people - if someone wins, someone loses. Don't be the one losing :).
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Help Error in console
Tryskell replied to prostylw1's question in Request Server Development Help [L2J]
EventInterface.onHit(EventInterface.java:153) -
Help Grand Masters Change sub
Tryskell replied to prostylw1's question in Request Server Development Help [L2J]
I'm not a big client editor, but probably questname-e from your client system folder. Which is sure is, it's related to client and only to client. -
Help Grand Masters Change sub
Tryskell replied to prostylw1's question in Request Server Development Help [L2J]
If your point is to delete all conditions, easieast is to delete all VillageMaster children instances, and edit the used type from Npc template (on db or XML) from (let's say) "VillageMasterDwarf" to "VillageMaster". If your point is to edit conditions, edit checkVillageMasterRace and checkVillageMasterTeachType on whatever children instance. VillageMaster sends back by default "true" to both. -
Help aCis gameserver trouble
Tryskell replied to Charm3R's question in Request Server Development Help [L2J]
And what ? I'm supposed to copy-paste your answer ? Elmoreden's Gods... -
Help aCis gameserver trouble
Tryskell replied to Charm3R's question in Request Server Development Help [L2J]
Not my fault if the dude sharing such customized crap sucks, and if some poor dude are using it. You seem to know better about it. I answered to : -
Help aCis gameserver trouble
Tryskell replied to Charm3R's question in Request Server Development Help [L2J]
All your issues are related to custom databases, which got nothing to do with vanilla aCis. -
Changeset 397 (2224) Geoengine / Movement, Admin commands, Scripts, Bugfixes, Organization Geoengine / Movement - Drop L2D concept. With years, it got less and less uses (was invalid for LoS, and can be calculated in another mean for geopath). L2OFF and L2J are, anew, fully supported. - Fix Z being shifted too high, leading to Z layer misplacement (forts outside wood ladder). Ty Sahar. - Fix geopath heuristics. Ty Hasha/Sahar. - First iteration of multilayer geopath support (Barakiel column, fort stairs/plateforms, etc) using binary heap. Ty Hasha for the implementation. - Fix the 2 IOOBEs related to canSee / canMove (since MoveDirectionType implementation). Ty Hasha. - Fix swim movement issue. Ty Sahar. - Remove the collision radius offset shrinker in order paths being properly executed (notably visible for Attackable stucking in corners). Introduce back some client<>server desync. Admin commands - Addition of AdminCommand model, storing parameters and description of the admin command. - Addition of Pagination class, used to easily cut your data and format it under HTMs. Ty StinkyMadness. - Addition of multiple useful methods into IAdminCommandHandler to cut some target selection redundancy. Ty StinkyMadness. - activeChar > player rename. - Delete all admin HTMs related to skills (data/html/admin/skills). Skills list is generated from //skill list. - Move previous //help logic to new //link command. - //announce without params properly calls the panel. - //help is now generated using adminCommands.xml content. Previous static help system is deleted. - AdminDoor //open_all and //close_all are deleted (no use). - Merge //bkpage with //bk, //knownlist_page with //knownlist. A bookmark name can't be anymore a number. - All related server admincommands are merged into //server param. - All related siege commands are merged into //siege param castleName. - All related castle commands are merged into //castle param castleName. - All related zone commands are merged into //zone show "id"|all|clear, //zone calling the panel. - All related geoengine commands are merged into //geo. - All related pathfind commands are merged into //path. - All related skills commands are merged into //skill and //clan_skill. Greatly improve //clan_skill, allowing to add, delete, add all and delete all skills of a Clan. - All related summon commands are merged into //summon. Generate AdminSummon out of AdminRideWyvern/AdminEditChar content. - All related effect commands are merged into //effect. Merge AdminBuffs with AdminEffects. //effect now handle set, remove and visual parameters. Edit admin panels accordingly. - All related item creation commands are merged into //item. Generate AdminItem out of AdminCreateItem. //item coin can accept radius. Drop //reward_all. - //info over Player got a new look, added collision radius/height infos over Npc. - //runmod is deleted, //instant_move now accepts 0|1|2. - //recall_party and //recall_clan are merged into //recall. - //goto is deleted, //teleportto is used instead. All "goto" subcommands (ch, cw,...) are also renamed "teleportto". - //tele_areas is deleted. - //move_to is renamed //teleport. As L2OFF, it can accept only 2 parameters, being X and Y - Z being calculated based on X/Y coords and actual Player Z. - //polymorph is now a toggle, merging the 4 previous admincommands to it. Delete the possibility to morph into an Item (too much bugged). - //invul and //undying don't work anymore on other targets than yourself. - //para becomes a toggle. Delete //para_all and //unpara_all (no use). - Delete //special (not existing). - Delete all redundant commands ending with "_menu". - //abnormal and //social only affect your current target. There is no more player or radius check. - //ban, //ban_acc, //ban_char and //ban_chat are all merged. Same for //unban. - //kick, //kick_non_gm are merged. //character_disconnect is dropped. - Merge //kill, //res, //heal to new AdminManage, which now use [name[radius]] parameters. Delete //res_monster. Delete AdminHeal and AdminRes. //areacancel is renamed //cancel and moved to AdminManage. - Merge AdminGm with AdminAdmin. Rename //gm to //gmoff. - //ch chId parameter is moved from first to second place (//ch param chId). - Delete //cw "info". It is now part of regular //cw, similar to //siege, //zone, //ch... - Heal/kill/res/cancel/open/close now accept parameters over //admin quickbox. Added a "Cancel" button upon //admin. - Merge //find_character, //find_ip, //find_account and //find_dualbox into //find. //show_characters is renamed //list. Generate AdminFind for it. - Delete //clan_info (collide with //pledge info), //st (collide with //effect visual), //get/reset_skills (you can't ninja anymore skills set of another Player). - Generate AdminEditChar //remove out of //removereuse and //remove_clan_penalty. Add //remove death_penalty. - Drop //forge and AdminForge. Move left //msg to AdminAdmin. Scripts - Optional item (e.g. fish) isn't considered as quest item anymore for 3rd class quest. Ty Hasha. - Add Medusa and BrekaStronghold AIs. Ty Hasha. Bugfixes - Fix 2 NPEs due to AggroList rework. Ty Sahar for report. - Fix AttackableAI NPE over thinkIdle. Ty Sahar for report. - Fix CreatureCast/CreatureAttack NPEs (definitive edition). Ty Sahar. - Fix Doors being non attackable during SiegableHall. Ty Sahar. - Fix registration to SiegableHalls. Ty Sahar. - Fix Devasted Castle guards. Ty Sahar. - Fix BabyPet / Pet skill level. Ty Hasha. - Fix RaidPointManager not being properly saved + few optimizations. Ty AshenOne for report. - Validate teleport location if a random offset is used. Ty Hasha. - Fix invalid PK check over gatekeepers. Ty Dimityr203. - Add few more X/Y/Z check validation upons spawns (quest spawns, minion teleport, pet spawn). Ty Hasha. - Servitors/pets now spawn heading towards the Player, and their distance is moved from 30 to 40. Both Pets and Servitors use the same spawn rules. - Fix Buy shop showing wrong shop quantity. Ty StinkyMadness. Organization - FloodProtector is moved to its own enum, on enums folder. - Add AggroList#getMostHatedCreature for easier usage. PS : Since geoengine doesn't accept anymore L2D format, the exact same geodata is now shared under L2J format. See [url=https://acis.i-live.eu/index.php?topic=1974.0]public sources topic[/url] to download it back.
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Help Spawn protection effect l2jacis 382
Tryskell replied to KaLeDoR's question in Request Server Development Help [L2J]
You have to move the code logic, aka (Config.PLAYER_SPAWN_PROTECTION > 0 && _player.isSpawnProtected()) to (and similar to what already is done with //hide effect) : writeD((!_player.getAppearance().isVisible() && _player.isGM()) ? (_player.getAbnormalEffect() | AbnormalEffect.STEALTH.getMask()) : _player.getAbnormalEffect()); Packets accept defined values, if it accepts a CAR you can't put an ICE-CREAM on it. Abnormal effects are set on the line I gave, and nothing else. Remember, for other players you have also to edit CharInfo. -
Reading the link answer would give you a good clue. It's your environnement which is faulty. Install another version (lower) of mySQL.
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https://stackoverflow.com/questions/51283759/mysql-8-0-11-is-throwing-client-plugin-auth-is-required
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Help Geodata properties [HELP]
Tryskell replied to prostylw1's question in Request Server Development Help [L2J]
L2D format is part of aCis, and since geodata is mandatory since multiple cycles those properties have been removed. L2D format will be dropped on next revision, btw, due to the lack of uses of diagonal checks (was dropped from LoS few revs ago due to invalid purposes, and last use can be done from canGoN + canGoE). Geodata will still be mandatory, and the readme fixed. PS : also, some geopath issues will be fixed, notably heuristics, Z layer being called too high, the IOOBE over canSee/canMove, and maybe, if Hasha got time, the implementation of a Binary Heap to properly climb some specific spaces (Barakiel broken column, stairs with geodata below, etc). -
Help L2 Interlude Craft Manager
Tryskell replied to stalker66's question in Request Server Development Help [L2J]
Your bypass isn't properly cut / variable filled, L2CraftManagerInstance.java:69 can't process it properly at least. -
Help frozen read .java in datapack
Tryskell replied to heladito's question in Request Server Development Help [L2J]
Well, it's not because you copy-paste a good datapack than it makes a good pack. -
Help frozen read .java in datapack
Tryskell replied to heladito's question in Request Server Development Help [L2J]
The libraries you're refering to were part of L2J external script loader, which were dropped from aCis at rev 348 due to the 2min loading process (JDK 8 was causing the issue, somehow, I never tried to understand and dropped it). Now scripts are simply loaded and generated from ScriptData. aCis don't use any external libraries anymore, except the MariaDB connector, which is also used as a connection factory (instead of C3P0). About Java scripts themselves, we remade them from zero, using L2OFF decompiled ai.obj data as validation. I doubt you got any usage of those informations - except if you copy-paste my community work and add it to L2JFrozen. -
My exemple is perfectly fine, and you are actually out of context - I was talking about a "script" folder, and you come and speak about Java being not a script langage. So my Monster being not a monster exemple is perfectly ok. I won't continue on that way, I know you like to troll :).
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As a class named "Monster" isn't a monster. But ty for your participation !
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I would like to thank everyone who helped on the scripts folder. That adventure begun in changeset 126, on June 24th 2011. Many helpers are now gone - some of them since few years already - but their dedication wasn't vain. A lot of work has been done to migrate quests to Java, and we were one of the first fork to initiate the movement (unfortunately, not the first to end it). After 9 years, the quest folder is ended, ending this milestone. :) AIs will be the next, and their functionalities will be improved with the addition of the SpawnManager !
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Changeset 396 (2123) Scripts, Bugfixes, Organization Scripts - Ty Hasha. - Add missing Q501 and Q503. Ty RooT and Hasha. - Rework entirely Quest to be able to handle basic operations without a QuestState. All regular scripts are now QuestState free. - QuestState now extends MemoSet. - QuestStatus enum implementation, SQL is edited accordingly. - Add ElmoderenCemeteryTeleporters, splitted from Q620_FourGoblets. NPC 31919 and 31920 changed to Folk type, moved HTMLs. - Merge GoldenRamMercenary instance with Q628, and edit NPCs to Folk. - Move death event registration from Player to Quest. - Quest loading process is moved from Enterworld to Player#restoreCharData. - Implementation of QuestList, a Player container holding QuestStates. - Entire script reorganization and renames, to fit with future changes. - Complete rework of all Sagas, using dedicated npcIds, itemIds, NpcStringIds. Ty Hasha. Bugfixes - Revert one edit introduced in 395, leading to quest html modified in sysmsg. Ty shyr for report. - Fix rechargeShots bug upon toggle activation. Ty MasterRoshi for the fix. - Edit rank > ranking over clan privileges to bypass MySQL reserved word RANK. Ty Hasha for the fix. - Summons can't trigger pvp flag over their masters upon attack. - Fix SummonAI stackoverflow. - Add missing PRIVATE_STORE_NOT_WHILE_CASTING sysMsg. - Fix bow>melee>bow cooling down exploit. Ty StinkyMadness. - Fix Player rotation over interaction, for both regular and Walkers. Organization - Implement Npc#forceAttack, delete AttackableAIScript#attack and cleanup all uses. - Delete AccessLevel allowPeaceAttack, takeAggro, gainExp concepts. They were defeating the contract about GMs being as "playerish" as possible. - Priviledge > Privilege typo. - Drop unused CreatureMove#canfollow. - Drop few ActionFailed uses. - Move ON_ATTACK call from Attackable to Npc (allow futher custom or non custom usages). - Add few missing NpcStringIds. - BossInfoType stores NpcStringId instead of Strings. - ExShowScreenMessage packet is cleaned up. SMPOS is mandatory. - AbstractGroup#broadcastOnScreen is added. - Npc#broadcastNpcShout and broadcastOnScreen are added. PS : Following SQL update is needed for live servers: ALTER TABLE `clan_privs` CHANGE `rank` `ranking` INT NOT NULL DEFAULT '0'; UPDATE `character_quests` SET `var` = '<cond>' WHERE `var` = 'cond'; UPDATE `character_quests` SET `var` = '<flags>' WHERE `var` = '__compltdStateFlags'; UPDATE `character_quests` SET `value` = 'CREATED' WHERE `var` = '<state>' AND `value` = '0'; UPDATE `character_quests` SET `value` = 'STARTED' WHERE `var` = '<state>' AND `value` = '1'; UPDATE `character_quests` SET `value` = 'COMPLETED' WHERE `var` = '<state>' AND `value` = '2';