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Everything posted by Tryskell
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Help Movement Bug
Tryskell replied to BloOdDiamOnD's question in Request Server Development Help [L2J]
I told you, it's not about ValidatePosition. It's about how different your server<>client position desync is. Since client position is, by default, not editable (and I don't speak about L2PHX and craftable thing), it means you got issues server side. On the image I transfered, you can see green dots being client side location. If those points are too far from red, which is actual server side, then a "teleport" occurs to set back the Player on the track. -
Discussion Price For Source Code
Tryskell replied to L2who's topic in Server Development Discussion [L2J]
Yup, I fully agree with you. I only spoke about minimum fee ever, basic task, based on low wage countries. That's already 3 criterias, which can grow fast. That was to give a first approach of what should be "the real cost". And I agree with you, L2J is somewhat "specialized". Need some time to fully understand how things work, no matter how verbose the code is. Even a regular, Java certified engineer, would take time to understand the big lines. That normally should be another criteria to take in consideration - based on how much actual L2J developers are around. -
Discussion Price For Source Code
Tryskell replied to L2who's topic in Server Development Discussion [L2J]
Don't expect anything near retail in any case, no matter what price you pay. It's really only about "how much work has been done in order I don't have to do it". On Fiverr, minimum is about 5€/basic task for such thing. And we speak about Pakistan, Indonesia, etc. So you basically pay 60 tasks, which is basically nothing when speaking about development of a complete pack. If the dude worked at least the amount of tasks you expect, I would say it's honest. No matter how buggy the sources still are. I know L2J world doesn't understand the price of work, but well... It has to be said. -
Help Movement Bug
Tryskell replied to BloOdDiamOnD's question in Request Server Development Help [L2J]
I can't tell you why it happens specifically on your own sources, since I got no available sources and no will to work on movement, but I can tell you why it happens : ValidatePosition sends you packet because the desync between client and server positions becomes too big. About why desync becomes too big, I can't help you, and you probably won't get any answer in those forums until you accept to pay a talented developer to handle it. On aCis, with the big emphasis about movement rework, some visual tools have been added in order to track such thing. -
Help Error in gameserver [?]
Tryskell replied to 0flee's question in Request Server Development Help [L2J]
RangeGuard line 99 throws a NPE because you getInt "LongRangeGuardRate" while it's probably not set for the template. It's the normal behavior of StatsSet, which is a disguised HashMap, if it can't find the keymap you requested. Not sure if your StatsSet got it, but normally there is a getInt(String, int), with second parameter being default value if failing. -
Help HikariPool error and more, l2jserver
Tryskell replied to dymek1984's question in Request Server Development Help [L2J]
Not sure if that will help you : https://github.com/brettwooldridge/HikariCP/issues/1007 As I suggested, your connection pool probably goes dry due to a leak. -
Help HikariPool error and more, l2jserver
Tryskell replied to dymek1984's question in Request Server Development Help [L2J]
We speak about a connection request which couldn't be set after 30s of wait, I doubt setting it higher would change anything. -
Help Drop Calculation
Tryskell replied to HARDECORE's question in Request Server Development Help [L2J]
Precise drop means if the chance is superior to 100%, another drop chance occurs. If you set the config to False, you will have far lesser drops, depending about your server rates. And no, it doesn't impact server performances - your server make more complex operations when a player is running around for 40s rather than a mob dropping 5 items, so... -
Help Under target skill on monster
Tryskell replied to xristoeli1994's question in Request Server Development Help [L2J]
It's related to client side. -
Help HikariPool error and more, l2jserver
Tryskell replied to dymek1984's question in Request Server Development Help [L2J]
If it's not about HikariCP configurations or a custom which make your connection pool dry, I suppose it's your environnement/hardware which struggle keeping the link opened. -
Help format html in a for() with int and string
Tryskell replied to StarSCreams's question in Request Server Development Help [L2J]
Or simply store a String and not an int, which avoid format operations. To avoid to get inconsistencies between the 2 String array, you can also store it under a pair of String/String, or a Map<String, String> / String[][] - at least the result is reliable and data stays consistant. -
Changeset 391 (1815) Rev 390 bugfixes, Cubics part II, MailBBS, Geoengine, Skills, Organization, Bugfixes Rev 390 bugfixes - Fix Guards / FriendlyMonster which don't see chaotic pets/summons. Ty shyr for report. - Summons can properly attack FriendlyMonster. Ty shyr for report. - Fix Summon follow stackoverflow. - Drop GM onAction shift behaviour, which automatically fixes missing ActionFailed issues (= stuck) over multiple shift uses. - Fix Non-Playable not being attackable in Peace Zones. Ty shyr for report. - Fix SummonItems cast process. Don't consume flute anymore. Ty shyr for report. - Item consumption is fixed (checked on canDoCast, done on doCast). - Remove USE_S1 message over item skill usage. Only item usage message should be sent. - Fix CreatureCast#onMagicHitTimer/onMagicFinalizer NPE. Ty shyr / xTakegawa for report. - Fix missing ActionFailed mackets over INTERACT/FOLLOW. Ty shyr for report. - Fix attackable states for ControlTower, Door, FlameTower. - Proper HP/MP checks over CreatureCast#canDoCast. - Fix invalid interact radius. Ty shyr for report. Cubics part II - Add a 2s cast task (tested on L2OFF for at least 3/8 cubics, I suppose other do the same). Ty shyr for report. - All fireAction() submethods are cleaned up. - Implement CubicList, a Player related container. MailBBS - Fix error upon sending mail. Ty Marcatu for the fix. - Move MailType to enums package. - Various optimizations + 2 potential NPE fixes. - Subject overview is limited to 30 chars to avoid layout deformation. Geoengine - Fix double-layer issue, creature must follow the upper layer. Skills - Fix Pig Chest skillId 2309. Ty RooT. - Fix 4624 skillId. Ty Vonak. - Fix effect power for 4 "chance" enchant routes. Ty xblx. - Add missing ItemSkills handler for Rice Cake. Ty shyr for report. Organization - Implementation of //info, merging GM onAction shift content (summons, players, doors, npcs, statics objects), //summon_info and //npcinfo. The idea is to keep consistancy between GM and regular user behaviours. - Introduce Siege#announceToPlayers(SystemMessageId). - Rework Clan notice/introduction handling. - Add StringUtil#trim method, allowing elegant one-liner over String truncates handling. Bugfixes - Titles are now properly showing 16 chars, not 15. - Fix missing Clan buttons over character restart. Ty djwegas. - Add sps/bsps consumption upon Cubic/Servitor summon process. - SiegeFlag are now immune to Swoop Cannon damages. The task is now backed by a Future for doDie / deleteMe cases. - Drop FestivalMonster#isAttackableBy override (no specific mean). - Doors can now be damaged by regular skills. Walls are still not attackable by anything except SiegeSummon. Swoop Cannon can't target or inflict damages to doors/walls. - Fix orc mystic stat calculation. Ty Hasha. - Fix Admin teleport (Pirate Tunnel). Ty shyr for report. - Fix 3 HTM typos. Ty An4rchy for report. - Fix isMortal() concept ; limit the HP drop to 1 and not 0. - Properly set Attackable aggro over Summon doDie.
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Help mob stats
Tryskell replied to ThelwHelpRePaidia's question in Request Server Development Help [L2J]
Simply cast the value on an (int). -
Help Error with java L2j Acis
Tryskell replied to TexasJunior's question in Request Server Development Help [L2J]
External MMOCore project is deleted on public sources since 3 months, not sure why you speak about it. MMOCore is basically the network core, queuing/sending packets and it was merged with sources since a very long time, on commons package. It was left here because SweeTs didn't know / didn't have the power to remove a project, and I wasn't administrating public sources because of inner lazyness. -
Help Resist / Surrender skills not working
Tryskell replied to Kotegaeshi92's question in Request Server Development Help [L2J]
Hey, mul is is actually wrong, you must add addMul if you haven't it - except if old mul is addMul, but I doubt. An accumulation of resistances would basically make you immune otherwise. -
Help Resist / Surrender skills not working
Tryskell replied to Kotegaeshi92's question in Request Server Development Help [L2J]
Public sources have been pushed to 382, you would be wise to use directly it. Regarding your problem, I don't think I ever saw resists "broken". Malfunctioning, yes, based on used formulas. But not working, I don't remember. You can first activate Config DEVELOPER and see how things are calculated. Maybe it will give you some tips. PS : Holy weapon and such aren't, still, correctly calculated. They are supposed to edit the physical state of an attack, actually they add damage out of nothing. Resists/vulns are supposed to work correctly - since few cycles already ? -
aCis 390 (1785) is up !
Ai system rework - part II, Movement - part II, Geoengine, Debug, Cubic system rework, Admincommands, Skills, RecipeBook, Organization, Bugfixes
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Changeset 390 (1785) Ai system rework - part II, Movement - part II, Geoengine, Debug, Cubic system rework, Admincommands, Skills, RecipeBook, Organization, Bugfixes Ai system rework - part II - ty bowling4soup - Fix following issues introduced in previous revision : - Cast on too far target block other actions. - Fix INTERACT behavior, when already near the target (case of shops, for exemple). - Fix randomly stopping attack action when using poles. - Move updatePvpStatus from doAttack to onHitTimer (in order pvp flag occurs when the hits occurs). - Fix a problem when pushing sell/buy button while being already under animation effect. - Fix SummonItem cast, generating SummonCreature skillhandler - cast of such items can now be properly interrupted. - Add ATTACK intention for nextActionIsAttack() skills, even if skill failed. - Fix an issue over RequestTargetCanceld, rename it to RequestTargetCancel. - Few tasks (effects, hp/mp regen, decay) are now properly disabled over deleteMe(). - Add missing ActionFailed uses over thinkPickUp checks. Ty Djwegas for report. - Rework most of INTERACT behavior (onAction / onActionShift). Attack / Cast - ty bowling4soup - Rework entirely both processes : - Moved all the checks out of doAttack, doCast. Generate canAttemptCast, canDoCast out of it. Implemented hierarchy. - Reorganized getTargetList so that targets are only calculated once during onMagicSkillLaunched. - Generate doToggleCast, doInstantCast, doFusionCasttimeCast to avoid to use regular cast process. - Toggle skills properly stops the Player. Message is sent for both activation/desactivation. - Add missing CHARGEDAM over L2Skill#isDamage() - those skills can now be used as part of CTRL key. - All methods related to isAttackableBy / isAttackableWithoutForceBy are now verified using L2OFF. Movement - part II - Creatures (players excluded) don't use moveToPawn as follow state anymore. Ty shyr for report. - Summons' summon offsets are now secured, and retail-like (8 possible locations). - Fix the desynchronization between multiple direction switch. Ty bowling4soup. Geoengine - ty Hasha Geoengine - Fix GeoEngine#canSee must succeed, if all iterated points pass checks. - Dropped all "getXXXOriginal" methods. - Updated LoS to new logic, dropped redundant methods. Now applicable to all IGeoObjects as targets, not only Doors. - Renamed "canSeeTarget(WorldObject, Location)" to "canSeeLocation" to prevent misplacing, it has different LoS mechanism. - Fix getValidLocation(), which was enforcing geo position, even if tested position was good (item drop position, etc). - Javadoc, cleanup. ABlock - Dropped all "getXXXOriginal" methods. - Updated all methods with IGeoObject - target to be ignored. - Javadoc, comments update. - Dropped all "getXXXAbove/Below" methods, we access these data via "getIndexAbove/Below" and "getHeight(index)" Debug - ty Hasha - Zones now use ExServerPrimitive for visual show. - Add a Player pool of ExServerPrimitive packets for debug usage. Multiple debug can coexist. - ExServerPrimitive are chained when max capacity is reached, to avoid client crash/lag. Cubic system rework - Big cleanup over related files. - Life cubic activation rate is now affected by a %, based on friendly target's percent HP loss. - Life cubics don't heal anymore summons (part of CT1 patch note). - First activation time is now delayed, and not instant anymore. - Summoning an already summoned Cubic now refreshes the timer of already existing Cubic, and don't summon another Cubic. - Summoning a Cubic while being filled up replace the proper Cubic (aka, the first summoned on the queue). Admincommands - Delete following commands : addlevel, edit_character, current_player, char_manage, teleport_character_to_menu, add_exp_sp_to_character, add_exp_sp, remove_exp_sp, setkarma, setrec, settitle, setname, setsex, setcolor, settcolor, setclass, setlevel. - Add //set command, which merge following commands : access, karma, rec, title, name, sex, color, tcolor, class, level, exp, sp. 2 admin panels are dropped, due to //set implementation. - Add //test command, which is a blank command used for any type of developement purpose. - Add //show (clear|move|path) admincommand. You're now able to see movement of any character (player/monster). Skills - Implement AURA_CORPSE_MOB SkillTargetType, used by Festive Sweeper. - Add missing stats on Zealot. Ty babuin.ua. - Add missing ssBoost info on Whirlwind. Ty p0w3rf1y. - Edit power of Wild Cannon. Ty p0w3rf1y. - Shield Slam duration edited from 2min to 1min. Ty xblx. - Drop BEHIND_AREA SkillTargetType (unused). RecipeBook - Add RecipeBook container, handling all recipe processes. - Recipes are now saved/deleted on add/remove, not on Player disconnection. Ty Reynald0 for the idea. Organization - Cleanup "Change Subclass - Action" redundant behaviors. Slight edit on Player#setActiveClass. - Edit all offset related methods from Location/SpawnLocation. Ty Hasha for help. - ItemInstance#dropMe is reworked. - Earthquake packet is reworked. Add missing isNpc parameter, ty RooT. - Put .gitignore rule about log folder. Bugfixes - FloodProtectors class now uses a nano approach, instead of ms. Add MoveTime FP. - Fix Player#disarmWeapon. Ty Djwegas. - Add checks over buy/sell/manufacture processes to avoid packet crafting. - Remove whisper check about equal receiver<>emitter. - Add missing Antharas Earthquake effect, put retail values for Dimensional Rift. - Fix scenario where FREIGHT items are stuck on the ground after dropping them. Ty p0w3rf1y. - Implement missing AcquireSkillDone serverpacket. - More Location#clone() usages. - Shout, trade and all chat aren't blocked by Blocklist anymore. - Fix all int overflow issues. Ty HeeroYuy. - A shop can't be set if pvp flag is currently occuring. - An item buy/sell can't occur if either the shop or the buyer/seller is dead. - Fix few wrong SystemMessage : - Evaluate on null target. - Trade request on null target. - Few retail SystemMessages instead of custom.
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It's too late now, SVN/Git was the only legit way to store your progress. Learn about your error, and use it now. Back in 2009, I destroyed potions system and hadn't knowledge to know what to do to revert it, with such a system it wouldn't happen.
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That's the regular way to learn why you should use a Git/SVN. You can rename your .jar to .zip and be able to decompile from it, but you won't make a project out of it. I don't even count whatever DP side you edited.
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https://www.4shared.com/rar/JHTYMsMI/l2phx-dist.html
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Help l2jacis 370 Zaken
Tryskell replied to xTakegawa's question in Request Server Development Help [L2J]
Reparse them, and share result. devilking did the parse, few years ago. -
In your pack source, each packet is represented by a class. Use L2PHX to see what packet is sent for what purpose.
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Help l2jacis 370 Zaken
Tryskell replied to xTakegawa's question in Request Server Development Help [L2J]
There is no retail data of Interlude. Clueless people stay clueless.