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Tryskell

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Everything posted by Tryskell

  1. I have to move on XMLs in order to test actual (signets) and future (summons, cubics,...) changesets. Plus, it will clean NPEs. So to answer your question, yes, I have to complete skills (at least until file 4500-4599). 95% of skills core side is now written (counting the next revision). Only a couple of missing conditions are actually missing. I committed a thing (signet) which I didn't even fully tested. From the moment I don't move on skills, no effects, so no complete test. Until a real test comes, the doubt will persist. On the exactly same way, I made cubics refactor (future rev 59, still in local) fine too (just tested cubic heal, worked like a charm).
  2. Ty for your words :). I edited first post to be more... interesting. ---- I profite of this post to announce I will stop core developement until skills are 70-80% made. Some refactors and things like cubics && signets need some skills in order to work. Basically, next commits will be reworked skills until 5000 (or such). The next core commit is already written (Cubics / summons entire refactor), but I miss skills in order to test. Signets can't be really tested too, and many NPEs falsify skills tests.
  3. This was to answer the most naive-ly possible to someone who said crap :). Rev 57 is out, geoengine reworked. Use Stazis geodata shared on MxC.
  4. Hi guys, here is my last experience, and surely my next commit :). Geoengine must be tested accurately, but it's a good surprise it works so fine after only 2-3 hours of work -- even for me.
  5. Which chronicle, what pack ? You have to add IChanceSkillTrigger, ChanceCondition, and such.
  6. There is a default drop viewer for IL, both for GMs (by default) or players (via config). You just have to edit it a little after that if you want it looks exactly like the one shown... But by default it exists, config name is AltGameViewNpc, ALT_GAME_VIEWNPC for core. Here is the overview of the code (note: I DELETED IT on my project, but it show you the right code at least). If the droplist isn't as extended as you thought, pickup the players code as a start, and add the GM droplist command... Regards, Tk.
  7. Revision 56 is out, L2Spawn / SpawnTable refactor, which should correct an old bug (rev 20) added with javolution update.
  8. Rev 55 is out, restriction items is back. Bane made an IRC channel, reachable using irc://irc.gamesurge.net/aCis. Firefox got a plugin named ChatZilla, which is free. mIRC isn't freeware. I'm on very often && it's oldschool :). I will answer faster too if you got questions.
  9. But those are magical revisions.
  10. Between 2 forums disconnections xD. Rev 54 is out.
  11. For GameGuard (GG), find a GG emulator. For first problem, you should check class of NPC 35063 (the only one I see, but there is same error higher so perhaps same class or another bugged). Consider uploading your logs file. PS : 35063 is gludio artefact, so you probably got all castles artefacts bugged (at least 8/10 errors). Check in gameserver.model.actor.instance to see if you got L2ArtefactInstance. If you haven't you got your answer. If you have verify checkIfInZone method located in castle.java.
  12. Lol Olympus, I like your description of a "fork". A fork is just a branch of an official project. Taken from ashes, any project except L2J can be considered as a fork, even if some russians / particulars projects like L2JFree had their own developement line since a long time and finally completly detached from L2J developement line. aCis is itself a fork of L2J IL. ----- Nowadays, many people create IL projects with a lot of customs. For "fun server" you can try near anything, but "particulary" (the most updated) those : L2JTeon, L2JBrasil or L2Frozen. They got a lot of custom. I don't think you will be interested by my own project, as it supposed to be "cruel/hard/evil" versus customs, oriented to be as light as possible and retail-like. ----- I have to say FighterBoss proposes an up-to-date precompiled version on aCis board, using latest revision each time. He have written 2 tutorials explaining how to checkout the project. The installation looks exactly like any other server. MxC got plenty of tutorials too if you want to edit sources. Else, take a precompiled version :P.
  13. Hhhhooo, MxC is back ! As Olympus made the remark before (-_-"), revision 48 is out (what what, 3 revisions in a night ? Yeah, I didn't sleep !). To be clear, it is one of my (secret but now revealed !) intention to become part of new projects / servers. Consider it is the achievement of this project. Becoming the core of any IL fresh servers ? Something to be proud of. This is the best publicity you can made for me :D. About the "ninja" thing. I already got discussions with people, some suggested to put timeline private to avoid leeching. In my point of view, a timeline have to be public. It shows the serious of the project & of commits. Serious people who read timeline know - generally - what they search. People use my commits ? Ok, but do you think they can add a whole revision like skills engine refactor without all bullshiting ? You can't add major revisions like that. So basically, it means to move to project itself. ---- I'm happy you consider actual skills are working, Olympus. You surely doesn't know, as you surely didn't check the huge skill commit change, but the goal was to change the whole skill engine without any effect. If you didn't see something, it means basically my huge commit is a 99,9% success :). FighterBoss is right talking about skills behavior. Because it's not only skills effects I modded, this is the whole system. You must test all, from as much as possible cases, even if you think it works. PS : skills aren't c/ped from Freya. At all. They're checked one by one from IL, and completed with Freya. It's totally different. I can't simply copy paste (problem with mana/ skill power / different skill behavior / hitime), else it would be finished with skills refactor, some days ago. PS2 : once again, if you want the project goes faster on points you want (skills in this case), you know the answer. Move from passive spectator state to active developer. I think I was clear about the spectator statut :). You ask on what you could help, but doesn't it obvious ? - All missing XMLs skills have to be rewritten, using IL informations & last Freya "core technologies" aswell. If you do a single error on XML, you will know only when you launch gameserver, and sometimes only ingame, not before. - Some "errors" are reported on forum, but still need confirmation. I need people who search skills informations, from 2007 forums posts around the web. It's long, and using community memories isn't enough.
  14. Well, since the time, you should know the forum address :P. Changesets' comments are written in forum, in the Announcement section. About how I develop, what's the matter ? I would like to see you checking skills one by one on XML... I don't say that as a reproach, as I was aware about the work charge amount since the very beginning, but it's easy to wait for people to make your own fork / server on my project. I'm preparing rev 46, and unfortunately for ya, it has nothing to see with skills : > Friendlist / blocklist complete refactor > Locked subclasses (bb exploits) > L2Party refactor > L2PcInstance doDie refactor (many improvements in clan wars formula) > And many, many fixes/checks + retail messages. If you want it goes faster, you can help correcting missing XMLs. Core is made, so for me the missing DP part is... "optional". Note the use of " " before crying, lol. Some skills need enchantement routes, according to website. And it's long to check what it was existing from what it wasn't. The good new is I finally won't make the item refactor (at least not right now), as it goes really bad to add/correct 10 others XMLs + skills ones. I hate XMLs. So in next revisions, I will revert back the item restriction "engine". That should make all rewritten skills worked perfectly. If you feel this topic is empty without comments of changesets, you can copy paste from the forum. You will help me make the topic "survive" :). Once again, as a simple spectator, don't expect I listen you.
  15. calcSkillSuccess(at least 4 parameters, so don't search with ()) method in Formulas.java It returns a boolean, so you have to make your code inside. Plus, I don't want to bitch, but there is already a Config.DEVELOPER formula integrated. You have to return "rate" variable to "attacker" or "target". Take care, they're L2Character types.
  16. I didn't checked at all, but you surely need to recode some parts, because hero table is cleaned each time Olympiad occurs... Baiscally, heroes are put heroes in EnterWorld, using database entries. In the "hero clean section when olympiad occurs" you have to add a special symbol in an existing column "if column blabla == 999 don't delete the line", or to add a new column.
  17. "Je plussoie" with Trance :). Change 14 for 7.
  18. Revisions 42 / 43 Actually rework classmaster and villagemaster, classmaster finished or near : http://img339.imageshack.us/i/shot00050m.jpg/ http://img443.imageshack.us/i/shot00051j.jpg/
  19. Wrath does damage to CPs, and only to CPs (mobs have CPs where you play ?). For weapon restriction, if you can't read timeline, I can nothing for ya. The skill refactor will be longer than I expected, as I need to refactor items aswell.
  20. It's not precised in your post, but I suppose both possibilities are broken. You use "L2PcInstance player = getClient().getActiveChar();" when it's not even related to playable. public void useItem(L2Playable playable, L2ItemInstance item, boolean forceUse) That means the item "item" used by the playable "playable"... Use playable instead of your player stuff. And indent your code properly... package handlers.itemhandlers; import com.l2jserver.Config; import com.l2jserver.gameserver.model.L2ItemInstance; import com.l2jserver.gameserver.model.actor.L2Playable; import com.l2jserver.gameserver.network.SystemMessageId; import com.l2jserver.gameserver.network.serverpackets.SystemMessage; import com.l2jserver.gameserver.model.actor.instance.L2PcInstance; import com.l2jserver.gameserver.network.serverpackets.MagicSkillUse; public class ManaPotion extends ItemSkills { public void useItem(L2Playable playable, L2ItemInstance item, boolean forceUse) { if (!Config.L2JMOD_ENABLE_MANA_POTIONS_SUPPORT) { playable.sendPacket(SystemMessage.getSystemMessage(SystemMessageId.NOTHING_HAPPENED)); return; } if (playable.getPvpFlag() > 0) { L2Skill skill = SkillTable.getInstance().getInfo(10001, 1); playable.useMagic(skill, true, false); } else { L2Skill skill = SkillTable.getInstance().getInfo(10003, 1); playable.useMagic(skill, true, false); } } } I just pointed the fact to use playable, to use a skill, just check how others items are handled... I only used your code, not verifying if it was good to cast something.
  21. Your telnet.properties can't load because one of variables waits for a number, and there is nothing (surely the password). NumberFormatException : null...
  22. There isn't special file to teleport after TvT :P. Where Tvt ends, add some codes to port back all participants. Check how the "admin_recall" is made, and apply it on a "for" loop. for tvt_members port somewhere If you want an hint, your tvt's end surely got a custom message "tvt is ended blabla". Just make a search via eclipse in your project with this custom message, you will find the good place where to port back players.
  23. This space is given for free by Sido. It is sometimes down or laggy, but hey, it's free :). Make bookmark on timeline if you want last news when forum is down :P. If there are too much problems, I will reuse the old forum. ---- Revision 41 strikes back :)
  24. It only depends how accurate will be your tests :). Already fixed SweeTs reports.
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