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Posts posted by etherian
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first you may try building your own cached
or else depends on what server ure usingif you find this usefull is old but works with any lower Chr
https://sourceforge.net/p/coep/code/HEAD/tree/Trunk/HellBound/Cached/ -
we dont use java in this section
please read before posting
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the only so far who has done such thing using C1 base is smeli
all other data seems to be lost, expired file hoster domains and deleted files from most sites
sry but files shit? let me remind you about that old era when only few could write code for server files and most of them got done via making their own custom ways
there are no C2 or C3 files leak cause they all dissapear when C4 arrived
if you search a bit of history about private/side servers by the time when official was pay to play
you will discover that almost everything got wiped from internet and lot of servers got shutdown
there was a C2 beta files and C3 too but as i said sites dont work anymore they are all offline or expired domainsperhaps if for any magic way you are able to get any old file like c2/c3 era be ready to work a lot cause there is a big sea of unfinished things, bugs, exploits, etc
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hey why so much cabaret\catfight discussion about this
ill rather use last nextdev b4 touching any other old c4
i do not agree with anyone since i used to be with a very old crew back at c1/c2/c3 timesand everything was rly different since L2 was 32 bit exec
C4 was the jump to 64 bits and the doom / decay of lineage 2 ...
we all rejected many new things like sub class
so i wont argue anything cause most of the ''new things'' are boring
we used to play with 2 potions haste and swift, mages used haste and acumen potion
it was tattoo era before everything changed
laters ppl... imo it is a shame to read such things from old players like you 2 guys
i may say only 1 thing over all
i respect Russian developers
cause they did for free what noone did in code/fixes for YEARS
so cyaaa!
Xerxes from Omen of Disgrace
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can close topic
resolved in a dirty way modification
if (crit) { damage *= 2; } effector.doAttack(damage, effected, skill, false, false, true, false); effector.sendPacket(new PlaySound("skillsound.critical_hit_02")); } }
original file
laters ppl
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perhaps the most experienced devs here have things of their own to care
and i doubt they will interested
anyway good luck
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[server]
address="127.0.0.1"
port=2002[CacheD]
address="127.0.0.1"
port=2008
never tryed to run in other machine just a suggestion i read back at C2/C3 times
if they have shared memory why then they can connect via port and ip?thats bcz you can run separated in same internal LAN network or just direct ethernet pc to pc
never had so much machines to do such thinganyway thanks for clarify
hows that ext ? still at gracia final / epilogue ?
im working now for H5 if u make extender for basic high five could be cool
laters
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dunno i got similar problem with that not working
just get hexid and store info in database manuallytry generator from any pack bassed on jserver like l2jdevs
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i hope u like CentOs
x)
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go over grp files...
i have issue with weapon sample range
converted high five weapon dagger for c4 client and did by mistake sword range
it is kinda of a hell of numbers and a small wrong space leads to no encrypt
i wont pay for itemname modifier xD neither npc
but i could be interested if you reach over armorgrp weapongrp etc
anyway... well done -
you need l2off commands full guide
read more tho...
Cursed weapons
you should have config in .ini file
Small guide for 7sings setup://ssq cyclemode manual 0
//ssq setwinner none
//ssq event_period xxxx/xx/xx xx:xx:xx xxxx/xx/xx xx:xx:xx (year/m/d hh:mm:ss)
//ssq seal_period xxxx/xx/xx xx:xx:xx xxxx/xx/xx xx:xx:xx (year/m/d hh:mm:ss)
//ssq cyclemode default 0
//ssq_info
if something is wrong just use it again:
//ssq event_period xxxx/xx/xx xx:xx:xx xxxx/xx/xx xx:xx:xx (year/m/d hh:mm:ss)
//ssq seal_period xxxx/xx/xx xx:xx:xx xxxx/xx/xx xx:xx:xx (year/m/d hh:mm:ss)
olys
//olympiad monthly
//olympiad start
use(example):
//olympiad term 604800 (For 7 days)
//olympiad start
to make olympiad season last 7 days.
do that in sunday and it will have sunday -> sunday cycle.
* How to summon manually those bosses since for example for ant queen I just need to //summon queen_ant *
( if you take epic bosses out of their zone and manually summon
its behavior AI could go wrong )
as example for baium, antharas, valakas they are bound to quest
so i recommend you to clone the epic you want and re-make them as custom
and use common monster aiyou will have to do also the custom npc in client
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project is interlude
https://github.com/LoanX/VanganthExtender
are you trying to make galactic super-mutant weirdo server ?lol
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i forgot most important thing
if you want to run over 1k players no lag
the real setup goes like
1 computer
runs SQL server
handles CacheD and Login server
1 computerruns l2server
1 computer
runs npc server
is a rly old way to setup
but if you want a real good dedicated stuff
you need to make the best internal networksuch as that
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On 3/8/2019 at 1:35 PM, MasterToma said:
There are IO buffer pools, limited to 4, 8 or 16 instances (depending on your machine and chronicles) and the same amount of IO threads. So simultaneously you can send 4 or 8 or 16 packets. And if you have 100 ppl online, at the 00:00 EXTRA 100 packets will be sent (apart from other packets, which are sending or queued for sending).
Also, for L2Server MAX IO thread number depends on number of (virtual as well) processors. So, if you have machine with 4 cores, you will have only 4 IO buffer pools and 4 IO threads. This is pretty the reason for lag. Also, network throughput might be an issue as well. Bot most probably, both.
btw master toma has explained it here
read this again nevermind he is giving you the answer to solve the problem
buffer pool is limited to the io threads logical and virtual cores
40k for pool in l2server and 40k pool for cached is a bit crazy...
you have NASA computer? : P -
try
l2server.ini
IOBufferCount=8192cacheD
IOBufferCount=1024IOthreadcount < --- i do not use that and the option is not in my .ini
SQLExecLimit=5000( i do not use pool setup at .ini config )
if you set amount bigger than your ram is going to lag
and also it will eat lot resources of your computer as virtual memory
but be aware if iobuffercount reachs 0 server will crash
i rly dunno about the broadcast making global lag
never experienced such thing as lazy to settime
and used invalid sunrise many times as mine is custom farm / pvp non retail doesnt matter unless if you run retail then you must use correct sunrise
btw wich server/extender youre using ?
i hope ure not using the L2Patch С4 Shareware for god sake... -
wich OS runs the vps ?
i know debian / CentOs / slackware
and all windows
maybe i couldwill pm you
laters
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i dont use discord...
what do you need ?
i recently compiled Jserver high five from git
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public final class MagicSkillUse extends L2GameServerPacket { private final int _skillId; private final int _skillLevel; private final int _hitTime; private final int _reuseDelay; private final L2Character _activeChar; private final L2Character _target; // private final List<Integer> _unknown = Collections.emptyList(); private boolean _success = false; private final List<Location> _groundLocations; public MagicSkillUse(L2Character cha, L2Character target, int skillId, int skillLevel, int hitTime, int reuseDelay, boolean crit) { this(cha, target, skillId, skillLevel, hitTime, reuseDelay); _success = crit; } public MagicSkillUse(L2Character cha, L2Character target, int skillId, int skillLevel, int hitTime, int reuseDelay) { _activeChar = cha; _target = target; _skillId = skillId; _skillLevel = skillLevel; _hitTime = hitTime; _reuseDelay = reuseDelay; _groundLocations = cha.isPlayer() && (cha.getActingPlayer().getCurrentSkillWorldPosition() != null) ? Arrays.asList(cha.getActingPlayer().getCurrentSkillWorldPosition()) : Collections.<Location> emptyList(); } public MagicSkillUse(L2Character cha, int skillId, int skillLevel, int hitTime, int reuseDelay) { this(cha, cha, skillId, skillLevel, hitTime, reuseDelay); } @Override protected final void writeImpl() { writeC(0x48); writeD(_activeChar.getObjectId()); writeD(_target.getObjectId()); writeD(_skillId); writeD(_skillLevel); writeD(_hitTime); writeD(_reuseDelay); writeLoc(_activeChar); // writeH(_unknown.size()); // TODO: Implement me! // for (int unknown : _unknown) // { // writeH(unknown); // } if (_success) { writeD(0x01); writeH(0x00); } else { writeD(0x00); } writeH(_groundLocations.size()); for (IPositionable target : _groundLocations) { writeLoc(target); } writeLoc(_target); } }
ShinichiYao posted this code in l2jserver bitbucket
so i guess must start looking to make with this then
perhaps in the same post
if crit, set 2 here
change value to 0, it never changes
You're done.
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for example JFrozen have done the fix inside the core
Formulas.calcLethalHit(activeChar, target, skill);
PlaySound PlaySound = new PlaySound("skillsound.critical_hit_02");
activeChar.sendPacket(PlaySound);
now im dizzy
it is a bad way to redone this by custom script isnt it ? will be calling a lag each time the script is executed?i tryed to make something like this in the high five pack of l2devs but still
import com.l2jserver.gameserver.network.serverpackets.PlaySound;
if (activeChar.isPlayer()) { L2PcInstance activePlayer = activeChar.getActingPlayer(); activePlayer.sendDamageMessage(target, (int) damage, false, crit, false); PlaySound playSound = new PlaySound("skillsound.critical_hit_02"); activeChar.sendPacket(playSound); }
ERROR in C:\L2JDevs\game\data\scripts\handlers\effecthandlers\instant\FatalBlow.java (at line 113)
PlaySound playSound = new PlaySound("skillsound.critical_hit_02");
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
The constructor PlaySound(String) is not visible
no matter how much i change the ways there is always a error regarding playsound
i also compiled from Jserver git repo a fresh build but it happens the same
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so is different of what im trying to do
my ideas was to add in the skill mortal blow
<for>
<effect name="FatalBlow" />
<effect name="BlowSound" />
</for>
and then call the sound in BlowSound.java as custom scriptlater i was wondering if it can be done like
if critical hit
PlaySound("skillsound.critical_hit_02"));i dont get why they did it as MagicSkillUse
well perhaps im trying to do this in High FiveJLisvus implemented it but is for C4 and it works
will keep looking how to solve itthnx for the info Tryskell
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if someone is interested
i was thinking to test this
but im not sure if it can be outside FatalBlow.Java
i created BlowSound.Java
data\scripts\custombut i know im missing something
it stills gives errors
everyone is welcome to workaround with this
i used the example of pirama to begin
package custom;import com.l2jserver.gameserver.model.actor.L2Character;
import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
import com.l2jserver.gameserver.network.serverpackets.PlaySound;
public final class BlowSound
{
if (activeChar.isPlayer())
{
L2PcInstance activePlayer = activeChar.getActingPlayer();
activePlayer.sendDamageMessage(target, (int) damage, false, crit, false);
activeChar.sendPacket(new PlaySound("skillsound.critical_hit_02"));
}}
}
laters
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7 hours ago, Sabrent said:
try custom item and skill and it not work
<skill id="55032" displayId="770" toLevel="1" name="Dimensional"> <magicLvl>1</magicLvl> <operateType>P</operateType> <targetType>SELF</targetType> <affectScope>SINGLE</affectScope> <conditions> <condition name="OpCanEscape" /> </conditions> <effects> <effect name="Teleport"> <x>-120313</x> <y>-182464</y> <z>-6752</z> </effect> </effects> </skill> <item id="47811" name="Dimensional" type="EtcItem"> <set name="is_tradable" val="false" /> <set name="immediate_effect" val="true" /> <set name="is_oly_restricted" val="true" /> <set name="handler" val="ItemSkills" /> <set name="is_dropable" val="false" /> <set name="is_destroyable" val="false" /> <set name="is_depositable" val="false" /> <set name="is_sellable" val="false" /> <set name="is_clan_depositable" val="false" /> <set name="is_mailable" val="false" /> <set name="is_commissionable" val="false" /> <set name="is_private_storeable" val="false" /> <set name="is_stackable" val="false" /> <set name="time" val="60" /><!-- Mints --> <skills> <skill id="55032" level="1" /> <!-- Dimensional --> </skills> </item>
taking as example bsoe
<item id="1538" type="EtcItem" name="Blessed Scroll of Escape">
<set name="icon" val="icon.etc_scroll_of_return_i01" />
<set name="default_action" val="SKILL_REDUCE" />
<set name="etcitem_type" val="SCROLL" />
<set name="material" val="PAPER" />
<set name="weight" val="120" />
<set name="price" val="150000" />
<set name="is_stackable" val="true" />
<set name="is_oly_restricted" val="true" />
<set name="handler" val="ItemSkills" />
<set name="item_skill" val="2036-1" />
</item>
<skill id="2036" levels="2" name="Blessed Scroll of Escape">
<table name="#itemConsumeId"> 1538 3958 </table>
<set name="hitTime" val="200" />
<set name="isMagic" val="2" /> <!-- Static Skill -->
<set name="itemConsumeCount" val="1" />
<set name="itemConsumeId" val="#itemConsumeId" />
<set name="magicLvl" val="1" />
<set name="operateType" val="A1" />
<set name="rideState" val="NONE;STRIDER;WYVERN;WOLF" />
<set name="targetType" val="SELF" />
<cond msgId="113" addName="1">
<and>
<player canEscape="true" />
<not>
<player insideZoneId="10501, 10502, 10503, 10504, 10505, 10506, 10507, 10508" />
</not>
</and>
</cond>
<for>
<effect name="Escape">
<param escapeType="TOWN" />
</effect>
</for>
</skill>
the item must have its decay<set name="duration" val="600" />
i guess time must be that
lets see in the operate type i dont think pasive will do the trick
must be immediate effect when the item is destroyed
or in this case consumed or depleted
what happens when you pick up a herb? it bestows immediate effect on the char
<item id="8600" type="EtcItem" name="Herb of Life">
<set name="immediate_effect" val="true" />
<set name="ex_immediate_effect" val="true" />
<set name="material" val="PAPER" />
<set name="is_depositable" val="false" />
<set name="handler" val="ItemSkills" />
<set name="item_skill" val="2278-1" />
<set name="for_npc" val="true" />
<skill id="2278" levels="3" name="Herb of Life">
<!-- Confirmed CT2.5 -->
<table name="#amount"> 15 25 100 </table>
<set name="effectPoint" val="100" />
<set name="hitTime" val="100" />
<set name="isMagic" val="2" /> <!-- Static Skill -->
<set name="magicLvl" val="1" />
<set name="operateType" val="A1" />
<set name="reuseDelay" val="2000" />
<set name="rideState" val="NONE;STRIDER;WYVERN;WOLF" />
<set name="targetType" val="SELF" />
<set name="isRecoveryHerb" val="true" />
<cond msgId="113" addName="1">
<player flyMounted="false" />
</cond>
<for>
<effect name="HealPercent">
<param power="#amount" />
</effect>
</for>
</skill>
well i will search more later but i think this tips might give you a more clear idea of what you must create as custom
im looking if i can make something like BlowSound.Java to fix the mortal blow thingi saw fixes posted in other topics but they dont work
laters!- 1
Someone who can make simple server.
in Request Server Development Help [L2OFF]
Posted
no classic ext server files, go to java section if you want such thing
here you will only get C1 or C4 or Interlude or Gracia Final
thats all