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Found 169 results

  1. Hello, I've started restoring C1 server 2 years ago, 11.2016. Now a lot of has been done, and I'm publishing C1 services and some tools 1. L2AuthD 2. L2LogD 3. CacheD 4. L2NPC, is fully compatible with C1 L2Server 5. NASC • Actually, the first known C1 AI Script compiler. Previous was C0 + binary patches (by kvoxi and others). Just works, has some fixes, which C0 doesn't •pass --extmode to use some extra AIS variables (which are used in SINA PP scripts) 6. QuestCompiler (known from C0 as QuestDataChecker.exe) • Actually, the first known C1 AI Quest Compiler • Original bug, which didn't allow to write huge quests (like Coins of Magic) is fixed 7. PetitionD • This one is still from C0. I haven't ported it to C1 yet 8. L2Server To be done in September 2019 9. LCC (Lineage Compiler Collection) - one tool to compile all *pch Can compile itemdata.txt, skilldata.txt, npcdata.txt and category.txt to pch files 10. MacroCompiler Is fully restored now and works like original one from C0. 11. L2DataPack Script pack is added. 12. PathMaker is ready Feel free to test it, I will try to fix all bugs (both, origin and my one). C1 installer, + patched system (multi-window + Win7 support) I would like to say help for other contributors: @smeli for helping with porting AuthD to support C1-C4, C6 client protocols with extenders (based on C1, like SINA) @lordofdest for porting numerous of CacheD packeet handlers @Renege for porting all admin packets, BBS packets @Pulentolento for support on CacheD admin packet handlers @MimisK for testing L2NPC and CacheD @zconll for extensive testing of NASC, L2NPC and CacheD and reporting all possible bugs
  2. VoteSystem ICPNetworks 2.7 L2j e L2OFF It follows as promised the VoteSystem ICPNetworks 2.7 updated and working on L2j, L2j Russian based and L2OFF servers. Create a folder on your website and access it through the browser to set up the voting system. Exemple: Configure with your database: Always configure this way: row 1 = Top ID / row 2 = Token Download VoteSystem A file password is: ByIvanPires Credits: IvanPires
  3. I need help to manipulate it as a passive skill, including conditions of use, to use VanganthExtender Interlude. I want to include passive_conditions in the skilldata.txt file
  4. Hi, I am looking for help of how to remove quest from transform_teacher class so people do not need to make "More Than Meets the Eye" quest to learn subclass specification skills. Edit: title addition and grammar fix
  5. Hey, Currently to enter Frintezza and Freya I must be part of command channel. I wish to remove this requirement and be able to enter it with a single party of 9. Unfortunately I can't find a way how to do so. Setting min_user=2 does not seem to help and it still requires command channel. instantzone_begin id=136 name=frintessa_battle max_channel=5 max_user=45 min_user=2 duration=120 time_limit=5760 reset_binding={06:30;{0;2;4;6}} entrance_cond={{check_level(1);80;85}} delete_no_user=30 required_item={} deleted_item={} remove_buff=0 start_pos_type=designatory start_pos={{-88015,-141153,-9168}} order_end_pos_type=origin order_end_pos={} disorder_end_pos_type=origin disorder_end_pos={} door_list{"deleted from this code example bc too long"} area_list={} spawn_npc=yes associative=yes instantzone_end Is there a way to do this command channel requirement optional and not "must have" without fucking up whole AI class?
  6. After siege ending a clan leader who castle owner's in 24h period can setup the siege date from siege's date list. This is specified in Siege rules. But server don't processing siege data from client. So, you can craft the packet from server CastleSiegeInfo to client (if you want select the crafted date in ComboBox element) or from client RequestSetCastleSiegeTime to the server and setup your custom date. Checked on L2OFF Vanganth IL pack. Period for changing siege date not processing aswell and you can make a changes in anytime and unlimited times. All what changed after 24h, it's only hidding the ComboBox for selection siege date in client, but... Was crafted date in "Sunday, 21:08" and many others. Possible this works on the other L2OFF packs. Have fun!
  7. Fixes Quest % high Tested Mods Protection I do not know, my extender no have Skill Sets passive skill any fixes Custom NPCs Drop All raid boss coin Event medal Spawn npc All town Event Coliseum Event custom raid boss teleport giram, is not 100% Ai.obj % Cleaning Bugs Report Raid boss = Locks 2 second Geodata-nextDev no 100% Skill Fades away restart cached Duration spent to do 1 year 6 months 6 hours per day In game Start in windows server 2003,2008 or 7 No have backdoor Download Servidor Donator $ Paypal for pm email
  8. Hello everyone! Let's talk about platform choices for x1 servers. Some people are claiming that java platform is better for x1 high five. What do you think ?
  9. Hello, since many of my clients had problems regarding to webhosting (specifically for acp panels) they did not know that the problem was the hosting company all the way from start. So for those who are interested in knowing if their host is compatible with their l2off server SQL Server connections this is a simple tool for debugging porpuses. This tool was originally for my customers to know if their host is supporting my panels. Create a new file test.php and then add the following code inside, then edit the $host, $user, $pass and open your and you will know what kind of connections you can use simple and easy. This is not only for newbies its a tool that can help developers in general. it has been tested in all versions of PHP 5.6+ and it works. successfull message looks like this: it will print few names from database. It uses 5 kind of connection types mssql_connect, sqlserver_connect, odbc_connect, PDO (dblib, sqlsrv, odbc), mysqli_connect Code: [Hidden Content]
  10. All, I'm developing an API for NODEJS that supports L2OFF and L2J (in the future) Here's the module: I'm adding more functions and I would like to you help me with the password encryption algorithm. This is an open source project. Feel free to contribute in Github.
  11. Hello, Here is a nice script in perl used for generating skill_pch.txt and skill_pch2.txt for AdvExt h5 pack. I used strawberry perl portable for running Credits: Sauron Good luck :)
  12. Interlude Server + Patch l2oep Servidor Client DLL Modx64 by manton necessary key for load CREDITS-JAMBA Prints
  13. Anybody can tips me some description for AI parameters of NPCs? Currently GF server. At first, me interest what is it this a param for NPC in ai.obj: myself.p_state != 3 This uses in this timer: EventHandler TIMER_FIRED_EX( timer_id ) { if( timer_id == 2001 ) { if( gg::GetAbnormalLevel(, myself::Skill_GetAbnormalType( SelfBuff ) ) <= 0 && myself.p_state != 3 ) { if( myself::Skill_GetConsumeMP( SelfBuff ) < && myself::Skill_GetConsumeHP( SelfBuff ) < && myself::Skill_InReuseDelay( SelfBuff ) == @FALSE ) { myself::AddUseSkillDesire(, SelfBuff, @ST_HEAL, @AMT_MOVE_TO_TARGET, 1000000 ); } } myself::AddTimerEx( 2001, 10000 ); } if( timer_id == 2002 ) { if( myself::Skill_GetConsumeMP( SelfBuff ) < && myself::Skill_GetConsumeHP( SelfBuff ) < && myself::Skill_InReuseDelay( SelfBuff ) == @FALSE ) { myself::AddUseSkillDesire(, SelfBuff, @ST_HEAL, @AMT_MOVE_TO_TARGET, 1000000 ); } } super; } If someone have a link for description of other params thanks in advance.
  14. Hello, I was looking for information about the L2OFF platform starting from the basics and couldnt find sufficient stuff in english, mostly russian that I couldn't understand so I thought about starting a series of topics about it, posting what I have found till now, this will be the first one. Here we will try to understand the structure of skilldata.txt that is the basis for skill behavior in a Lineage2 server. If you open skilldata.txt the first skills you will see are Power Strike, Dash, Mortal Blow. Let's take a look at the 1st one. skill_begin //denotes the beginning of a skill entry skill_name = [s_power_strike11] //sets how the skill will be referred by in other files /* [파워 스트라이크] */ //name of the skill ingame skill_id = 3 //the ID of the skill, which is also used to calculate the skill IDs in skill_pch.txt level = 1 //internal counter of skill level, also used for the skill IDs in skill_pch.txt operate_type = A1 //Active skill of Type 1, which means it will have an effect of i_ (instant) type magic_level = 3 //Actual skill level used to calculate land rate effect = {{i_p_attack_over_hit;25;0}} //Instant type effect (i_) which in this case inflicts physical damage (p_attack) with overhit capability (over_hit) adding 25 to caster's P.Atk and 0 skill critical chance operate_cond = {{equip_weapon;{sword;blunt}}} //Here are the conditions that have to be met in order for the skill to be castable is_magic = 0 //As zero means false in programming, when a skill is not magical it is physical mp_consume2 = 10 //In L2 mp is consumed in 2 stages during skill usage, when you start casting a skill and when you finish casting. Physical skills are the exception, and they consume mp only when they are done casting, in this case 10 mp cast_range = 40 //this is the max range that the character can be from its target in order to start casting effective_range = 400 //this is the max range the target of the skill can reach before the skill cast is cancelled skill_hit_time = 1.08 //base skill cast time in seconds, gets modified by Atk.Speed/Cast.Speed to calculate final cast time, depending on the is_magic parameter skill_cool_time = 0.72 //this is the time in seconds the character who cast this skill will stay "locked" in place unable to make another move, waiting for the skill animation to finish skill_hit_cancel_time = 0.5 //this is the time frame during which a skill can be cancelled after being cast reuse_delay = 13 //base skill reuse time in seconds, gets modified by Atk.Speed/Cast.Speed depending on the is_magic parameter attribute = attr_none //attribute of the skill, in these older chronicles everything is attributed, from weapon damage to skill damage and debuffs effect_point = -52 //aggression points to be subtracted from the target and added to the person casting the skill (not sure that is how aggro works internally, only a guess) target_type = enemy //this is where u set what kind of targets can get affected by your skill, enemy means u can use it on anyone, even party members as long as CTRL is pressed. enemy_only on the contrary cannot be used on party members affect_scope = single //here you set the scope of the attack, whether it can hit AOE or only single targets affect_limit = {0;0} //minimum and maximum number of targets that will get hit if the skill is characterized as AOE next_action = attack //what action will be taken after the skill finished casting, here it will start autoattacking ride_state = {@ride_none} //this sets if u can cast the skill while mounted on a strider/wyvern, in this case it's not allowed in any ride state skill_end //denotes the end of a skill entry Ok now let's look at Mortal Blow which has a little more complicated effect, but still very similar otherwise It's also an Active Type 1 skill, which means it has an instant effect on the target and only that. Other types of active skills have different effects which we will see next. Now this effect is a fatal_blow which gets affected by crit. damage buffs/passives/jewels, it adds 73 to P.Atk, almost 3 times as much as Power Strike (that is why stabs are much less affected by your P.Atk stat and even a No-Grade dagger can hit hard), the 200 should be a modifier for the land rate based on the position (front,side,back) of the target but I am not sure, the last 0 is the skill critical chance. An interesting case is with fear type skills, such as Curse Fear, Word of Fear, Sword Symphony, Horror, etc Instead of having an activate rate and a stat that resists it, this effect takes 2 arguments, the first one should be the duration and the second one the land rate (most probably, or else its the reverse). You cannot change the basic property that resists it easily without altering the effect inside the l2server.exe. Sword Symphony as an AOE skill of the same type has half the duration and the same land rate ( effect={{i_p_attack;229;0};{i_run_away;15;20}} ). Antharas & Valakas fear being also 30 seconds, and the fact that several skill enchants of fear type skills for chance or power increase the second parameter, it should be [i_run_away;duration;chance] indeed, except if ncsoft made a mistake there. Now let's look at Dash which is a little different This is a Active Type 2 skill, which means it can have up to 3 types of effects (instant [i_xxx], continuous (pump) [p_xxx] and DoT (tick) [t_xxx]) and all of them can only affect the target of the skill. Dash in particular only has a continuous effect p_speed, {all} means u can get the speed increase in any armor type, "diff" means the number before it will be added to the stat, so it adds 40 to Speed. If it was -40 it would subtract that from Speed. In other skills you may see "per" which means the number before it is a percentage modifier, so 100;per would mean increase by 100% or basically doubling the base stat. target_type is self of course, so it affects the caster only regardless of what target is selected. Let's have a look at another Active Type 2 skill, this time Stun Shot skill_begin skill_name = [s_stun_shot11] /* [스턴 샷] */ skill_id = 101 level = 1 operate_type = A2 //again, Active Type 2 skills can have both a continuous (pump) and instant type effect, and those effects will only affect the target magic_level = 34 effect = {{p_block_act};{i_p_attack_over_hit;287;0}} //continuous effect of stun and instant effect of physical attack damage with overhit capability adding 287 to P.Atk and with 0 skill critical chance operate_cond = {{equip_weapon;{bow}}} is_magic = 0 mp_consume2 = 69 cast_range = 900 effective_range = 1400 skill_hit_time = 3 skill_cool_time = 1 skill_hit_cancel_time = 0.5 reuse_delay = 10 activate_rate = 50 //this is the base land rate of the skill, in percentage. the final land rate takes into account the skill magic_level and the target level (not sure about caster level) lv_bonus_rate = 1 //this is a boost modifier based on the level difference between the target level and the magic_level (my guess), in some skills (entangle,power brake, sleep, etc) you can see an even higher bonus [2] basic_property = con //this is the stat that is used to calculate the resistance to landing the continuous (pump) effect part of the skill abnormal_time = 9 //this is the time the continuous (pump) effect will last onto the target abnormal_lv = 1 //this is the abnormal level of the continuous (pump) effect, used for calculating success of cure poison/bleed and overwriting of abnormal states (buffs as well as debuffs) abnormal_type = stun //this is the category in which the continuous (pump) effect debuff falls into, used in conjuction with the above attribute = attr_shock //the attribute of the skill effect, used for calculating resistances to damage and/or land rates effect_point = -327 target_type = enemy affect_scope = single affect_limit = {0;0} next_action = none //after casting stun the character doesnt autottack, it just stands still if the user doesnt do anything abnormal_visual_effect = ave_stun //this instructs the client on whether to show stars around the head of the target (stunned) or a white sphere (sleeped) etc. debuff = 1 //this instructs the client on which place it will show the skill (de)buff icon, 0 is for buffs, 1 for debuffs, and 3 is the special bar reserved for HoP/CoL/GH heals. What is funny is that in C5 the GH heal over time buff was placed along side Heart of Paagrio and Chant of Life, in Interlude ncsoft decided it should take space in the buff bar, making it even harder to keep up without throwing off buffs when healing in full buffed pvp. ride_state = {@ride_none} skill_end Next are Active Type 3 skills, like Blinding Blow, Punch of Doom, Aura Flare Active Type 3 skills are very similar to the previous type, but the difference here is that the instant effect is always inflicted on the target, whereas the continuous (pump) effect always affects the caster. In this case, the stab damages the target with 2751 added on P.Atk, a 150% modifier for the land rate and 0% chance of a skill critical. The speed bonus is like the one we saw in Dash and it will be present on the caster's buffbar. activate_rate is -1 which means the caster will get the speed bonus buff at a 100% chance, abnormal_time = 10 means it will last 10 seconds. Following is PoD It inflicts a physical attack with 4580 added on P.Atk with 0% skill critical capability on the target, and as a continuous effect it blocks all actions on the caster with an abnormal visual effect of stun with a 80% base land rate. lv_bonus_rate is 2 so if let's say the caster has deleveled 5 levels since he acquired PoD at 55, the difference between his level (50) and the magic level of the skill (55) will be multiplied by 2 and give a 10% bonus land rate on the self stun. Aura Flare is also similar Instant effect of magical damage with 39 added on the square root of M.Atk and a continuous effect of 50% reduction in pvp magical skill damage. The i_ affects the target, the p_ affects the caster like before. Activation rate is again undefined (-1) so the caster will get the damage reduction debuff at a 100% chance, and it will last 3 seconds from each time it finishes casting. Vengeance Same things here, the instant effect targets all non-friendly (N)PCs around the caster with a range of 200, as this skill has a point_blank scope. It will always affect up to 10 targets if it can find them, there is no randomization in that. Adds 5400 to P.Def and 4050 to M.Def regardless of armor type, as the {all} suggests. and Evade Shot follows the same pattern, adds 2020 to P.Atk without being able to crit, and gives +6 to evasion in any armor type the caster is wearing. Next are P type skills which are passive skills Long Shot adds 200 to the attack range as long as a bow is equipped. The effect is always on, as long as the conditions are met. Mana recovery will increase the base mp regen of the character by 20% as long as the main armor piece equipped is of type robe {armor_magic} Final Frenzy will increase the base P.Atk of the character by 32.9 as long as the HP is under 30%. Totem Spirit Bison also contains this same effect for its 30% HP bonuses, but also has the 2nd version of this effect (p_physical_attack_by_hp2) which is activated at below 60% HP. Let us look at some T type skills now Chameleon Rest is a Toggle type skill which means it can contain continuous (pump) effects as well as consuming effects. Toggle skills are always on until the consuming effect doesnt have anything to consume any more. Here, c_rest is very similar to c_mp, but has a hard-coded aggro avoidance inside the effect, consuming MP at a rate of 1 mana point per second. The number 3 after it denotes how many server "ticks" must pass for it to update the consuming process. A tick in L2 is 666ms so the skill will show up as eating away at 1,99 MP every 1,99 seconds in the client. The secondary effect is of continuous (pump) type and will add to the HP regen a total of 5 points in any armor type the character is wearing. This skill will also consume 2 MP each time it is activated apart from the DoT on the MP, next_action is sit and indeed after using the skill the character sits down Fake Death is another skill of the same type, this time c_fake_death consumes 10 MP per second, and ingame it will show up as eating away at 33.3 MP every 3.33 seconds. c_fake_death also sends a signal to every mob attacking the caster that he is dead, the same signal that is sent when a player actually dies. But because of the continuous (pump) effect p_avoid_agro being only 70% chance, some mobs will reagro that same exact moment. In C1 p_avoid_agro didn't have a chance parameter, it was hard-coded 100%. That is why Fake Death was 100% successful back then. Another popular skill of toggle type, Soul Cry will consume 2 MP upon activation, and then 1 MP per second internally on the server. However on the client it will show up as 3.33 MP every 3.33 seconds. Arcane Power is next Everyone is familiar with this skill, it is the bread and butter of high level nukers. It gives a 30% boost on the base M.Atk using all weapon types, it increases the initial cast MP cost of all spells (that's mp_consume1) by 10%, and consumes 50 HP per second appearing as 166.5 HP every 3.33 seconds ingame. Last toggle skill example is Fist Fury, consumes 8 MP upon activation, and then 13 HP per second server-side and 17.3 HP per 1.33 seconds client-side. It will also increase the base Atk.Speed by 25% for all armor types. As we have talked about HP and MP DoT skill effects on toggle skills it's time we also see some examples for DoT skill effects on Active skills. The unique Sorceror/Sorceress skill that noone ever used because ncsoft was so stupid at balancing DoT type spells after soulshots/spiritshots/buffs became the defacto standard in pvp, they are only ok if you pvp without shots and buffs, like in Beta/Prelude. The t in t_hp stands for Tick and specifies damage over time (DoT) effects. In Decay it will consume 77 HP per second showing up as 51.3 HP every 666ms in the game, which makes it one of the fastest updating DoTs in the game, along with Orc Mystic DoTs. To say some things about the rest of the parameters, it's a magical skill so it will consume spiritshots, takes 13 MP on cast and 52 MP on finish, can be started casting at max 600 range, will cancel casting if the target goes further away than 1100 range, has a 4 second base casting time, no "freeze" time as all magical skills, a typical half-second cancel time, 6 seconds base reuse, 70% base land rate with a normal lvl difference bonus, gets resisted by WIT, lasts 15 seconds on the target, has an abnormal level of 5 and a type of dot_attr, it's attribute is Earth type so Earth resistance will make it land less, provides 457 agro points for the mob AI and cannot target party members. It's a single target spell with a visual effect of bleeding type skills (Bleed,Sting/Chilling Flame) and is placed in the debuff bar. Healing potions are a skill too, updating every 1.99 seconds for 16/48/100 HP depending on the type. Touch of Life is an interesting one It has all 3 types of effects, instant/continuous/dot, first it heals 50% of the target's max hp, then it adds 50 HP per second appearing as 166.5 HP every 3.33 seconds, and lastly it adds +60% to the base resistance for buff cancelling and +30% to the resistance for debuff attacks. Also it increases healing effectiveness on the target by 30%. Doesn't consume any mp at all, altho it consumes 1621 HP on cast. Vortex spells also have 3 effect types. Fire Vortex adds 140 to the square root of the caster's M.Atk, hitting with overhit, reducing 10% base Speed, 30% Atk.Speed, 10% Cast.Speed of the target in all armor types, increasing the fire damage received by the target by 20% and consuming his MP by 12 every second, appearing as 39.96 MP every 3.33 seconds. Abnormal_type for all Vortex spells is multi_debuff and they are all of abnormal level 1 so they will overwrite each other when cast on the same target. Interestingly Arcane Chaos also shares the same type and level so it can overwrite and get overwritten by Vortex spells just the same. Next are AOE (Area of Effect) skills This type of skills can have several different affect scopes, like range, point_blank, fan, square, square_pb. Poison Cloud in particular is of type range, which means it casts onto a ranged target, in this case up to 500 units away from you, and when it finishes casting on the target it spreads in a circle around it, in this case in a 200 unit radius. It can't be cast on party members as it's enemy_only, and it will only affect non-party/non-clan members that are hit inside its radius, as the affect_object is not_friend. Below is a schematic of the different types of AOE : Sonic Storm is the ranged AOE skill of the gladiator. It also has a 500 max cast range and it will hit around its target in a 150 unit radius. This one CAN be cast on party members as it of target_type enemy but it will not hit party or clan members around the target. When it lands it will hit a random number of targets between 5 and 12. Sonic Buster is the close range AOE skill of the gladiator. It can only be cast from melee range (40) and as far as who it can be cast and who it can affect it's the same as the previous one. The difference is in the shape of the attack. Fan means that it creates a cone like shape, just like the red part in the image above. There are 4 parameters in the fan_range which affect how that will look like. The first one is always zero and I suspect it is used to move the center point of the circle ( or point of origin) forward or backwards. The next one is the center of the viewpoint by which you can direct the "looking" angle of the cone. Imagine it like the following : Angle Mapping 0 means it will create the cone at the exact direction the caster is facing, 180 means it will hit at the back of the caster, -15 means at a slight angle to the right, 15 at a slight angle to the left. In Sonic Buster's case the cone will have a straight ahead orientation. The next number is the circle radius, the blue one in the fan part of the AOE schematic. So it will have a blast range just like Poison Cloud, and 50 more than Sonic Storm. The final number specifies the arc of the attack in degrees, the circular sector formed by centering your view in the viewpoint suggested by the 2nd parameter and then forming an angle as wide as this last parameter. As this is180° Sonic Buster will hit 5-12 targets that are located in front of the caster at a maximum range of 200 units from him. Basically a semicircle. In contrast let's have a look at Wild Sweep that has a much narrower front arc If you ever played a low level pole class and used this skill in catacombs you will remember that it wasn't hitting a lot of mobs if they weren't aligned perfectly in front of you. That is because of it's fan_range parameters. Like the previous ones it casts from melee range, and it's point of origin is 0 so the next calculations will start directly at the point the target resides at. The orientation is straight ahead again since the second parameter is 0°. The 3rd parameter is 80 units and is the radius around the target, which is quite small. The final parameter being the arc width, is 30° less than the other skills, so it will hit 75° to the left and 75° to the right the character is facing. Whirlwind is the bigger brother of Wild Sweep, and is a much better skill for AOE because this one is using point_blank scope, which means it will hit at a circle around the caster. The radius in this case is 150 units and it will not hit party/clan members, randomizing the successful target hits between 6 and 12 if there are more than the minimum in its hit radius. And now some Boss skills which are more interesting This is the attack Antharas does with his mouth spitting red sparkles in front of him, it is a magic attack curiously, it is a ranged attack that can cast on a target up to 500 units afar. The interesting part is that it hits in a rectangle area rather than a circle. The ncsoft programmer made a mistake naming this scope square, as a square has equal length in its sides and this scope produces rectangles, usually of unequal length sides. Anyway the fan_range now changes somewhat as to what it specifies. The first 2 are the same as before, so in order of these parameters, the skill calculations will start from 0 range of the target and the orientation is straight forward. The next 2 numbers are the length and the width of the rectangle, so it will hit those who are 1200 units long and 300 wide in front of the target he casted the skill onto. This one is really nice It's the tail smash he does when he turns to look behind him, this one is like the one before it except now its of type square_pb meaning its the point blank version. As it is PB, it doesnt have a cast or effective range, skills of this type don't need a target, like the warlord's whirlwind. The fan_range though has exactly the same meaning as on the Antharas Mouth attack. In order, range calculations start from 0 range of the caster (Antharas), the orientation is 180° rotated so it hits at the back of where he is facing, the length of the rectangle will be 1500 units and it will hit 400 units wide. These two are the attack Valakas does with his left and right claws on the ground. From the shape the skill animation leaves on the ground it's apparent that the rectangle is about twice as long than it is wide. And that is true if you check the fan_range, it has 250 units length and 160 units width. The angle is 15° for the left, and -15° for the right one which corresponds exactly with the angle mapping given several lines above. Valakas's Tail Stomp leaves a long firey dragon mark on the ground and as you can see from the parameters it is 1000 units long 120 units wide as it should, the orientation being 180° hitting in the back as it should. Quite the opposite happens with his Tail Lash that stuns and throws people away in his back. As you can see from the skill animation the tail goes left and right pretty wide, 500 units wide to be exact, but it will only hit PCs that are close to his tail, 250 units far. The last type of skills we should talk about are the ones that have a static reuse time. All Hero skills fall in that category, Miracle/Berserker/Valor have a set 20 min reuse time, Grandeur/Dread have a 5 min reuse time. What makes them behave as such is the is_magic=2 parameter. This will make them use spiritshots, be affected by M.Atk for their land rate and by Cast.Speed for their cast time but the reuse will remain as set. This was very stupid from ncsoft as non-mystic classes were basically excluded from properly using the Hero debufs. Also Hero UD having an extremely long duration but that is another story... Invocation is another good example. Invocation will use spiritshots and cast faster with Acumen/Zerk/etc many times fooling players into thinking that using all those will make it reset faster. But the truth is it will always reset at 15 minutes no matter what. ============================================================================================================= To sum it up for operate types (what effects can be used): A1 - Active skills with instant effects on the target A2 - Active skills with instant, continuous (pump) and DoT (tick) effects on the target A3 - Active skills with instant effects on the target and continuous (pump) effects on the caster P - Passive skills with continuous (pump) effects T - Toggle skills with consuming and continuous (pump) effects on the caster Target types (what is a valid target for the skill): enemy (without holding CTRL only mobs/wartags, with CTRL pressed anyone) self (skill targets self automatically, happens transparently on L2OFF, only changes client target on L2J) enemy_only (can't be cast on party members or non-flagged non-wartags even with CTRL pressed) none (used for toggle skills that have no target) holything (can only target the castle altar, used for the Seal Engraving skill) target (needs CTRL for mobs or flagged PCs) summon (automatically targets summon) door_treasure (only usable on doors and treasure chests) pc_body (only usable on a dead player body) npc_body (only usable on a dead NPC body) others (cannot target self, only other players) item (only usable on inventory items) Affect scopes (first level of target filtering, also defines the shape of the attack for AOE types) : single (only affects current target) party (affects all party members) range (AOE skill that hits in a radius around a ranged target) fan (close range AOE skill that hits in an arc shape) point_blank (AOE skill that hits in a 360° radius around the caster) dead_pledge (only affects dead clan members) pledge (only affects alive clan members) square (hits in a rectangle shape starting on a ranged target) square_pb (hits in a rectangle shape starting from the caster itself) none (used for weapon SA and cubic skills) Affect objects (second level of target filtering, using the results from affect_scope): friend (will affect party or clan or non-flagged targets) not_friend (will affect any target which is flagged or a wartag or a mob) undead_real_enemy (will affect any object classified as undead) all (will affect anyone for example Battle Symbol skills) clan (used for mob clan buffs) Please provide any info on the things I said I am not sure about if you know something, and also any mistakes I made. Thanks for reading and keep on sharing the knowledge
  15. The tool for parsing and analysis L2OFF server data. At this moment available only map/spawn territory viewer. Changelog + Added Map Explorer with layers support. + Added npcpos.txt data parser. + Added NPC territory velidations: names, geometry. + Added NPC Position viewer with coords checker. + Added territory spawn editor. + Added supporting any amount of chronicles. Default: High Five. + Added radarmap verification service. P.S. If you interests for continue developing this project, then i will glad to see any constructive suggestions. At this moment program develops in my desires way. Download program here.
  16. Hello, just attached the CachedExt.dll and IlExt.dll to the C4 PP Release and it seems to be working great. But, once I try to log in the server it automatically disconnects me. Also, there are no signs of any error on the L2Server, therefore, is there any way to debug it? I think there must be something wrong with the Networking which must be changed to C4 method on the Extender's sources.
  17. Like in title says. Me need retail this file, not from share with x3 rates. Thanks in advance.
  18. Maybe will useful for any L2OFF/L2J developers or admins. Thanks @eressea for info. Line format: where, [TIMESTAMP] - date time in format - 11/18/2018 14:58:19.061. Java format - "MM/dd/yyyy HH:mm:ss.SSS"; [CHAT_TYPE] - integer chat type (starts with one space); [SENDER_OBJECT_ID] - object ID of sender; [RECIEVER_OBJECT_ID] - object ID of reciever if it's PM message. Otherwise always 0; [SENDER_LOC_X] - sender X coordinate; [SENDER_LOC_Y] - sender Y coordinate; [SENDER_LOC_Z] - sender Z coordinate; [MESSAGE_TEXT] - message text with replaced all "," (comma) to " " (space) symbols; [SENDER_NAME] - the sender real name (case sensetive); [RECIEVER_NAME] - the reciever real name (case sensetive) and optional. For non PM chats this param "" (NULL). Example: if you wtire the PM message like ["rootware test message.] then will used in log file the real name Rootware. Log example:
  19. LINEAGE 2 QUEST DROP RATE CHANGER FOR WHAT DO YOU NEED THIS ? : If you want increase quest item drop rate automatically , this program will be usefull , since to edit quest item drop rate you need edit ai.obj , find target random function , and taking in account that Lineage II (c4) have : -305 quests. -967 random functions related to quest item drop chance. (aprox value) -650 npcs that gives one or more quest items. (aprox value) Can be really weird task to adjust all quest drop rates of your server , and users just will ignore quets since usually them do not match with server rates , they probably level up 2 or 3 times before end quests of their level , and even if you increase quest reward probably doing a quest do not worth so L2 at least old chronicles , became just farm game . --------------------------------------------------------- WHAT THIS PROGRAM DOES : This program is able to scan all AI.obj NPC classes and determine the exact random function where each NPC decide to drop a quest item once he die. Then it find the random function and replace constant numbers for a variable that user can understand and edit example : class 1 medusa : warrior_agresive{ int 2_1_testimony_of_fate_medusa_ichor = 2; //== int 100_50_test_of_the_war_spirit_hermodts_rib_bone = 50; //> EventHandler MY_DYING i0 = gg::Rand( 100 ); if( i0 > 100_50_test_of_the_war_spirit_hermodts_rib_bone) { if( myself::OwnItemCount( c1, @hermodts_rib_bone ) == 0 ) { myself::GiveItem1( c1, @hermodts_rib_bone, 1 ); } } } EXAPLANATION : int 100_50_test_of_the_war_spirit_hermodts_rib_bone = 50; //> //This is the parameter , a variable number that can be easily edited -int = integer value . -100_50 represent the original values of the random function example : "i0 = gg::Rand( 100 );" and "if( i0 > 100_50_test_of_the_war_spirit_hermodts_rib_bone)" , originally was : "i0 = gg::Rand( 100 );" , "if( i0 > 50)" . -"//>" means the kind of condition in this case > that means MAJOR THAN so : if number between 1-100 , is major than 50 it will drop quest item. -If we want increase rate we should lower the parameter and change 50 for 40 result will be 60% instead of 50% , math formula : 100-(40/100)*100) = chance , be sure of undersand the kind of condition before edit a parameter , the parameter value do not represent its percent ... i0 = gg::Rand( 100 ); // variable i0 = random number between 0 and 100 if( i0 > 100_50_test_of_the_war_spirit_hermodts_rib_bone) // if 0-100 variable number Major than 50 , user will receive item : @hermodts_rib_bone, -------------------------------------------------------- CHRONICLE COMPATIBILITY: C4 : Working and tested INTERLUDE : AI (vanganth) : Working . But need decompile with decompiler modified for c6 (inside vanganth pack) INTERLUDE : AI (depmax) : The same than IL vanganth and if you compiled with depmax compiler , need setup it as compiler/decompiler on program GF : AI vanganth : would need setup vanganth GF decompiler GF : AI (depmax) : would need setup depmax H5/GF decompiler H5 : AI (depmax) : would need setup depmax H5/GF decompiler ----------------------------------------------------------------------------------------------- TO WORK WITH GF / HF of vanganth/depmax: At GUI interface just setup COMPILER / DECOMPILER path for ones thats work with the chronicle and extender that you need. But probably if you use other compiler/decompiler than default (c4) , the predefined commands that the program uses will not works if the compiler is different , so you need to replace default compiler parameters on config file of the program (there is not graphic interface for this) This is advanced config parameters that you can change at config.ini compile_parameter$NASC.exe -file //For vanganth compiler it may "NC.exe -target " *Important add the space too decompile_parameter$denasc.exe -f //For depmax compiler it may "DECOMPILE.bat -file " nasc_rand$gg::Rand //For depmax compiler is "Rand" nasc_dot$:: //For depmax compiler is "." //single dot Those are the output text strings that the compiler gives after some error , or on sucess compile , if you using other compiler than default , run compiler manually , and check what output it gives when sucess and when error , and edit config.ini compiler_error_message$ID Error compiler_ok_message$Done in --------------------------------------------------------- INSTRUCTIONS : SETUP: -OPEN SELECT AI FILE : click here to select the target ai.obj file , it can be ai.obj (but in ASCII format , you can change format with notepad ) , or directly with already decompiled ai.nasc file -DECOMPILER : Select decompiler program path -Compiler : select compiler program path BUILD AI MODES: -MERGE RESULT WITH CURRENT AI : This method will process ai file , modify the ai classes that meets the conditions , compile them , and finally will ask you to select ai.obj file (not decompiled) to replace original classes for modified ones. If some nasc class have compiler error , program will not merge it. -BUILD NEW FULL AI.OBJ : This method will process ai file , modify the ai classes that meets the conditions , compile them , and build new ai.obj file from 0 (this method is not recommended because many of AI files can give errors during compile even if program do not modify them like : queen_ant , valakas , etc... and it would need to check all compiler errors and a lot of manual work , before have full working ai PARAMETER MODES: -PARAMETER PER CLASS : This mode will add drop item parameters on each npc class that have quest example : class 1 medusa{ int 100_3 quest_medusa_1 = 33; } -DEFAULT NPC PARAMETERS : This mode will store all parameters on a file , then you must copy all parameters on default npc ,it may overload a npc.exe since quest parameters amount can be like 600-800 , and setup 600-800 parameters on all npc that descent from default npc ... , but it would be easier to edit manually when needed since all parameters are on a single class -REPLACE PARAMETERS : This method will not setup parameters , just will replace old values for new ones acording to the multiplier , and conditions you setup. (I recomend run this mode , if you want to parse ai.obj more than one time , since once you add parameters on ai.obj you couldn't not parse again with this program) QUEST DROP ITM RATES: -RATE MULTIPLIER : On this field you setup the multiplier , default x3 so : int 100_3 quest_medusa_1 = 3; ----> (3/100 * 100 = 3%) We multiply the rate -------> (3*multiplier / 100 *100 = 9%) -----> parameter value int 100_3 quest_medusa_1 = 30; -RATE PERCENT TRIGGER : Here you must setup the minimum rate percent where program should apply multiplier , by default 15% so program will only multiply rates below 15% chance. -MAX RATE PERCENT : Is needed because program may multiply rate value , if new chance value more than MAX RATE PERCENT , new chance will be adjusted to MAX RATE PERCENT. MISC OPTIONS : -SHOW CONSOLE : Check this , if you want see all compiler output (it will slow down the program) -QUICK TEST : This is very interesting feature , check this if you dont want to compile , just generate a parsed ai file without compile it , so you can see all changes that the program does to ai , on nasc format that is readable for humans :)
  20. Hi guys, I have already looked through google search results, but it seems all I can come up with is long dead links. I am looking for an either prelude live (377 client) or prelude pts (336 client) l2off pack. Perhaps someone has one stockpiled and could upload it somewhere for me? Not interested in extenders that make a C1 (or later) server compatible with prelude clients. Also not interested in C1 (or later) servers, regardless if clean or with extenders. Thanks in advance.
  21. Hello, can you guys recommend any l2off extender sources that would be good for someone that's just starting out in this field? If you can provide links ( topic discussions, files, etc) that would be awesome. Also advice as to what knowledge is good to have would be amazing. Should I dive into the lowest levels of C++? Read a book about x86 assembly first? At the moment I know some 8051 assembly and C++ but nothing too advanced, things you learn in college. Can you share how you started or what you wish you knew before diving into the reverse engineering world? I am hoping to find formulas for skill damage and land rate calculation as I am tired of trying to do it by testing stuff ingame although I had succesfuly found close to 99% accurate formulas for energy/dagger skills and posted them on L2blah in 2009, it was painful. I am also hoping if all goes well to try making an open source extender for older chronicles (C1-C6) in the near future. So please help out if you can by giving some advice, I will not steal your job, not interested in making money from Lineage, just want to learn and satisfy my curiosity. thank you
  22. I had this between others in my hard drive for a long time i dont remeber how or from who i got them so i can not give credits But I can give credits to me for the translation. Enjoy.
  23. Web v1 Injection addslashes PDO Register Ranking Pvp Pk Clan,Char name,title,name,level Raid boss info Top online count Config Url call in main 1,60MB CSS3/HTML5/PHP/JQUERY/JAVASCRIPT/JSON/AJAX Background easy change. Free ::) If you want to help donator paypal
  24. Hello guys a question about L2 OFF. How I can increases the max. players in clan lvl 5? its possible in L2 Off? In C4 the max is 40 members but I need more slots.
  25. Hi everyone, I'm having some trouble connecting to my server. I've configured the server files like 3 times already from nothing, and I always end up with either stuck on server selection or with a disconnect message, or a Access Failed message. I've done a lot of work with L2j, but L2OFF is an entire new world for me... If anyone could help m I would appreciate it. thx ;)