Jump to content

Recommended Posts

Posted

l2off pack interlude

 

Implemented feature that protects players during ddos ​​attack - configurable in IlExt.Ini

- Recoded Herbal system (to be exactly the same as retail's one)

- Implemented automated TvT system configurable in Event.ini

- Fixed client side bug with duel status window

11/03/2011:

- Implemented Interlude packet cryption system (8 bytes key)

- Rewrited client <> server side protection that includes:

a) New custom packet cryption (can be enabled / disabled in IlExt.ini)

New section in IlExt.ini with AllowedMac and AllowedIp list (players with mac / ip from that list wont be affected by client limit)

- New addons to buffer bypass feature:

a) NotAffectedBuffList, [bufferBypass] section in IlExt.ini (buffs on that list wont be affected by custom buff time - that is set in IlExt.ini)

Added new bypass buffer_recovery - hp / mp / cp 100%

c) Added new bypass buffer_dispelall - cancel all buffs / debuffs

 

 

Base Features:

- Full interlude client supported

- Augmentation system full configurable in IlExt.ini file and Script data files.

- Duel system

- Herb System full configurable in IlExt.ini

- Interlude olympiad system configurable in IlExt.ini (fully customizable)

a) Hero chat delay

Participed player amount required to start olympiad matches

c) Custom protections preventing abusing the system (relogin / overweight)

- Interlude clan system (Academy / Sub units / Clan Skills / Reputation Points) configurable in IlExt.ini

- Death penalty

- Shadow Items

- Cursed weapons

- Increased max player's level to 80

- 24 Buff and 10 additional debuff slots

- +6 Enchanted set effects

- Interlude freight system

- Hero skills

- Interlude quest slots

- Armor penalty (it will set penalty to player for wearing unsupported armor ex. Dagger wearing heavy armor)

- Spawn Protection

- Private Store in DB feature will dump private stores data to database (update every 30 sec)

- Auto Learn system

- Custom enchant item system

- Siege report system (it will generate html reports with stats from siege, and dump kill / death / damage data to db)

- Item reuse system (prevents item reuse reset after relogging)

- Skill reuse system (prevents skill reuse reset after relogging)

- Kill / Death stat system (it will dump kill / death data to db)

- AllInOne buffer system (configurable by script file)

- Custom pvp flag times

- Spirit system (allowing player to collect spirits and releasing them to recovery own hp / mp / cp - configurable in IlExt.ini)

- Offline shop system

- Custom pvp title color system

- Built in firewall (flood spam protection / ip ban list / ip connection limit)

- Custom buffer bypass (allows player to save buff list for each subclass, configurable in IlExt.ini, custom buff time)

- PvP Reward system (will transfer custom item from victim to killer it they will match lvl requirement)

- Custom client / server side protection system checking client version and preventing dualboxing and hacking

- Custom TerritoryData.txt allows you to set new zones:

a) GET_OFF_WYVERN - will force a player to leave the zone or get off from wyvern

BLOCK_SUMMONING_PC - will block skills like summon friend / gate chant etc

c) BLOCK_RIDE - will make player to get off strider and make him unable to ride it again in that zone

d) BLOCK_OFFLINE_SHOP - will block offline shopping in that zone

e) BLOCK_TRADE - will block trading in that zone

f) TRADE_GEODATA_CHECK - will check geodata before trade (will check if palyers can see each other)

g) PVP_ZONE - custom pvp zone where players dont need to press ctrl to attack (and pvp stat counts here)

h) ANTI_RECALL_ZONE - summoning from that zone is blocked

i) NICKNAME_CHANGE_ZONE - user will get nickname changed in that zone configurable in parameter (nickname can be changed and color)

j) BLOCK_ITEMS_ZONE - player in that zone will be forced to unequip blocked items

k) BLOCK_SKILLS_ZONE - player wont be able to cast blocked skills in that zone

- Custom TeleportData.txt allows you to use new bypass for teleporting (level and item requirements can be specified)

- Custom SkillDataEx.txt allows you to set unique features for each skill

a) soulshot_bonus - soulshot bonus damage multipler

avoid_shield_block - making skill to avoid shield block

c) magic_shield_block - making skill to be blockable by shield

d) direct_to_hp - making skill to hit hp directly (ex. Backstab)

e) geodata_test - making skill to make geodata validation for each target (used for aoe skills)

f) instant_cast_time - making skill to be casted instantly not ruining animation

- Custom ItemDataEx.txt file allows you to set unique features for each item:

a) shadow_time - will make item to disappear after using it per x seconds (shadow items)

life_time - will make item to disappear after static time

- Full working interlude skills

- New skill effects for SkillData.txt:

- P_critical_rate_by_weapon

- P_critical_damage_by_weapon

- P_critical_rate_by_hp2_weapon

- P_critical_rate_by_hp1_weapon

- P_physical_attack_by_hp2_weapon

- P_avoid_melee_skill

- P_cancel_attacker_target

- P_reflect_melee_skill_dmg

- P_self_resurrection

- I_summon_erase

- I_summon_friend

- I_target_cancel_chance

- I_target_me_chance

- I_mana_burn

- I_lift_death_penalty

- P_summon_betray

- I_death2

- I_spawn_casting_npc

- I_deactivate_force

- P_battle_force

- P_spell_force

- P_enlarge_buff_slots

- P_autocast_when_attacked

- I_summon_party

- P_autocast_on_matk

- P_autocast_on_patk

- P_autocast_on_crit

- I_teleport_distance

- P_reduce_exp_penalty

- I_charge

- P_block_icon_action

- I_dispel_by_category_count

- I_consume_energy

- P_improve_heal

- I_release_soul - for Sprit System feature

- P_critical_damage_position_front_by_weapon

- P_critical_damage_position_side_by_weapon

- P_critical_damage_position_back_by_weapon

- I_dispel_npc_buff - will dispel buffs comming from custom buffer feature

- I_kill_myself - will kill a caster

- I_dispel_npc_buff - will dispel only buffs casted by npcs

- New operate conditions for SkillData.txt:

- Op_battle_force_count (wont affect builder)

- Op_spell_force_count (wont affect builder)

- Op_remain_mp_per

- Op_max_height_diff

- Op_not_class

- Op_not_in_territory (territory type comes from TerritoryData.txt)

- Op_is_type (pc / npc / summon / boss etc)

- Op_strife_not_owned_by (1 / 2 (dusk / dawn))

- Fixed all known item dupe exploits

- Custom Extender L2Server's menu extension allowing you to reload certain data without restaring whole server

- Item life_time option added to ItemDataEx.txt (item will disappear after static amount of time no matter if used or not)

- Mining sytem (ex in coal mines etc location) (including MiningData.txt in script directory which contains dig item data)

MiningData.txt has format:

mine_data_begin mining_area_id = 1 start_x = 0 end_x = 1550 start_y = 0 end_y = 1550 start_z =- 1550 end_z = 1550

dig_item_begin item_id = 1957 min_count = 100 max_count = 300 chance = 25 dig_item_end

dig_item_begin item_id = 1870 min_count = 1 max_count = 3 chance = 25 dig_item_end

dig_item_begin item_id = 1869 min_count = 1 max_count = 3 chance = 25 dig_item_end

mine_data_end

There are two new skill effect to suppor mining system:

Active - effect = {{i_dig; 120}} / / it will make character to dig an item with 120% chance to get the item

Passive - effect = {{p_digger_chance; 120}} / / it will increase chance for digging an item by 20% (chance x 1.20) (or decrease depends how it's set) skill for example for premium members

- New skill effect to manipulate skills damage:

effect = {{p_mul_skill_dmg; skill_class_id; percent_value}}

ex for backstab all levels (skill_id = 30 level = 0) dmg will be decreased by 20%:

effect = {{p_mul_skill_dmg; 7680, 80}}

ex for all skills 50% bonus dmg:

effect = {{p_mul_skill_dmg; 0, 150}}

- Olympiad changes:

a) in class free olympiad fights you'll lose 1 / 5 points instead of 1 / 3

from now you can set hours-start / end-(in IlExt.ini) for every day when olympiad will be running

- Implemented party waiting list

- Added new npc maker (NpcMakerEx.txt in script folder) where you can specify time (date) when npc will be spawned.

- Added turbo boost feature support that allows you to run l2server on new xeons (Can be turned on in IlExt.ini in beta stage)

- Added new skill effect:

effect = {i_hide_abnormal; Type; Count} Type = Buff-0, Debuff - 1 it will remove random buffs / debuffs for choosen abnormal_time.

skill_begin skill_name = [s_time_cancellation] / * [Time Cancellation] * / skill_id = 10024 level = 1 operate_type = A2 magic_level = 80 effect = {{i_hide_abnormal; 0, 5}} is_magic = 1 mp_consume1 = 14 mp_consume2 = 55 cast_range = 600 effective_range = 1100 skill_hit_time = 4 skill_cool_time = 0 skill_hit_cancel_time = 0.5 reuse_delay = 60 activate_rate = 100 lv_bonus_rate = 2 basic_property = men abnormal_time = 15 abnormal_lv = 1 abnormal_type = hide_abnormal attribute = attr_none effect_point =- 655 target_type = enemy_only affect_scope = single affect_limit = {0; 0} next_action = none abnormal_visual_effect = ave_imprisioning2 debuff = 1 ride_state = {@ ride_none; @ ride_wind; @ ride_star; @ ride _twilight} skill_end

skill effect to recovery hided buffs: effect = {{i_unhide_abnormal}} for interlude skill that removes debuffs

- New skill effect added that will cast instant skills:

effect = {{i_use_skill; skill_class_id}}

- Added new territory types to TerritoryData.txt:

a) NO_OL_BUFFS_ZONE - disables overlord buffs in that zone (only caster will be affected)

RACE_CHANGE_ZONE if Race =- 1 then only sex will be changed if Sex =- 1 then only Race will be changed

/ / Begin territory_id = 29 MinX =- 12000 MaxX =- 8000 MinY = 100000 MaxY = 140000 MinZ =- 4000 MaxZ = 4000 Type = RACE_CHANGE_ZONE Race = 3 Sex = 1 end

Player wont see that character got different race but other players will see it changed.

c) changed format for two territory types:

/ / Begin territory_id = 27 MinX =- 12000 MaxX =- 8000 MinY = 100000 MaxY = 140000 MinZ =- 4000 MaxZ = 4000 Type = NICKNAME_CHANGE_ZONE NickName = ManStanding Color = 42495 HidePledge = 1 end

/ / Begin territory_id = 28 MinX =- 12000 MaxX =- 8000 MinY = 100000 MaxY = 140000 MinZ =- 4000 MaxZ = 4000 Type = BLOCK_SKILLS_ZONE SkillList = 1016, 1254, 3160 end

- Added new operate_cond for skilldata.txt

- Op_is_in_siege; ResidenceId

- Op_hour_lower_than; hour - allows you to enable / disable skills in certain hours

- Op_hour_higher_than; hour - allows you to enable / disable skills in certain hours

- Clan color under player's nick name (which shows up when you select any player)

 

 

http://rghost.net/10357201 kaygen

http://rghost.net/10355401 pack    code is lasteam.ru

  • 1 month later...
  • 2 weeks later...
  • 2 months later...
  • 3 months later...
  • 2 weeks later...
Guest
This topic is now closed to further replies.


  • Posts

    • L2jBayev Chronicle 3: Rise of Darkness – AiEngine Edition In short: this is a C3 build with a full-fledged AI engine, live mercenaries, a built-in quiz, a “personal account” in the Community Board, and server logic neatly distributed across thread pools. The project is about a living world without lags : bots farm, communicate, gather parties, teleport along routes, and the server remains cold and stable.   What's inside (the most delicious) 1) Full-fledged AI engine for characters Behavior types: farming ( FarmAI ), combat ( CombatAI ), party logic ( PartyAI ), trading/walking ( TraderAI / WalkerAI ), support roles (healer, etc.). Class profiles: for mages/archers/daggers, etc., “smart” skill rotations, distance control, sleep/save skills, healing, loot pickup, etc. are implemented (see examples of classes like SpellSingerAI , NecromancerAI , etc.). Self-healing and teleports: when dying, the bot goes through a sequence of steps without sleep()- via AITaskSequence + AITeleportToLocTask , searches for the nearest gatekeeper and teleports via TeleportationManager with routes depending on the level. Auto-support: auto-nipples, arrows/bones, smart auto-proceduring of buffs and auto-banks CP/HP/MP with thresholds - all sewn into the auxiliary EtcPlayersAi . Chat context: ChatManagerAi processes mentions, makes responses with delays (anti-flood), supports party chat and “human” reaction. Understanding: ChatManagerAi system  processes the dialogue, bots remember your aggression and insults, they start to respond less often to modern users, stop accepting or inviting to a group (party) and when it goes beyond the peak they will simply merge you, and every time they see you on the PC, there is an opportunity to measure more often, communicate respectfully and beautifully, in general, a “human” reaction. Why a player/admin needs this: bots actually “live”, farm and interact, and don’t just stand on macros. This is a great background for online and PvE action.   2) Mercenaries (Mercenary system) Full-fledged companion character : L2MercenaryInstance with its own MercenaryAI (movement, attack, support, consumables, shots). Behavior modes: DEFENDER / SUPPORT / PASSIVE - switchable to suit your playing style. Progress and trust: the mercenary's trust/exp/level grows , skills are learned according to the MercenarySkillTree (conditions are based on the trust or level of the owner). Templates and equipment: via MercenaryTemplateTable and spawner - model/weapon/type are selected. Social: MercenarySpeechManager - a set of speeches; the mercenary "comes to life" in the chat. Premium Link: Premium account owners give the mercenary additional trust (faster progress). Why: This is not a dummy pet, but a playful companion with modes, training and “character”.   3) Quiz (event viktorina ) Rounds according to schedule: pre-launch with announcements (minutes/seconds before start), registration .reg, auto-opening of the window. Multiple choice questions: question + set of answer buttons; fair processing, timings, question change. Tops and history: results table, statistics, neat UI via HTML assembly. Flexible control: you can start immediately or set a delayed start (notification package 5/2/1 min, etc.). Why: regular activity for players, “social entertainment” module right in the build.   4) Personal account in Community Board KB managers: buff cabinet, teleports, clans/forums/mail/friends, tops (PK/PvP/wealth/players), character repair, viewing skill trees , etc. Premium logic: some services/mail are limited by premium; premium also affects the visual (nickname color) and bonuses (see effect on mercenary). Single sign-on: all in one place, no team chaos. Why: conveniently manage your character and services without going into the console or installing third-party mods.   Why is the system technically valuable? Minimum load and stability Separated thread pools: AI logic, hunting, teleports, chat - on separate onesScheduledExecutorService ( AI_THREAD_POOL , MONSTER_HUNT_POOL , TELEPORT_POOL , CHAT_POOL ). No "freezing": task sequencers (teleport/recovery) work through the scheduler, not Thread.sleep(). Bot limitation: protection against overload via thresholds/counters - “extra” bots do not start. One bot - one sequence: AITaskManager ensures that the character does not have parallel conflicting tasks. Smoothing out peaks: starting tasks with offsets so that there are no simultaneous “ticks” of hundreds of bots. Monitoring/logs: own loggers (separate files for info/errors/processes/chats), CPU load monitoring. Bottom line: the build is designed for “thick online” and mass activities without TPS failures .   Additional Features Auto-alliances for farming: party logic invites suitable players (checking level/equipment/clan flags), there are “human” responses to requests. Sub/class management: out of the box helpers for changing class/subclass, auto-learning of necessary skills and selection of equipment by level. Security/protection: secondary PIN/picture password support (used in KB/voiced commands; optional). Premium accounts: privileges in KB/mail/visual and synergy with mercenary progress. Ready-made services: tops, auctions/mail, teleports from KB, buff rooms, repairs, viewing skill trees, etc.   Who is this build for? Freeshare/project admins who want a living world “from the pack”: bots and mercenaries provide a constant background of activity. Players who value convenience: personal account, premium services, events and a mercenary companion. Developers who want a clean, predictable backend with thread pools and a neat task model without “magic”.   How it differs from standard assemblies Not macros - AI profiles with “brains”: rotations, positioning, healing, decision making. Not a decoration pet - a mercenary with his own modes, progress, skill tree and lines. Not a faceless gamemod - an event quiz with UI, schedule, tops. No chaos in flows - strict pools, planning and task managers designed for online and growth. No separate scripts - a single personal account in KB for most activities.   TL;DR (one paragraph for the project card) AiEngine C3 is a build with live AI, smart bots, mercenaries (modes/progress/skills), built-in quiz, premium logic and a convenient personal account in KB. Under the hood are distributed thread pools and task managers without sleep(), so even with a dense online the server remains stable and responsive.   Additionally add - there is still a lot of interesting things command .assassin or shift+target (order murder), shift+target for admins on AI characters for control, admin panel is completely rewritten, many additional functions, mercenaries change their appearance depending on trust, deepseek and chatGPT system is connected for communication of characters like real players, GPT - for newer java, there is still a very large list of fixes after the last versions, a lot has been fixed, including height coordinates (Z) geo-Squares, pathfinding, visibility through obstacles, fix pet summons, trade packages, shop packages, many effects, quests (including the original ones like nipples, etc.), Ai behavior of NPC and RB monsters, absolutely all epics have been transferred to AiLoader no longer in python scripts. Attention! The server is suitable for both classic mode and PvP format, as well as with various mods. Absolutely everything is configured in the configurations to suit your taste and purposes of use. It is recommended to launch the server through L2ServerControl (simplifies management and control of processes). Download Servers: Chronicle 3 Server Chronicle 4 Test Upgraded Server Full Desc & screens: Post & Screens c3 Post & Desc c4    
    • 🎃 HALLOWEEN EVENT 🎃   ‼️ Information and details: https://forum.l2harbor.com/threads/halloween-event-fall-harvest-30-10-07-11.8265/post-168620
  • Topics

×
×
  • Create New...

AdBlock Extension Detected!

Our website is made possible by displaying online advertisements to our members.

Please disable AdBlock browser extension first, to be able to use our community.

I've Disabled AdBlock