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[HELP] Implementing NPC Relations
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By LeoBiagiolli · Posted
Wooowww!! Thank you so much bruv!! Really useful!! Thank you for smart solution, work and sharing!! -
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PlayerPort: The Ultimate In-Game Web Engine for Lineage 2 Hello. For those who don't know me, I specialize in Lineage 2 interface and client/server development. PlayerPort is my ongoing project - an attempt to build a truly universal, modular, multi-server in-game web engine. The goal is to stop "pushing" players out of the game to forums, websites, or external messengers. Instead, I want to keep them engaged by providing a seamless, high-quality experience directly within the game client. What is PlayerPort? It is a client-side module that acts as a hybrid UI. It integrates a lightweight web engine directly into the Lineage 2 client, bridging the gap between the native engine (UnrealScript/XML) and a modern web layer (HTML/JS/CSS). The Architecture: JS (Layer 0): Handles structural skeletons, widgets, and basic styling. Flash (Layer 1): Manages graphical wrappers, physics/animations, and transitions. PortNatives (C++ API): A low-level engine for math, logging, Windows interaction, WebSockets, and heavy lifting. This "sandwich" architecture allows for smooth, interactive, and high-performance UI components that don't suffer from the limitations of the legacy webkit. Key Features & Modules PortUI Framework: My own lightweight UI framework based on standard Lineage 2 methodology. No heavy external libraries - just vanilla JS with GPU-accelerated rendering. It allows for complex transitions, particles, parallax, and procedural animations without bloating the system. Advanced Report System: Fully integrated ticket management. Players can submit reports directly from the game, including attachments. It supports simple copy-paste or screenshot capture. PortNatives optimizes images (even 4K/8K) in milliseconds, reducing file size by up to 50x without losing quality, ensuring near-instant loading. Radio Module: A streamlined radio service with a vast selection of stations. Features include a mini-player (PIP), high-quality streams with jitter-fix, and a smart system that pre-checks connection status to avoid timeouts. PortStream (Streaming): Full integration for streaming platforms. You can display custom streamer lists or popular feeds directly in-game. Features include status monitoring, live preview tiles, PiP (Picture-in-Picture) playback, and native volume control (up to 200%). Communication Hub: Inter-server forums and messaging that allow collaborating projects to share news, welcome messages, and support systems without leaving the game. Admin & Analytics: Real-time dashboards tracking server population, player behavior, trade analysis, and anti-RMT/botting tools. The system builds connection chains between characters to assist administrators. Why does this matter? The current ecosystem is fragmented. By centralizing everything - support tickets, social interaction, radio, and streaming - within the client, we improve the "Quality of Life" for players and reduce administrative overhead. Performance: All network activity is handled by an external process, isolating it from the l2.exe core. We utilize "lazy" updates (periodic POSTs) and "active" subscriptions, ensuring minimal impact on game performance. Compatibility: Works on everything from ancient clients (like Grand Crusade p110) to the latest Essence/Live versions. Availability: I am looking for enthusiasts and server projects interested in adopting this. Integrating the system is fast and simple. The core service is free. Future Outlook I am currently focusing on PortCanvas, a proxy layer that will allow developers to replace native UI windows with custom web-based components. This will effectively turn Lineage 2 into a shell for fully custom web applications, accessible to anyone with basic web development skills - no complex compilers or proprietary editors required. If you are interested in implementing this on your project, or if you have questions, feel free to reach out. Gallery https://imgur.com/a/Dqrl4L9 Contact: https://t.me/TELEGABOY See you in the next update. 🐀
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dpbBryan
Hello everybody, nice to see all the useless help posts and some fimilar names.
Something that I've been working on is creating your own 'Instance' of the world independent of what other players do. To create a bit more of a dynamic role playing situation for players I've been wanting to implement relationships between NPC's. I'm currently using standard interlude L2j from the nightlies folder (r1434) incase you're wondering, though I'm wondering more about the concept of it rather than the practice.
The idea to paint an example of what I mean:
There is Tom and there is Joe. Tom is a trader. Tom receives his supplies from Joe and resells them. Joe is a traveling NPC which travels from location A to B. Joe dies, either by the hands of the player or a hostile NPC. Because Tom no longer has a supplier he cannot sell supplies anymore to the player.
Obviously it won't be so specific every time and it was just to illustrate what I mean but I want to implement something generic enough that I can define an entry point interface ( like checkRelation or something ) and from there script it myself in specific classes. However I'm running into trouble with a good implementation with the current system of npc's and spawning.
1) My original idea was to have the NPC's have a Map with the NPC id as the key and the value being some kind of relation interface (classes implement this with a doCheck as stated above, or something when the player interacts with the NPC). However NPC's can have multiple spawns, which means this is unreliable (or it can be managed if I'm the one managing the custom npcs)
2) The second idea is to use the spawn id's of npcs, however this wouldn't be known at compile time. To manage this I'd have to completely overwrite the current spawn system to make something to keep track of it then, which would then have to spawn things inside of a relation 'group'.
Anybody maybe have some kind of idea about how to go about this?
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