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[Script]L2 NET v387-389-390 Auto Augment Freya


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Hi Guys, I have this L2 NET IG Script for Auto Augment for Freya:

 

/////////////////////////////////////////////////////////////////////////////////////
INCLUDE Include/AutoAugEngine.l2c
INCLUDE StdLib/player.l2c
DEFINE_GLOBAL AugEngine AA_ScrObj 0
/////////////////////////////////////////////////////////////////////////////////////




// CHANGE THE WEAPON NAME WITH THE EXACT NAME OF YOURS
AA_ScrObj.WRK_ITEM.NAME = "#$Recurve Thorne Bow"

// CHANGE THE LIFE STONE NAME WITH THE EXACT NAME OF YOURS
AA_ScrObj.WRK_LS.NAME = "#$Top-Grade Life Stone - level 84"


// CHANGE FOR WHAT AUGMENT CONFIGURATION YOU WANT
// #i1 - just skills ; #i2 - just base stat
// #i3 - skills or base stat
// #i4 - skills and base stat <- THIS COULD NEVER HAPPEN
AA_ScrObj.AUG_TYPE = #i1


// ADD THE SKILL ID THAT ARE YOU LOOKING FOR(if you don't want just the base stat)
AA_ScrObj.CHOSE_SKILL.ADD #i3243
// ...YOU CAND ADD MORE OR REMOVE AND KEEP JUST ONE


// #$STR - for STR+1
// #$CON - for CON+1
// #$MEN - for MEN+1
// #$INT - for INT+1
// CHANGE BELOW FOR WHAT BASE STAT YOU WANT(if you don't want just the skills)
AA_ScrObj.BASE_STAT = #$STR     




// CHANGE TO "TRUE" TO ADD THE 2 SECONDS DELAY, LIKE INGAME,
// WHEN ADDING OR REMOVING AUGMENTATION
AA_ScrObj.PROTECT_DELAY = FALSE

// CHANGE TO "FALSE" IF YOU DON'T WANT TO SAVE LOGS
AA_ScrObj.SAVE_LOG = TRUE
// NUMBER OF LOG LINES PER FILE
AA_ScrObj.LOG_LINES = #i2000


// NPC DIALOG STRINGS, NEED TO CHNAGE ONLY IF THEY DIFFER (FOR RETAIL THIS IS A MUST)
AA_ScrObj.NPC_DIAG11 = "#$bypass -h npc_<&TARGET_ID&>_Link common/augmentation_01.htm"
AA_ScrObj.NPC_DIAG12 = "#$bypass -h npc_<&TARGET_ID&>_Augment 1"
AA_ScrObj.NPC_DIAG21 = "#$bypass -h npc_<&TARGET_ID&>_Link common/augmentation_02.htm"
AA_ScrObj.NPC_DIAG22 = "#$bypass -h npc_<&TARGET_ID&>_Augment 2"





// DON'T CHANGE NOTHING BELOW (ONLY IF YOU KNOW WHAT ARE YOU DOING)
/////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////

//for event anti stuck
DEFINE_GLOBAL STRING EVT_LABEL ""
THREAD EVT_ANTI_STUCK
LOCK ASTK
IF AA_ScrObj.SAVE_LOG == TRUE
     THREAD LOG_N_PROTECT
ENDIF
AA_ScrObj.LOAD_AND_CHECK

PRINT_TEXT "====================================="
PRINT_TEXT "== Gemstone grade and count will be verified on augmentation process."
PRINT_TEXT "====================================="
PRINT_TEXT "== '<&AA_ScrObj.WRK_LS.NAME&>' x <&AA_ScrObj.LS_COUNT&>"
PRINT_TEXT "== 'Adena' x <&AA_ScrObj.ADENA_COUNT&>"
PRINT_TEXT "== "
PRINT_TEXT "== '<&AA_ScrObj.WRK_ITEM.NAME&>' +<&AA_ScrObj.WRK_ITEM.ENCHANT&>"
AA_ScrObj.PRINT_AUGMENT
PRINT_TEXT "====================================="
PRINT_TEXT "= You have 15 seconds to stop the script if something it's wrong."
PRINT_TEXT "====================================="
SLEEP 15000

DO
     IF AA_ScrObj.HAS_AUG == FALSE
          ADD_AUGMENT
     ELSE
          REMOVE_AUGMENT
     ENDIF
LOOP ONE == ONE

AA_ScrObj.SCRIPT_END

FUNCTION CHECK_DIAG 0
     UNLOCK ASTK
     EVT_SET VOID 2 #$_subdchk1 #i25
     AA_ScrObj.S_RAND_500
     TALK_TARGET
     SLEEP 500
     LOCK DIAG_EVT_CHK
     SLEEP 50
     UNLOCK DIAG_EVT_CHK
RETURN VOID

FUNCTION _subdchk1 0
     UNSET_EVENT VOID 1 #i25
     DEFINE STRING _html 0
     PACKET.READ_BYTE NULL
     PACKET.READ_INT32 NULL
     PACKET.READ_STRING _html
     IF "_html.CONTAINS AA_ScrObj.NPC_DIAG11" == FALSE
          AA_ScrObj.NPC_DIAG_NOMATCH
     ELSE
          EVT_SET VOID 2 #$_subdchk2 #i25
          AA_ScrObj.S_RAND_500
          NPC_DIALOG "<&AA_ScrObj.NPC_DIAG11&>"
     ENDIF
     SLEEP 300
RETURN VOID

FUNCTION _subdchk2 0
     UNSET_EVENT VOID 1 #i25
     DEFINE STRING _html 0
     PACKET.READ_BYTE NULL
     PACKET.READ_INT32 NULL
     PACKET.READ_STRING _html
     IF "_html.CONTAINS AA_ScrObj.NPC_DIAG12" == FALSE
          AA_ScrObj.NPC_DIAG_NOMATCH
     ELSE
          EVT_SET VOID 2 #$_subdchk3 #i25
          AA_ScrObj.S_RAND_500
          TALK_TARGET
     ENDIF
     SLEEP 300
RETURN VOID

FUNCTION _subdchk3 0
     UNSET_EVENT VOID 1 #i25
     DEFINE STRING _html 0
     PACKET.READ_BYTE NULL
     PACKET.READ_INT32 NULL
     PACKET.READ_STRING _html
     IF "_html.CONTAINS AA_ScrObj.NPC_DIAG21" == FALSE
          AA_ScrObj.NPC_DIAG_NOMATCH
     ELSE
          EVT_SET VOID 2 #$_subdchk4 #i25
          AA_ScrObj.S_RAND_500
          NPC_DIALOG "<&AA_ScrObj.NPC_DIAG21&>"
     ENDIF
     SLEEP 300
RETURN VOID

FUNCTION _subdchk4 0
     UNSET_EVENT VOID 1 #i25
     DEFINE STRING _html 0
     PACKET.READ_BYTE NULL
     PACKET.READ_INT32 NULL
     PACKET.READ_STRING _html
     IF "_html.CONTAINS AA_ScrObj.NPC_DIAG22" == FALSE
          AA_ScrObj.NPC_DIAG_NOMATCH
     ENDIF
     SLEEP 100
     LOCK ASTK
     UNLOCK DIAG_EVT_CHK
RETURN VOID


FUNCTION ADD_AUGMENT
     UNLOCK ASTK
     AA_ScrObj.CHK_STOK
     PRINT_TEXT "== Augmenting item..."
     PRINT_TEXT "====================================="
     EVT_SET VOID 2 #$_add_interogate #i25
     AA_ScrObj.S_RAND_300
     TALK_TARGET
     SLEEP 500
     LOCK ADMAG
     SLEEP 50
     UNLOCK ADMAG
RETURN VOID

FUNCTION _add_interogate
//     LOCK ADMAG
     UNSET_EVENT VOID 1 #i25
     EVT_SET VOID 2 #$_add_navdiag11 #i25
     AA_ScrObj.S_RAND_300
     NPC_DIALOG "<&AA_ScrObj.NPC_DIAG11&>"
RETURN VOID

FUNCTION _add_navdiag11
     UNSET_EVENT VOID 1 #i25
     EVTEX_SET VOID 2 #$_add_navdiag12 #i81
     AA_ScrObj.S_RAND_300
     NPC_DIALOG "<&AA_ScrObj.NPC_DIAG12&>"
RETURN VOID

FUNCTION _add_navdiag12
     UNSET_EVENTEX VOID 1 #i81
     EVTEX_SET VOID 2 #$_add_insitem #i83
     AA_ScrObj.ADD_ITEM
RETURN VOID

FUNCTION _add_insitem
     UNSET_EVENTEX VOID 1 #i83
     EVTEX_SET VOID 2 #$_add_insls #i84
     AA_ScrObj.ADD_LS
RETURN VOID

FUNCTION _add_insls
     UNSET_EVENTEX VOID 1 #i84
     IF AA_ScrObj.AUG_TIMES < ONE
          PACKET.READ_BYTE NULL
          PACKET.READ_INT16 NULL
          PACKET.READ_INT32 NULL
          PACKET.READ_INT32 NULL
          PACKET.READ_INT32 AA_ScrObj.WRK_GEM.ITEM_ID
          PACKET.READ_INT32 AA_ScrObj.GEMS_REQ
          AA_ScrObj.LOAD_GEMINF
          IF AA_ScrObj.GEMS_COUNT <= AA_ScrObj.GEMS_REQ
               PRINT_TEXT "Not enough Gemstones for augmentation."
               AA_ScrObj.SCRIPT_END
          ENDIF
     ENDIF
     EVTEX_SET VOID 2 #$_add_insgems #i85
     AA_ScrObj.ADD_GEMS
RETURN VOID

FUNCTION _add_insgems
     UNSET_EVENTEX VOID 1 #i85
     EVTEX_SET VOID 2 #$_add_confirm #i86
     AA_ScrObj.CONFIRM_AUG
RETURN VOID

FUNCTION _add_confirm
     UNSET_EVENTEX VOID 1 #i86
     PACKET.READ_BYTE NULL
     PACKET.READ_INT16 NULL
     AA_ScrObj.AUG_DATA.CLEAN
     PACKET.READ_INT32 AA_ScrObj.AUG_DATA.LVAL
     PACKET.READ_INT32 AA_ScrObj.AUG_DATA.RVAL
     AA_ScrObj.COMPARE
     LOCK ASTK
     UNLOCK ADMAG
RETURN VOID

FUNCTION REMOVE_AUGMENT
     UNLOCK ASTK
     PRINT_TEXT "== Removing augmentation..."
     PRINT_TEXT "====================================="
     EVT_SET VOID 2 #$_rem_interogate #i25
     AA_ScrObj.S_RAND_300
     TALK_TARGET
     SLEEP 500
     LOCK RVMAG
     SLEEP 50
     UNLOCK RVMAG
RETURN VOID

FUNCTION _rem_interogate
     //LOCK RVMAG
     UNSET_EVENT VOID 1 #i25
     EVT_SET VOID 2 #$_rem_navdiag21 #i25
     AA_ScrObj.S_RAND_300
     NPC_DIALOG "<&AA_ScrObj.NPC_DIAG21&>"
RETURN VOID

FUNCTION _rem_navdiag21
     UNSET_EVENT VOID 1 #i25
     EVTEX_SET VOID 2 #$_rem_navdiag22 #i82
     AA_ScrObj.S_RAND_300
     NPC_DIALOG "<&AA_ScrObj.NPC_DIAG22&>"
RETURN VOID

FUNCTION _rem_navdiag22
     UNSET_EVENTEX VOID 1 #i82
     EVTEX_SET VOID 2 #$_rem_insitem #i87     
     AA_ScrObj.ARM_ITEM
RETURN VOID

FUNCTION _rem_insitem
     UNSET_EVENTEX VOID 1 #i87
     IF AA_ScrObj.ADENA_REQ == ZERO
          PACKET.READ_BYTE NULL
          PACKET.READ_INT16 NULL
          PACKET.READ_INT64 NULL
          PACKET.READ_INT64 NULL
          PACKET.READ_INT64 AA_ScrObj.ADENA_REQ
     ENDIF
     AA_ScrObj.CHK_ADENA
     EVTEX_SET VOID 2 #$_rem_confirm #i88
     AA_ScrObj.ARM_CONFIRM
RETURN VOID

FUNCTION _rem_confirm
     UNSET_EVENTEX VOID 1 #i88
     AA_ScrObj.HAS_AUG = FALSE
     PRINT_TEXT "====================================="
     PRINT_TEXT "== Augmentation removed successfully."
     PRINT_TEXT "== Proceeding to re-augmenting."
     PRINT_TEXT "====================================="
     LOCK ASTK
     UNLOCK RVMAG
RETURN VOID

FUNCTION LOG_WFILE
     DEFINE INT _fcnt 1
     DEFINE STRING _temptime ""
     AA_ScrObj.TObj.LTIMER_START
     AA_ScrObj.TObj.PGET_TIME _temptime
     _temptime = "#$Auto augmentation started at <&_temptime&>, with:"
     AA_ScrObj._logaug.PUSH _temptime
     DO
          IF AA_ScrObj._logaug.LENGTH >= AA_ScrObj.LOG_LINES
               SLEEP 100
               LOCK FLWRT
               AA_ScrObj.TObj.SFN_DateTime AA_ScrObj._logfname
               AA_ScrObj._logfname = "#$ALogAug_<&CHAR_NAME&>_<&_fcnt&>_<&AA_ScrObj._logfname&>"
               PRINT_TEXT "writing augment logs to file..."
               CALL_EXTERN "Include/Utils.l2s" WRITE_FILE VOID 3 AA_ScrObj._logfname AA_ScrObj._logaug #$w
     //          WRITE_LOG
               PRINT_TEXT "logs saved under <&AA_ScrObj._logfname&>.txt"
               _fcnt = _fcnt + ONE
               SLEEP 50
               UNLOCK FLWRT
          ENDIF
          SLEEP 500
     LOOP ONE == ONE
RETURN VOID

FUNCTION WRITE_LOG
     PRINT_TEXT "writing augment logs to file..."
     DEFINE FILEWRITER _fwopened "<&AA_ScrObj._logfname&>"
     WHILE AA_ScrObj._logaug.LENGTH > ZERO
          _fwopened.WRITE AA_ScrObj._logaug.POP
     WEND
     _fwopened.FLUSH
     _fwopened.CLOSE
     PRINT_TEXT "logs saved under <&AA_ScrObj._logfname&>.txt"
RETURN VOID

FUNCTION EVTEX_SET 2 _evt_func _evt_id
     SET_EVENT "<&SCRIPTEVENT_SERVERPACKETEX&>" "<&SYSTEM_CURRENTFILE&>" "<&_evt_func&>" "<&_evt_id&>"
     AA_ScrObj.S_RAND_300
     EVT_LABEL = "#$<&_evt_func&>"
RETURN VOID

FUNCTION EVT_SET 2 _evt_func _evt_id
     SET_EVENT "<&SCRIPTEVENT_SERVERPACKET&>" "<&SYSTEM_CURRENTFILE&>" "<&_evt_func&>" "<&_evt_id&>"
     AA_ScrObj.S_RAND_300
     EVT_LABEL = "#$<&_evt_func&>"
     IF #$_add_interogate == "#$<&_evt_func&>"
          LOCK ADMAG
     ENDIF
     IF #$_rem_interogate == "#$<&_evt_func&>"
          LOCK RVMAG
     ENDIF
     IF #$_subdchk1 == "#$<&_evt_func&>"
          LOCK DIAG_EVT_CHK
     ENDIF
RETURN VOID

FUNCTION UNSET_EVENT 1 _evtid
     SET_EVENT "<&SCRIPTEVENT_SERVERPACKET&>" "<&SYSTEM_CURRENTFILE&>" _nof "<&_evtid&>"
     AA_ScrObj.S_RAND_100
     EVT_LABEL = #$none
RETURN VOID

FUNCTION UNSET_EVENTEX 1 _evtid
     SET_EVENT "<&SCRIPTEVENT_SERVERPACKETEX&>" "<&SYSTEM_CURRENTFILE&>" _nof "<&_evtid&>"
     AA_ScrObj.S_RAND_100
     EVT_LABEL = #$none
RETURN VOID

FUNCTION _nof
     SLEEP 50
RETURN VOID

FUNCTION EVT_ANTI_STUCK
     DEFINE STRING _chkstuk ""
     WHILE ONE == ONE
          _chkstuk = EVT_LABEL
          SLEEP 3000
          LOCK ASTK
          SLEEP 50
          UNLOCK ASTK
          IF ( _chkstuk == EVT_LABEL ) && ( EVT_LABEL != #$none )
               PRINT_TEXT "anti stuck action..."
               SWITCH EVT_LABEL
                    CASE #$_add_interogate
                    CASE #$_rem_interogate
                    CASE #$_subdchk1
                    CASE #$_subdchk3
                         TALK_TARGET
                         BREAK 1
                    CASE #$_add_navdiag11
                    CASE #$_subdchk2
                         NPC_DIALOG "<&AA_ScrObj.NPC_DIAG11&>"
                         BREAK 1
                    CASE #$_add_navdiag12
                         NPC_DIALOG "<&AA_ScrObj.NPC_DIAG12&>"
                         BREAK 1
                    CASE #$_add_insitem
                         AA_ScrObj.ADD_ITEM
                         BREAK 1
                    CASE #$_add_insls
                         AA_ScrObj.ADD_LS
                         BREAK 1
                    CASE #$_add_insgems
                         AA_ScrObj.ADD_GEMS
                         BREAK 1
                    CASE #$_add_confirm
                         AA_ScrObj.CONFIRM_AUG
                         BREAK 1
                    CASE #$_rem_navdiag21
                    CASE #$_subdchk4
                         NPC_DIALOG "<&AA_ScrObj.NPC_DIAG21&>"
                         BREAK 1
                    CASE #$_rem_navdiag22
                         NPC_DIALOG "<&AA_ScrObj.NPC_DIAG22&>"
                         BREAK 1
                    CASE #$_rem_insitem
                         AA_ScrObj.ARM_ITEM
                         BREAK 1
                    CASE #$_rem_confirm
                         AA_ScrObj.ARM_CONFIRM
                         BREAK 1
               ENDSWITCH
          ENDIF
     WEND
RETURN VOID

FUNCTION LOG_N_PROTECT
     THREAD LOG_WFILE
     AA_ScrObj.TObj.SFN_DateTime AA_ScrObj._evtlogfn
     AA_ScrObj._evtlogfn = "#$ALogEvt_<&CHAR_NAME&>_<&AA_ScrObj._evtlogfn&>"
     CALL_EXTERN "Include/Utils.l2s" WRITE_FILE VOID 3 AA_ScrObj._evtlogfn "#$" #$w
     PRINT_TEXT "Log <&AA_ScrObj._evtlogfn&>.txt created"
     SET_EVENT "<&SCRIPTEVENT_CHAT&>" "<&SYSTEM_CURRENTFILE&>" _chatter
     SET_EVENT "<&SCRIPTEVENT_SERVERPACKET&>" "<&SYSTEM_CURRENTFILE&>" _ptinv 57
     SET_EVENT "<&SCRIPTEVENT_SERVERPACKET&>" "<&SYSTEM_CURRENTFILE&>" _traderq 112
     SET_EVENT "<&SCRIPTEVENT_SERVERPACKET&>" "<&SYSTEM_CURRENTFILE&>" _claninv 44
     THREAD LOG_WRITER
RETURN VOID

PUBLIC LOG_WRITER
     WHILE ONE == ONE
          SLEEP 300000
          AA_ScrObj.EVT_LOGS_WR
     WEND
RETURN VOID

FUNCTION _chatter
     IF MESSAGETYPE == TWO
          AA_ScrObj.ADD_LMEM VOID 4 SENDERNAME MESSAGETYPE MESSAGE NULL
     ELSE
          IF "MESSAGE.CONTAINS CHAR_NAME" == TRUE
               AA_ScrObj.ADD_LMEM VOID 4 SENDERNAME MESSAGETYPE MESSAGE TRUE
               THREAD _allchtlog
               SET_EVENT "<&SCRIPTEVENT_CHAT&>" "<&SYSTEM_CURRENTFILE&>" _logallchat
               PRINT_TEXT "Your name was mentioned, logging all chat for 3 minutes..."
          ENDIF
     ENDIF
RETURN VOID

FUNCTION _allchtlog
     SLEEP 180000
     SET_EVENT "<&SCRIPTEVENT_CHAT&>" "<&SYSTEM_CURRENTFILE&>" _chatter
     PRINT_TEXT "Logging all chat stopped."
RETURN VOID

FUNCTION _logallchat
     AA_ScrObj.ADD_LMEM VOID 4 SENDERNAME MESSAGETYPE MESSAGE TRUE
RETURN VOID

FUNCTION _ptinv
     DEFINE STRING _crtime 0
     AA_ScrObj.TObj.PGET_TIME _crtime
     PACKET.READ_BYTE NULL
     DEFINE STRING _tmppers ""
     PACKET.READ_STRING _tmppers
     AA_ScrObj._evtlogs.PUSH "#$    [<&_crtime&>]: Party invitation by <&_tmppers&>"
     AA_ScrObj.S_RANDL_1500
     INJECT "43 00 00 00 00" // reject party
RETURN VOID

FUNCTION _traderq
     DEFINE STRING _crtime 0
     AA_ScrObj.TObj.PGET_TIME _crtime
     DEFINE INT _astobj 0
     PACKET.READ_BYTE NULL
     PACKET.READ_INT32 _astobj
     DEFINE STRING _tmppers ""
     DEFINE ARRAYLIST _playersc 0
     GET_PLAYERS _playersc 
     FOREACH _ixs Player _playersc
          IF _playersc._ixs.ID == _astobj
               _tmppers = "#$<&_playersc._ixs.NAME&>"
               BREAK 2
          ENDIF
     NEXTEACH
     AA_ScrObj._evtlogs.PUSH "#$    [<&_crtime&>]: Trade requeste by <&_tmppers&>"
     AA_ScrObj.S_RANDL_1500
     INJECT "55 00 00 00 00" // reject trade
RETURN VOID

FUNCTION _claninv
     DEFINE STRING _crtime 0
     AA_ScrObj.TObj.PGET_TIME _crtime
     DEFINE INT _astobj 0
     PACKET.READ_BYTE NULL
     PACKET.READ_INT32 _astobj
     DEFINE STRING _tmppers ""
     DEFINE ARRAYLIST _playersc 0
     GET_PLAYERS _playersc 
     FOREACH _ixs Player _playersc
          IF _playersc._ixs.ID == _astobj
               _tmppers = "#$<&_playersc._ixs.NAME&>"
               BREAK 2
          ENDIF
     NEXTEACH
     AA_ScrObj._evtlogs.PUSH "#$    [<&_crtime&>]: Clan invitation by <&_tmppers&>"
     AA_ScrObj.S_RANDL_1500
     INJECT "27 00 00 00 00" // reject clan
RETURN VOID

 

But this config is for Retail Server, I want to know that changes need for working in Freya Private Server, I test modify the lines of npc in target but not work say this error :

 

8:24:15 :[ERROR: SCRIPT ERROR : THREAD[3] LINE[1] : FAILED TO INCLUDE FILE : C:\DOCUMENTS AND SETTINGS\USUARIO\ESCRITORIO\L2 NET\L2NET\SCRIPTS\INCLUDE\AUTOAUGENGINE.L2C

 

Npc diag for Blacksmith in this Private Server for augment is:

 

1-Smelt and Item.

2-Start Smelting.

 

And for Remove:

 

1-Cancel smelting.

2-Remove the refined Life Stone

 

Any can help me with this ?

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    • 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
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