Jump to content

Recommended Posts

Posted

I know there will be separate patches for the projects themselves and difference packages inside the jar for every pack in the form of mods.acis or mods.l2jsunrise .

If you are planning larger project you could make it in 3 parts:

1. Patch - everything in there would be different depending on the pack

2. Interface connecting patch with core

3. Core - the same for all packs

Posted (edited)
On 3/26/2015 at 9:44 PM, vampir said:

If you are planning larger project you could make it in 3 parts:

1. Patch - everything in there would be different depending on the pack

2. Interface connecting patch with core

3. Core - the same for all packs

Edited by Howl3r
Posted

The Main.init() makes sense, but why no listener for the rest ?

What else do you need mate? I probably don't understand the question in the way you say it.

Posted (edited)

I'm not familiar with aCis, but your current v1.0 version would require a one liner patch in scripts.cfg on L2J : a new DP scripts in scripts.cfg

 

E.g this :

Index: java/net/sf/l2j/gameserver/model/actor/instance/L2PcInstance.java
===================================================================
--- java/net/sf/l2j/gameserver/model/actor/instance/L2PcInstance.java	(revision 1)
+++ java/net/sf/l2j/gameserver/model/actor/instance/L2PcInstance.java	(working copy)
@@ -14,6 +14,8 @@
  */
 package net.sf.l2j.gameserver.model.actor.instance;
 
+import eu.elfocrash.mods.acis.PvpColor;
+
 import java.sql.Connection;
 import java.sql.PreparedStatement;
 import java.sql.ResultSet;
@@ -4232,6 +4234,7 @@
 				
 				// Send UserInfo packet to attacker with its Karma and PK Counter
 				sendPacket(new UserInfo(this));
+				PvpColor.updateColor(this);
 			}
 		}
 		// Otherwise, killer is considered as a PKer.

Could be adressed with a listener (and I bet aCis does have that too), e.g for L2J

	@RegisterEvent(EventType.ON_PLAYER_PK_CHANGED)
	@RegisterType(ListenerRegisterType.GLOBAL_PLAYERS)
	public void OnPlayerPKChanged(OnPlayerPKChanged event)
	{
		PvpColor.updateColor(event.getActiveChar());
	}

Etc... Just saying I would have done it differently actually.

Edited by Sdw
Posted

I'm not familiar with aCis, but your current v1.0 version would require a one liner patch in scripts.cfg on L2J : a new DP scripts in scripts.cfg

 

E.g this :

Index: java/net/sf/l2j/gameserver/model/actor/instance/L2PcInstance.java
===================================================================
--- java/net/sf/l2j/gameserver/model/actor/instance/L2PcInstance.java	(revision 1)
+++ java/net/sf/l2j/gameserver/model/actor/instance/L2PcInstance.java	(working copy)
@@ -14,6 +14,8 @@
  */
 package net.sf.l2j.gameserver.model.actor.instance;
 
+import eu.elfocrash.mods.acis.PvpColor;
+
 import java.sql.Connection;
 import java.sql.PreparedStatement;
 import java.sql.ResultSet;
@@ -4232,6 +4234,7 @@
 				
 				// Send UserInfo packet to attacker with its Karma and PK Counter
 				sendPacket(new UserInfo(this));
+				PvpColor.updateColor(this);
 			}
 		}
 		// Otherwise, killer is considered as a PKer.

Could be adressed with a listener (and I bet aCis does have that too), e.g for L2J

	@RegisterEvent(EventType.ON_PLAYER_PK_CHANGED)
	@RegisterType(ListenerRegisterType.GLOBAL_PLAYERS)
	public void OnPlayerPKChanged(OnPlayerPKChanged event)
	{
		PvpColor.updateColor(event.getActiveChar());
	}

Etc... Just saying I would have done it differently actually.

No acis does not have a listeners system. I am actually implementing one for the xtender though but no there is no listeners system for such things on aCis.

Posted

It would be better if you include the source if you want my opinion.
Nice to see you back in l2j but I was expecting something more interesting w/e keep it up.

Posted

It would be better if you include the source if you want my opinion.

Nice to see you back in l2j but I was expecting something more interesting w/e keep it up.

But you don't need the source either way. It's all configurable. There is a reason everything is summed up in a file. Cuz people like you or others try to mess with customs and break them.

You will be surprised with the amount of help topics we are going to save.

 

BTW Current development state:

PVP item reward

PVP skills reward

Voiced Command Support

 

All of these features are coded from scratch tested and commited.

We will publish the new version soon.

Posted (edited)

I was expecting something more interesting w/e keep it up.

It started yesterday, let's wait a bit before talking about it being interesting or not.

We have already finished a couple of small custom mods as 'examples' of how everything is going to work, 'bigger features' will come after we create a listener engine and complete the project structure.

 

As regards publicity, there would be no point in making a simple file (jar) for the customs, we could add everything directly into the source (and things like messing up with customs that Elfo mentioned would start happening >> help topics). However, you will find after the new rev update that the configs cover pretty much everything.

Edited by An4rchy
Posted

But you don't need the source either way. It's all configurable. There is a reason everything is summed up in a file. Cuz people like you or others try to mess with customs and break them.

You will be surprised with the amount of help topics we are going to save.

 

BTW Current development state:

PVP item reward

PVP skills reward

Voiced Command Support

 

All of these features are coded from scratch tested and commited.

We will publish the new version soon.

 

It started yesterday, let's wait a bit before talking about it being interesting or not.

We have already finished a couple of small custom mods as 'examples' of how everything is going to work, 'bigger features' will come after we create a listener engine and complete the project structure.

 

As regards publicity, there would be no point in making a simple file (jar) for the customs, we could add everything directly into the source (and things like messing up with customs that Elfo mentioned would start happening >> help topics). However, you will find after the new rev update that the configs cover pretty much everything.

bad way of thinking but ok its your work

you have done other works on the past so you know better

Posted

I hardly reply on topics, I do it only whenever I see something realy good. I am impressed with your idea and your work (even if its in initial stage) and I would like to see more features in it. Its very good for guys like me which we have small knowledge of java and coding, and even adapting code for newer versions.

I use aCis last rev, its a great project thanks to TK and his teams work but if you target for a custom server you have to put the custom features you need, most times custom shares is outdated and there is no support so you have to try hard if your knowledge is in low level (like me) to adapt it, or bother other people to give you advices. So this project/extender will be massive help for guys which work on aCis and want to make a Custom inclunding project for their servers.

 

Congrats and keep up.

 

Some features I'd like to see:

Configurable GrandBosses (for example: no quest for raid them, just buy an item and go there, and more flexible options about them)

Custom System for Augments (Maybe an easy configurable augment system, f.e. allowed item skills, cancel active buff effect on unequip and such)

Maybe some events (TvT, CtF etc)

Custom Siege configs (there is an addon I found in acis comunity and adapted for my needs, you can configure siege day and time for every castle seperately)

 

And dont think I ask these features for my needs and make my job, I already have some of them, I just giving an advice in what would be great and helpful for guys that will use this...

Posted

I hardly reply on topics, I do it only whenever I see something realy good. I am impressed with your idea and your work (even if its in initial stage) and I would like to see more features in it. Its very good for guys like me which we have small knowledge of java and coding, and even adapting code for newer versions.

I use aCis last rev, its a great project thanks to TK and his teams work but if you target for a custom server you have to put the custom features you need, most times custom shares is outdated and there is no support so you have to try hard if your knowledge is in low level (like me) to adapt it, or bother other people to give you advices. So this project/extender will be massive help for guys which work on aCis and want to make a Custom inclunding project for their servers.

 

Congrats and keep up.

 

Some features I'd like to see:

Configurable GrandBosses (for example: no quest for raid them, just buy an item and go there, and more flexible options about them)

Custom System for Augments (Maybe an easy configurable augment system, f.e. allowed item skills, cancel active buff effect on unequip and such)

Maybe some events (TvT, CtF etc)

Custom Siege configs (there is an addon I found in acis comunity and adapted for my needs, you can configure siege day and time for every castle seperately)

 

And dont think I ask these features for my needs and make my job, I already have some of them, I just giving an advice in what would be great and helpful for guys that will use this...

Thank you for your kind words. This is exactly what we aim for, have a full set of configurable custom modifications, any kind, which will be easy and useful for admins.

 

Most of the features you mentioned are probably going to be including as parts of a larger mods, thanks.

 

Also, i have to say i was surprised that you actually said you have small knowledge of coding. Most of the admins out there, (want to) believe and claim that they are the top developers, while they end up posting in l2j requests.

Posted

Thank you for your kind words. This is exactly what we aim for, have a full set of configurable custom modifications, any kind, which will be easy and useful for admins.

 

Most of the features you mentioned are probably going to be including as parts of a larger mods, thanks.

 

Also, i have to say i was surprised that you actually said you have small knowledge of coding. Most of the admins out there, (want to) believe and claim that they are the top developers, while they end up posting in l2j requests.

 

Then it will be great work. Good work results most times are succesful when you know what you are aiming and what you are targeting for.

 

I dont have a reason to think that I am a developer or a programmer. I work with l2j first for learn and then for doing my hobbie. I have pay lot times for developer services, or custom addons and most of times it didnt worth it.

I am not a kid to start lie "I code java from my 7" and such, I am 27 y/o and doing this as I said to have fun and fill my free hours with something productive, and IF at some point I will have a server project that I will like and I can see that it worth it to be online I may try it.

 

Anyway, keep up, and I wait for further updates and revisions. Thanks in advance for your work.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now



  • Posts

    • https://l2mayhem.ru/   The Mayhem Server is designed for players who want to enjoy the game without unnecessary stress or steep barriers. We focus on a comfortable gaming experience: the mechanics are adapted so that even newcomers can get up to speed quickly, while veterans will be happy to return to the beloved universe. On the server, character progression and content difficulty are well balanced: your character develops steadily, without the need to spend huge amounts of time on repetitive tasks. For players’ convenience, we’ve implemented autofarm - it lets you complete daily tasks efficiently. Moreover, bots are officially allowed on the server: they help automate routine actions, so you can focus on the most exciting parts of the game - sieges, PvP, clan wars, and crafting. The server’s atmosphere is friendly: the active community is always ready to offer advice, and the administration ensures order and fairness. Whether you’re looking for a relaxed leveling and world‑exploration experience or want to take part in intense events, everyone can find their own pace and playstyle here. Right now, the server features new activities: we’ve added new instances and locations with unique mechanics and rewards, as well as rare items that can only be obtained in these zones. This is a great chance to get powerful gear and stand out among other players.   Rates: - Grind: EXP/SP x3 (Raid Bosses: x3). - Loot: Drop/Spoil/Adena x3; Raid/Epic Raid drops x3. - Quests: All rewards x1.   Gameplay: - Accounts are created automatically. - Mammons is located in the Town of Giran. - Each character has access to the unlimited Auto Farm function. - Mass party functions activated by the party leader. - A pre-installed shortcut panel is provided for each new character. - The full list of chat commands is available on the Community Board. - Players have a x25 weight limit and an increased inventory capacity. - All buffs, dances, and songs last for 2 hours. - Spawn protection lasts 10 seconds after teleporting. - Treasure Chests have been removed from spawns. - Cursed Weapons have been removed from drops. - Common items can no longer be purchased or obtained as drops. - Mobs and Raid Bosses no longer use Cancel skill. - Equipment up to the Dynasty can be purchased with adena. - Shots up to S grade and consumables are available in the Community Board. - Offline shops are supported: simply set up a shop and type the .offline command in chat. - No drop penalty on Raid Bosses unless the player is over 5 levels higher than the boss; otherwise, the drop chance is reduced. - Mana Potions restore 1500 MP and have a 10‑second reuse time. Newbie Mana Potions restore 500 MP. - The Vitality, Nevit, and Recommendations systems have been disabled. - The store now offers a lower buy price for player‑sold items. - NPC Victor visits Town of Giran on Wednesdays and Saturdays for gear/doll upgrades and elemental exchange. - Once you hit level 40, every mob can drop one of three medals: Bronze, Silver, or Gold.   Premium: - +35% to EXP/SP, Adena, Seal Stones, Element Stones, and Epaulette drops. - Buffs, dances, and songs last 3 hours. - With Premium, players can get 3‑hour buffs by purchasing them from other players.   Enchanting: - The chance to successfully enchant gear is 65%. Safe enchantment is up to +3; the maximum enchant level is +20. - Elemental Stones: 50% chance. Elemental Crystals: 30% chance.   Skills: - Auto‑learn all skills and Forgotten Skills. - 30 buff slots, 12 Dance/Song slots. - Subclass max level raised to 85.   Quests: - 25 000 Adena is required to obtain the 1st class; 250 000 Adena for the 2nd class; 10 000 000 Adena for the 3rd class. - The subclass quest is not required. - The Freya quest is not required. - The Hard Freya quest is not required. - Access to Frintezza is granted only after completing the quest or upon having the purchased quest item. - Access to Baium is granted only after completing the quest or upon having the purchased quest item. - Access to Antharas is granted only after completing the quest or upon having the purchased quest item. - Access to Valakas is granted only after completing the quest or upon having the purchased quest item. - Hellbound progression is at level 1.   Olympiad: - Olympiads are held monthly. - Enchantment limit is +6. - Starting Olympiad requires 6 characters. - You need 15 battles to receive a reward. - Only non‑class battles are available.   Sieges/Territory Wars: - Flags are returned to their owners at the start of each Territory War, which occurs every 2 weeks. - A clan’s maximum number of captured flags in TW is 3.   Raid Bosses/Epic Bosses/Instance Features: - RB status is available on the Community Board. - Freya - 6-27 chars to enter. - Hard Freya - 6-27 chars to enter. - Frintezza - 6-45 chars to enter. - Ultra Daytime Zaken - 6-9 chars to enter. - Daytime Zaken - 6-9 chars to enter. - Nightly Zaken - 6-450 chars to enter. - Tiat - 9-45 chars to enter. - Beleth - 9 chars to enter. - Day/night restrictions for all Zaken instances have been removed. - Level‑limited zones: Ant Nest (levels 1–45), Sea of Spores (levels 1–56), Core (levels 1–56). - Almost all Raid Bosses listed in the Community Board drop an Enchanting Box with a 100% chance. - New Raid Bosses and their jewelry have been added. Teleport to these bosses via NPC Mirelle in Town of Giran. - New Instances: dolls, timed epic jewelry, and upgrade item for cloaks, bracelets, and accessories. Enter via NPC Ancient Portal in Town of Giran; 6-9 chars to enter.
    • Estou procurando cloacks do classic adaptadas para cliente interlude.
    • Good luck with your sales, but: Demo video. Show the siege, the olympiad, the tvt when you are selling something so complex and expensive.
    • 1.8 BILION NEW STOCK.70 E PER BILION DISCOUNT IF BUY ALL
    • ============================================================== VIKOS AUTOBOTS — live bots for Lineage 2 servers on Lucera2 Interlude and Classic ============================================================== An empty server loses players. Vikos Autobots fills the world with bots that act like real players: they farm, walk around towns, join clans, fight wars, go to raids, sieges, events and the Olympiad, trade and talk in chat. Installs on top of a Lucera2 build: one .ext.jar + the data/autobots folder + a config. Database tables are created automatically. WHAT THE BOTS DO • Farm zones by level along set routes; they do not steal mobs from players or other bots. Leave town through gatekeepers (custom ones and NPC bypasses too) and come back. • Some bots leave the farm to walk around town while others keep farming, so towns are not empty. They walk, talk to NPCs and sit down to rest (can be turned off for PvP servers). • After a server restart bots carry on where they were: same zone, same route, no mass teleport to town. • Class-based combat AI: fighters, archers, mages, healers, buffers, summoners. Auto parties, healers resurrect the dead. • Real fishing with core skills (cast, Pumping / Reeling, fish fight). Rod by grade, bait and fishing shots are handed out automatically; spots have stands, a bot limit, levels and time. • Gear by class and level, a separate Olympiad set and an "online time" set; custom skills by class and by online time (same idea as time gear). Random enchant, Life Stones, dyes, buffs. Shots, potions, arrows and scrolls restock on their own; bot items never reach the economy. • Clans and alliances with generated crests, clan wars, clan defense, PvP server mode. PvP zones (arena, Coliseum, custom): admin Send or a clock like TvT (14:00;16:00). • Raids and epics (Antharas, Valakas, Baium; more via XML), with a gathering in town or a direct teleport to the boss. Castle sieges, TvT / CTF / DM, Olympiad 1v1 and 3v3, Seven Signs. • Private stores (sell and buy), RU/EN chat, AI chat (Groq or any OpenAI-compatible API), bot replies go through your server chat filter (chatfilters.xml), player PMs forwarded to admin Telegram. • Admin panel: //autobots panel. Online schedule, own AI thread pool built for hundreds of bots online, one commented config and XML files checked at server start. INCLUDED: VIKOS AUTOBOTS CONFIGURATOR (Windows) • A single .exe with Java inside, nothing to install. • Works right on your VPS over SSH/SFTP: edit and save, the files go straight to the server; the old version goes to backup. • World map from server geodata, automatic route building by the core movement rules with checks. • Farm zones, towns, raids, sieges, TvT, PvP zones, fishing spots. • Editors with client icons: equipment (farm / online time / Olympiad), skills (regular and by online time), buffs, Life Stones, supplies, dyes. Finds config mistakes by itself. • Interlude and Classic, RU/EN interface, light and dark theme, F1 help. ============================================================== VIKOS AUTOBOTS — REAL SERVER LOAD Measured ============================================================== Interlude test server on Lucera2, a regular VPS: • 4 vCPU, 8 GB RAM, Debian 13 • Java 17 (Temurin), -Xmx5G • MariaDB -------------------------------------------------------------- RESULTS -------------------------------------------------------------- CPU is a one-minute average for the whole game server process: core, mobs and bots together. 400% = all 4 cores. Bots online Server CPU (of 400%) Share of VPS 1000 ~103% ~26% 1200 ~105% ~26% 1500 ~120-150% ~30-37% • An empty server without bots uses ~40% by itself, so 1000 bots add about one core. • The bot AI itself (all bots together) takes 10-15% of one core for 1000-1500 bots. • Memory is stable, no leaks: - after GC the heap stays at ~2.8-2.9 GB with 800, 1000 and 1200 bots — about the same as the server uses by itself, without bots; - the heap low point does not grow over time: memory does not pile up, it is freed on every garbage collection; - a full night with 1500 bots with no out-of-memory errors (OutOfMemory), the server never crashed; - with -Xmx5G there is more than 2 GB of headroom. • A full night with 1500 bots ran stable. Meanwhile the bots live a full life: farming along routes, walking around towns, fishing, clans, scheduled PvP zones, TvT/CTF, Olympiad and raids. -------------------------------------------------------------- SETTINGS USED FOR THESE NUMBERS -------------------------------------------------------------- • AutobotsIterationDelayMs = 500 A bot thinks twice per second: enough to act like a real player without wasting CPU. • AutobotsMaxBots = 1000-1500 • ai.properties: AiTaskActiveDelay = 500 AggroCheckInterval = 500 Most of the load comes not from the bot code but from the mobs around the bots: bots bring locations to life, and the mobs start checking whom to attack. With these values they check twice per second instead of four times. The load is almost halved, and you can't see the difference: a mob notices its target a fraction of a second later. • MariaDB: innodb_flush_log_at_trx_commit = 2 The database flushes its log to disk once per second instead of after every small query. With 1000+ bots there are many queries, and this removes most of the database load. A standard setting for game servers. • server.properties: AutoDestroyDroppedItemAfter = 120 Drops on the ground disappear after 2 minutes instead of 10. Bots kill a lot, and in 10 minutes tens of thousands of items piled up on the ground: extra memory, extra server work and database deletes. Two minutes is enough for players to pick up their own drops. Rule of thumb: a 4-core VPS handles 1000-1500 bots comfortably. For more, go for 6-8 cores. LICENSE • The license is bound to your VPS IP: the bots run only on the server with that IP. • Send the server IP when you buy. Price: 500$ Contact: Telegram @Vikos177 — https://t.me/Vikos177 Test the bots here: <DOWNLOAD LINK> https://drive.google.com/file/d/1xpOII2X2fsUWekDIJk7POTMWu7ICpHJo/view After purchase you are added to a private Telegram group for clients: news, updates and support. ==============================================================
  • Topics

×
×
  • Create New...

Important Information

This community uses essential cookies to function properly. Non-essential cookies and third-party services are used only with your consent. Read our Privacy Policy and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..