madocter Posted July 11, 2015 Posted July 11, 2015 (edited) Hello many of us have a L2 project with custom rates , currently we count with tools to increase exp , drop , quest reward ,but not for quest item drop rate itself this means more than the 60% of quest are unusefull for players because in fact the chance to get quest item is X1 but rest of rates can be increased so player will get level and items by farming before he could end quest So im creating a tool that parshe AI and increase quest item drop chance . Features: Can change drop rates of all quest or specified ones. You can see a list with current quest and their drop items rates. Edit when you want any drop item chance or reset to its original state Edited September 21, 2017 by madocter Quote
ericvini Posted July 11, 2015 Posted July 11, 2015 Sounds good, specially if its tested and doesn't alter anything else Quote
madocter Posted July 13, 2015 Author Posted July 13, 2015 Sounds good, specially if its tested and doesn't alter anything else Thanks :) Once we're done the parsher i will update this topic . Problem atm is not program itself but find a good AI decompiler that can recompile entire ai files . maybe we will need l2gmpanel control of xel procedure Quote
tk422 Posted July 18, 2015 Posted July 18, 2015 (edited) For our NPC Manager we use LightMare's decompiler and then AdvExt's Interlude compiler. I think the compiler was $80 or something but was worth every penny. LM's decompiler lets you send it data though stdin and then responds through stdout which is much faster and less IO than writing / reading files. Thanks LM! Output is always on the standard channel though, errors aren't sent to stderror unfortunately. You have to detect and process them as they happen. This should be rare though. Once you have the entire file decompiled and each class separated, iterate over each one and make whatever modifications required. AdvExt's compiler can compile multiple classes provided you have made the changes described in the included ReadMe. - Remove the gg:: prefix on global calls. gg::Rand() becomes just Rand() - Remove the :: postfix to myself and replace with dot. AKA - myself::Say becomes myself.Say() - Switch statements become select statements (literally just change the keyword switch to select). - Include the correct preprocessor header one line above each class (see ReadMe). - Include all parent, grandparent, great grandparent etc classes all the way up until the root class for anything you compile. - Always ensure everything written out (for both the compiler and then for use by NPCServer) is in grandparent > parent > child order. Hope this helps, Looking forward to your tool! Edited July 18, 2015 by tk422 Quote
xeL Posted July 20, 2015 Posted July 20, 2015 For our NPC Manager we use LightMare's decompiler and then AdvExt's Interlude compiler. I think the compiler was $80 or something but was worth every penny. LM's decompiler lets you send it data though stdin and then responds through stdout which is much faster and less IO than writing / reading files. Thanks LM! Output is always on the standard channel though, errors aren't sent to stderror unfortunately. You have to detect and process them as they happen. This should be rare though. Once you have the entire file decompiled and each class separated, iterate over each one and make whatever modifications required. AdvExt's compiler can compile multiple classes provided you have made the changes described in the included ReadMe. - Remove the gg:: prefix on global calls. gg::Rand() becomes just Rand() - Remove the :: postfix to myself and replace with dot. AKA - myself::Say becomes myself.Say() - Switch statements become select statements (literally just change the keyword switch to select). - Include the correct preprocessor header one line above each class (see ReadMe). - Include all parent, grandparent, great grandparent etc classes all the way up until the root class for anything you compile. - Always ensure everything written out (for both the compiler and then for use by NPCServer) is in grandparent > parent > child order. Hope this helps, Looking forward to your tool! It will be a lot of work. Working my self on such a tool... but problem is for multiple quest on same AI class with different item drops and different chance to sort and extract the exact rand(). Quote
smeli Posted August 18, 2015 Posted August 18, 2015 just do it ncsof way and all will be easy ncsof ai system contains 3 files: ai_script.txt, macro.txt, questdata.txt all quest rates edited in questdata only single time for 1 quest after is running aimerger which inserts quests to required classes defined in questdata processes macro definitions and creates ai_merged.txt file whis now is compiled by actual compiler those commercial dumies does not care about ncsoft way, they working with merged file only ncsoft way of ai editing is presented in C1 server pack shared by me (not suitable for c4+) Quote
xeL Posted August 18, 2015 Posted August 18, 2015 (edited) just do it ncsof way and all will be easy ncsof ai system contains 3 files: ai_script.txt, macro.txt, questdata.txt all quest rates edited in questdata only single time for 1 quest after is running aimerger which inserts quests to required classes defined in questdata processes macro definitions and creates ai_merged.txt file whis now is compiled by actual compiler those commercial dumies does not care about ncsoft way, they working with merged file only ncsoft way of ai editing is presented in C1 server pack shared by me (not suitable for c4+) to bad that is not for c4 too the old way :) Edited August 18, 2015 by xeL Quote
smeli Posted August 18, 2015 Posted August 18, 2015 to bad that is not for c4 too the old way :) not old way, just new ncsoft compilers not leaked and this old one even older than c1, it not suted even for c1, but modified by russians to suit c1 in master hands it will start work for any chronicles :) Quote
bionicle Posted January 3, 2016 Posted January 3, 2016 (edited) ohhhh please reshare maaaaaan =) I want it, want want want, want change ALL quest rates. - ЗИЙЧАС Я БУДУ МИНЯТЬ УСЕ КВЕСТОВИЕ РЕЙТЫ xD Edited January 3, 2016 by bionicle Quote
madocter Posted September 18, 2017 Author Posted September 18, 2017 (edited) Well some help with compilers / decompilers would be apreciated since : smeli AI kit : do not works \AI KIT\4_Compiler_C4_sauron = NASC.exe process stop xel GMpanel (\base\bin) : do not works \Compiler_C4_sauron = Error opening fileCompiling... Edited September 19, 2017 by madocter Quote
madocter Posted September 19, 2017 Author Posted September 19, 2017 (edited) 13 hours ago, smeli said: ai_macro.txt :) Well i managed to get working lightmare C4 decompiler the AI.obj source has to be on ANSII thats why it didn't work. In fact i did a little version of the program and its working problem i see is that AI.OBJ do not follow any solid pattern for example for quest random chance there is at least 3 kinds of GG:Rand function usage on different way , thats okey program can manage , but for example i found some extrange npc that besides they drop more than one item for more than one quest they have a lot of GG:Rand functions , not related to quest chance iteself but for calculate other things. So in brief , i can't find any solid pattern to dissociate GG:Rand functions related to quest chance from GG:Rand related to other things. One quick fix can be : if before find GG:Rand patern , i do not find myself::GiveItem1( *****, @ (aparently the @ seems to be parameter for quest item) then ignore and dont replace for GG:Rand (parameter, parameter) Edited September 19, 2017 by madocter Quote
madocter Posted September 19, 2017 Author Posted September 19, 2017 (edited) If someone want participate here is the first test i did : /* * To change this license header, choose License Headers in Project Properties. * To change this template file, choose Tools | Templates * and open the template in the editor. */ package WEREMADS; import java.io.BufferedReader; import java.io.File; import java.io.FileReader; import java.io.FileWriter; import java.util.ArrayList; import java.util.Scanner; import java.util.regex.Matcher; import java.util.regex.Pattern; import javax.swing.JFileChooser; /** * * @author K5 */ public class PARSE_AI { public String nasc_line =""; String quest = "myself::HaveMemo( c1, @quest_name )" ; // 873 String quest_2 = "myself::HaveMemo( c1, @quest_name )"; //79 String quest_3= "myself::HaveMemo( target, @quest_name )"; //145 count String quest_4 = "myself::HaveMemo( c1, quest_id )"; //188 String quest_5 = "myself::HaveMemo( c0, quest_id )"; //161 String quest_6 = "myself::HaveMemo( c2, @quest_name)"; //22 String quest_7 = "myself::HaveMemo( c2, quest_id)"; //10 } And an example of the output: look at $PARAMETER_1 , and $PARAMETER_2 this is what will be replaced (Note : test atm just look for 1 kind of GG:Rand and is not finished code_info = random1_list::RandomSelectOne(); if( gg::IsNull( code_info ) == 0 ) { switch( code_info.code ) { case 0: { myself::SetCurrentQuestID( @save_my_sister1 ); target = code_info::RandomSelectOne(); if( gg::IsNull( target ) == 0 && myself::DistFromMe( target ) <= 1500 ) { if( gg::Rand( $PARAMETER_1 == $PARAMETER_2 ) { if( 1 ) { target.quest_last_reward_time = myself::GetCurrentTick(); myself::GiveItem1( target, @poison_sac, 1 ); myself::SetFlagJournal( target, @save_my_sister1, 2 ); myself::SoundEffect( target, "ItemSound.quest_middle" ); } } } break; } case 3: { myself::SetCurrentQuestID( @ranchers_plea ); target = code_info::RandomSelectOne(); if( gg::IsNull( target ) == 0 && myself::DistFromMe( target ) <= 1500 ) { myself::GiveItem1( target, @giant_spider_skin, 1 ); myself::SoundEffect( target, "ItemSound.quest_itemget" ); } break; } } } Pitty that sauron compiler give me error : unknown param WayPoints So i dont know what i will do once i finish the program and if works , probably im doing something wrong ? i tried get help form XEL since he created GMpanel that uses compiler/decompiler he told me that he do not have time to help and dont remember how he used compiler so i request him GMpanel source , or at least the part where the program uses the compiler but he denied and he say that he ofuscated the code of his app xD !! and is private mega-secret work ... MCX level ... just a C# windows form application Edited September 21, 2017 by madocter Quote
madocter Posted September 20, 2017 Author Posted September 20, 2017 Cool , aparently program really works how expected without extrange issues . currently changed 138 quest drop item chances , now need check other GG:Rand patterns , then i guess i can make it work by a list of target quests that user want change , and support to other chronicles. Still with error when use compiler Quote
madocter Posted September 21, 2017 Author Posted September 21, 2017 report : AMOUNT OF QUESTS : 305 AMOUNT OF NPCS : 6646 MODIFIED DROPS :1238 OF 808 NPCS (21% of NPCS DROP AT LEAST 1,5 QUEST ITEM) # QUEST DROP RANDOM PATERN FOUNDS :1479 MODIFIED : 1238 NASC CLASES MODIFIED :808 I do not check not common paterns like : <= , >= , > . Also all of them just sum a total of 100 coincidences vs the sum of the most common ones : 1479 IGNORED DROP PATERNS : 80-100 POSIBLE FATAL ERRORS : 1 I think program is finished , just need be able to compile again and test if : 1- npc do not crash , if does find wrong line , 2- npc behavior correctly , 3-not any warning on console , 4- check behavior and code one by one the 808 modified clases Quote
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