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  • 3 weeks later...
  • 2 weeks later...
Posted

EVALA AYTO TO SCRIPT GIA ADENA K DOULEVI KALA ALA SE SERVER x 7 DINI MONO 5500a K SERVER x 3 MONO 3000

SE GRACIA

///////REQUIRES/////

/LVL20 ASSASIN /

/STRENGTHENED LONGBOW/

/BRONZE BREASTPLATE/

/HARD LEATHER HELMET/

/BRONZE GAITERS //

//BRACER/

 

 

 

 

 

SET(FIGHTSTOP)

 

MSG( QUEST SCRIPT FOR DE VILLAGE)

 

 

DELAY(2000)

MSG(LETS START WORKING)

DELAY(2000)

CALL(deadcheck)

MSG( WHERE AM I ? )

 

LABEL(LOCATOR)

 

LABEL(LOCATOR)

MSG(CHEcKING SPOT LIST)

POSINRANGE(-56532,78321,-2960,3000)

{

MSG( I HOPE YOU HAVE STARTED THE QUEST ALREADY?)

MOVETO(-56532,78321,-2960)

JMP(STARTFIGHT)

}

 

POSINRANGE(11902,15754,-4552,500)

{

MSG( BEEN BUYING STUFF, EYY! )

 

JMP(SELLJUNK)

}

 

POSINRANGE(12295,15002,-4568,500)

{

MOVETO(12295,15002,-4568)

JMP(QUESTSTART)

}

 

 

 

MSG(YOU ARENT CLOSE ENOUGH TO EITHER QUEST START, SHOP OR SPAWN POINT..

)

 

EXIT()

 

LABEL(QUESTSTART)

 

CALL(SPOTANDLEVEL)

 

NPCSEL(Astaron)

DELAY(200)

NPCDLG(Astaron)

DELAY(200)

 

DLGSEL(Quest)

DELAY(300)

DLGSEL(Say you will help)

 

DELAY(200)

 

LABEL(GOHUNT)

LABEL(huntnext1)

MOVETO(12451,16472,-4584)

PosOutRange(12451,16472,-4584,300)

{

DELAY(200)

JMP(huntnext)

}

LABEL(huntnext2)

MOVETO(12101,16714,-4584)

PosOutRange(12101,16714,-4584,600)

{

DELAY(200)

JMP(huntnext2)

}

 

NPCSEL(Newbie Guide)

DELAY(2000)

NPCDLG(Newbie Guide)

DELAY(200)

 

DLGSEL(Get help from the assist magic.)

 

DELAY(7000)

 

LABEL(huntnext3)

MOVETO(11348,16969,-4656)

PosOutRange(11348,16969,-4656,600)

{

DELAY(200)

JMP(huntnext3)

}

LABEL(huntnext4)

MOVETO(10174,16742,-4584)

PosOutRange(10174,16742,-4584,600)

{

DELAY(200)

JMP(huntnext4)

}

LABEL(huntnext5)

MOVETO(9705,15631,-4568)

PosOutRange(9705,15631,-4568,600)

{

DELAY(200)

JMP(huntnext5)

}

 

LABEL(Jasmine)

DELAY(4000)

MSG(Selecting Jasmine)

NPCSEL(Jasmine)

DELAY(200)

NPCDLG(Jasmine)

DELAY(1000)

 

DLGSEL(Teleport)

 

DELAY(1000)

 

DELAY(1000)

 

DLGSEL(Spider Nest)

 

DELAY(10000)

 

 

 

LABEL(STARTFIGHT)

SET(FIGHTSTART)

LABEL(FIGHT)

 

CHARSTATUS(HP,>,90)

{

ChangeWaitType(1)

}

 

 

DELAY(1000)

 

CALL(deadcheck)

 

 

DELAY(1000)

CALL(CHECKQUESTITEM)

 

JMP(STARTFIGHT)

 

///////////////////////// QUEST ///////////////////////////

 

LABEL(CHECKQUESTITEM)

 

ITEMCOUNT(Venom Sac[iD=1077],>=,10)

{

JMP(GOBACK)

}

 

LABEL(soulshot)

ITEMCOUNT(Bone Arrow[iD=1341],<=,259)

{

JMP(GOBACK)

}

 

RETURN()

 

LABEL(HPOK)

CHARSTATUS(HP,>,90)

{

SET(FIGHTSTOP)

ChangeWaitType(1)

DELAY(2000)

JMP(GOBACK)

}

CALL(deadcheck)

JMP(CHECKQUESTITEM)

/////////////////////////////// utilities ////////////////////////////////////

 

/////////////////////////// DEADCHECK //////////////////////////

 

LABEL(deadcheck)

CharStatus(HP,==,0)

{

SET(FIGHTSTOP)

MSG(You died, funeral services will be held tomorrow at 3pm)

MSG(Donations for the dead botters fund will be accepted at the service)

GOHOME()

DELAY(15000)

SET(FIGHTSTOP)

JMP(BACK1)

}

RETURN()

 

 

LABEL(SPOTANDLEVEL)

CHARSTATUS(LV,>=,23)

{

SET(FIGHTSTOP)

DELAY(2000)

JMP(DELEVEL)

}

RETURN()

 

 

LABEL(GOBACK)

SET(FIGHTSTOP)

 

 

Delay(1000)

Set(RANGETYPE,STARTPOS,1)

USEITEM(Lesser Healing Potion[iD=1060])

Set(FIGHTSTART)

Label(CheckStatus)

CharStatus(HP,<,100)

{

Delay(1000)

Jmp(CheckStatus)

}

Set(FIGHTSTOP)

Delay(500)

Set(RANGETYPE,STARTPOS,4000)

 

 

ChangeWaitType(1)

DELAY(1000)

ChangeWaitType(1)

 

MSG(Scrolling now!)

USEITEM(Scroll Of Escape[iD=736])

{

DELAY(20000)

JMP(BACK1)

}

JMP(GOBACK)

 

LABEL(BACK1)

MOVETO(11426,17042,-4656)

POSINRANGE(11426,17042,-4656,900)

{

DELAY(3000)

JMP(BACK3)

}

JMP(GOBACK)

 

LABEL(BACK3)

set(fightstart)

delay(1000)

set(fightstop)

delay(5000)

MOVETO(11426,17042,-4656)

POSINRANGE(11426,17042,-4656,900)

{

DELAY(3000)

JMP(BACK2)

}

JMP(GOBACK)

 

LABEL(BACK2)

 

MOVETO(11426,17042,-4656)

POSOUTRANGE(11426,17042,-4656,300)

{

DELAY(500)

JMP(GOBACK)

}

MOVETO(11730,16084,-4560)

POSOUTRANGE(11730,16084,-4560,300)

{

DELAY(500)

JMP(BACK2)

}

 

LABEL(BACK3)

MOVETO(11902,15754,-4552)

POSOUTRANGE(11902,15754,-4552,300)

{

DELAY(5000

JMP(BACK3)

}

 

LABEL(VENDOR)

POSINRANGE(11902,15754,-4552,300)

{

JMP(SELLJUNK)

DELAY(500)

}

DELAY(500)

JMP(VENDOR)

 

LABEL(TOQUEST)

MOVETO(11856,15757,-4552)

MOVETO(11505,15407,-4568)

MOVETO(12295,15002,-4568)

 

DELAY(3000)

NPCSEL(Astaron)

DELAY(200)

NPCDLG(Astaron)

DELAY(200)

 

DLGSEL(Quest)

DELAY(2000)

 

 

JMP(QUESTSTART)

 

//////////////////////////////////  BUY NEW STUFF  /////////////////////////////////////////

 

LABEL(ITEMCHECK)

ITEMCOUNT(Scroll of Escape[iD=736],<=,3)

{

DELAY(2000)

MSG(You only have 3 SoE left, you should have 4)

NPCSEL(Vollodos)

NPCDLG(Vollodos)

DELAY(800)

DLGSEL(Buy)

MSG(PURCHASING 5 SOES)

BUYITEM(Scroll of Escape[iD=736],5)

 

DELAY(2000)

}

 

LABEL(HEALCHECKPOT)

ITEMCOUNT(Lesser Healing Potion[iD=1060],<=,9)

{

NPCSEL(Vollodos)

NPCDLG(Vollodos)

DELAY(800)

DLGSEL(Buy)

MSG(BUYING 10 HEAL POTS)

BUYITEM(Lesser Healing Potion[iD=1060],10)

DELAY(2000)

 

 

}

LABEL(soulshot)

ITEMCOUNT(Bone Arrow[iD=1341],<=,509)

{

NPCSEL(Vollodos)

NPCDLG(Vollodos)

DELAY(800)

DLGSEL(Buy)

MSG(BUYING 10 HEAL POTS)

BUYITEM(Bone Arrow[iD=1341],500)

DELAY(2000)

}

 

LABEL(antidote)

ITEMCOUNT(Antidote[iD=1831],<=,20)

{

NPCSEL(Vollodos)

NPCDLG(Vollodos)

DELAY(800)

DLGSEL(Buy)

MSG(BUYING 10 HEAL POTS)

BUYITEM(Antidote[iD=1831],20)

DELAY(2000)

}

 

 

 

JMP(TOQUEST)

 

////////////////////////// SELL JUNK ////////////////////////////////////

LABEL(SELLJUNK)

LABEL(sell)

DELAY(150)

ITEMCOUNT(Conjuror's Staff Head[iD=2023],>=,1)

{

NPCSEL(Vollodos)

NPCDLG(Vollodos)

DELAY(150)

DLGSEL(Sell)

DELAY(150)

SELLITEM(Conjuror's Staff Head[iD=2023],1)

DELAY(150)

JMP(sell)

}

 

LABEL(sell2)

ITEMCOUNT(Elven Bow Shaft[iD=2024],>=,1)

{

NPCSEL(Vollodos)

NPCDLG(Vollodos)

DELAY(150)

DLGSEL(Sell)

DELAY(150)

SELLITEM(Elven Bow Shaft[iD=2024],1)

DELAY(150)

JMP(sell2)

}

 

LABEL(sell3)

ITEMCOUNT(Leather Tunic[iD=1796],>=,1)

{

NPCSEL(Vollodos)

NPCDLG(Vollodos)

DELAY(150)

DLGSEL(Sell)

DELAY(150)

SELLITEM(Leather Tunic[iD=1796],1)

DELAY(150)

JMP(sell3)

}

 

 

LABEL(sell8)

ITEMCOUNT(Leather Pants[iD=29],>=,1)

{

NPCSEL(Vollodos)

NPCDLG(Vollodos)

DELAY(150)

DLGSEL(Sell)

DELAY(150)

SELLITEM(Leather Pants[iD=29],1)

DELAY(150)

JMP(sell8)

}

 

LABEL(sell10)

ITEMCOUNT(Apprentice's Shoes[iD=1121] ,>=,1)

{

NPCSEL(Vollodos)

NPCDLG(Vollodos)

DELAY(150)

DLGSEL(Sell)

DELAY(150)

SELLITEM(Apprentice's Shoes[iD=1121] ,1)

DELAY(150)

JMP(sell10)

}

LABEL(sell11)

ITEMCOUNT(Cloth Shoes[iD=35],>=,1)

{

NPCSEL(Vollodos)

NPCDLG(Vollodos)

DELAY(150)

DLGSEL(Sell)

DELAY(150)

SELLITEM(Cloth Shoes[iD=35],1)

DELAY(150)

JMP(sell11)

}

LABEL(sell12)

ITEMCOUNT(Recipe: Broad Sword[iD=1786],>=,1)

{

NPCSEL(Vollodos)

NPCDLG(Vollodos)

DELAY(150)

DLGSEL(Sell)

DELAY(150)

SELLITEM(Recipe: Broad Sword[iD=1786],1)

DELAY(150)

JMP(sell12)

}

 

 

 

 

 

 

LABEL(sell14)

ITEMCOUNT(Recipe: Bow [iD=1788],>=,1)

{

NPCSEL(Vollodos)

NPCDLG(Vollodos)

DELAY(150)

DLGSEL(Sell)

DELAY(150)

SELLITEM(Recipe: Bow [iD=1788],1)

DELAY(150)

JMP(sell14)

}

 

 

 

 

 

 

LABEL(sell16)

ITEMCOUNT(Short Gloves[iD=48] ,>=,1)

{

NPCSEL(Vollodos)

NPCDLG(Vollodos)

DELAY(150)

DLGSEL(Sell)

DELAY(150)

SELLITEM(Short Gloves[iD=48] ,1)

DELAY(150)

JMP(sell16)

}

LABEL(sell17)

ITEMCOUNT(Cloth Cap[iD=41],>=,1)

{

NPCSEL(Vollodos)

NPCDLG(Vollodos)

DELAY(150)

DLGSEL(Sell)

DELAY(150)

SELLITEM(Cloth Cap[iD=41],1)

DELAY(120)

JMP(sell17)

}

LABEL(sell18)

ITEMCOUNT(Leather Cap[iD=42],>=,1)

{

NPCSEL(Vollodos)

NPCDLG(Vollodos)

DELAY(150)

DLGSEL(Sell)

DELAY(120)

SELLITEM(Leather Cap[iD=42],1)

DELAY(120)

JMP(sell18)

}

LABEL(sell19)

ITEMCOUNT(Leather Shirt[iD=22] ,>=,1)

{

NPCSEL(Vollodos)

NPCDLG(Vollodos)

DELAY(150)

DLGSEL(Sell)

DELAY(120)

SELLITEM(Leather Shirt[iD=22] ,1)

DELAY(120)

JMP(sell19)

}

LABEL(sell20)

ITEMCOUNT(Leather Shield[iD=18],>=,1)

{

NPCSEL(Vollodos)

NPCDLG(Vollodos)

DELAY(150)

DLGSEL(Sell)

DELAY(120)

SELLITEM(Leather Shield[iD=18],1)

DELAY(120)

JMP(sell20)

}

LABEL(sell21)

ITEMCOUNT(Leather Sandals[iD=36],>=,1)

{

NPCSEL(Vollodos)

NPCDLG(Vollodos)

DELAY(150)

DLGSEL(Sell)

DELAY(120)

SELLITEM(Leather Sandals[iD=36],1)

DELAY(120)

JMP(sell21)

}

LABEL(sell22)

ITEMCOUNT(Magic Ring[iD=116],>=,1)

{

NPCSEL(Vollodos)

NPCDLG(Vollodos)

DELAY(150)

DLGSEL(Sell)

DELAY(120)

SELLITEM(Magic Ring[iD=116],1)

DELAY(120)

JMP(sell22)

}

LABEL(sell22)

ITEMCOUNT(Necklace of Magic[iD=118],>=,1)

{

NPCSEL(Vollodos)

NPCDLG(Vollodos)

DELAY(150)

DLGSEL(Sell)

DELAY(120)

SELLITEM(Necklace of Magic[iD=118],1)

DELAY(120)

JMP(sell22)

}

LABEL(sell23)

ITEMCOUNT(Buffalo's Horn[iD=308],>=,1)

{

NPCSEL(Vollodos)

NPCDLG(Vollodos)

DELAY(150)

DLGSEL(Sell)

DELAY(120)

SELLITEM(Buffalo's Horn[iD=308],1)

DELAY(120)

JMP(sell23)

}

LABEL(sell24)

ITEMCOUNT(Apprentice's Earring[iD=112],>=,1)

{

NPCSEL(Vollodos)

NPCDLG(Vollodos)

DELAY(150)

DLGSEL(Sell)

DELAY(120)

SELLITEM(Apprentice's Earring[iD=112],1)

DELAY(120)

JMP(sell24)

}

LABEL(sell25)

ITEMCOUNT(Cotton Shoes[iD=1122],>=,1)

{

NPCSEL(Vollodos)

NPCDLG(Vollodos)

DELAY(150)

DLGSEL(Sell)

DELAY(120)

SELLITEM(Cotton Shoes[iD=1122],1)

DELAY(120)

JMP(sell25)

}

LABEL(sell26)

ITEMCOUNT(Recipe: Wooden Arrow[iD=1666],>=,1)

{

NPCSEL(Vollodos)

NPCDLG(Vollodos)

DELAY(150)

DLGSEL(Sell)

DELAY(120)

SELLITEM(Recipe: Wooden Arrow[iD=1666],1)

DELAY(120)

JMP(sell26)

}

LABEL(sell27)

ITEMCOUNT(Leather Stocking Pattern[iD=1923],>=,1)

{

NPCSEL(Vollodos)

NPCDLG(Vollodos)

DELAY(150)

DLGSEL(Sell)

DELAY(120)

SELLITEM(Leather Stocking Pattern[iD=1923],1)

DELAY(120)

JMP(sell27)

}

LABEL(sell28)

ITEMCOUNT(Recipe: Synthetic Cokes[iD=2143],>=,1)

{

NPCSEL(Vollodos)

NPCDLG(Vollodos)

DELAY(150)

DLGSEL(Sell)

DELAY(120)

SELLITEM(Recipe: Synthetic Cokes[iD=2143],1)

DELAY(50)

JMP(sell28)

}

LABEL(sell29)

ITEMCOUNT(Recipe: Hard Leather Gaiters[iD=2174],>=,1)

{

NPCSEL(Vollodos)

NPCDLG(Vollodos)

DELAY(150)

DLGSEL(Sell)

DELAY(120)

SELLITEM(Recipe: Hard Leather Gaiters[iD=2174],1)

DELAY(120)

JMP(sell29)

}

LABEL(sell30)

ITEMCOUNT(Recipe: Greater Spiritshot (D) Compressed Package(100%)[iD=5273],>=,1)

{

NPCSEL(Vollodos)

NPCDLG(Vollodos)

DELAY(150)

DLGSEL(Sell)

DELAY(120)

SELLITEM(Recipe: Greater Spiritshot (D) Compressed Package(100%)[iD=5273],1)

DELAY(120)

JMP(sell30)

}

 

LABEL(sell37)

ITEMCOUNT(Magic Haste Potion[iD=6035],>=,1)

{

NPCSEL(Vollodos)

NPCDLG(Vollodos)

DELAY(150)

DLGSEL(Sell)

DELAY(120)

SELLITEM(Magic Haste Potion[iD=6035],1)

DELAY(120)

JMP(sell37)

}

 

Delay(1500)

MOVETO(12144,15953,-4581)

MOVETO(12472,15941,-4601)

MOVETO(13109,16240,-4611)

MOVETO(13565,16772,-4602)

MOVETO(13512,17100,-4601)

MOVETO(13540,17454,-4569)

MOVETO(13420,17462,-4569)

 

LABEL(ANIMALBONE)

ITEMCOUNT(Animal Bone[iD=1872],>=,1)

{

NPCSEL(Dorankus[iD=7139])

NPCDLG(Dorankus[iD=7139])

DLGSEL(Deposit Item (Private Warehouse))

SAVEITEM(Animal Bone[iD=1872],1)

Delay(250)

JMP(ANIMALBONE)

}

 

LABEL(IronOre)

ITEMCOUNT(Iron Ore[iD=1869],>=,1)

{

NPCSEL(Dorankus[iD=7139])

NPCDLG(Dorankus[iD=7139])

DLGSEL(Deposit Item (Private Warehouse))

SAVEITEM(Iron Ore[iD=1869],1)

Delay(250)

JMP(IronOre)

}

 

LABEL(AnimalSkin)

ITEMCOUNT(Animal Skin[iD=1867],>=,1)

{

NPCSEL(Dorankus[iD=7139])

NPCDLG(Dorankus[iD=7139])

DLGSEL(Deposit Item (Private Warehouse))

SAVEITEM(Animal Skin[iD=1867],1)

Delay(250)

JMP(AnimalSkin)

}

 

LABEL(Snugget)

ITEMCOUNT(Silver Nugget[iD=1873],>=,1)

{

NPCSEL(Dorankus[iD=7139])

NPCDLG(Dorankus[iD=7139])

DLGSEL(Deposit Item (Private Warehouse))

SAVEITEM(Silver Nugget[iD=1873],1)

Delay(250)

JMP(Snugget)

}

 

LABEL(Charcoal)

ITEMCOUNT(Charcoal[iD=1871],>=,1)

{

NPCSEL(Dorankus[iD=7139])

NPCDLG(Dorankus[iD=7139])

DLGSEL(Deposit Item (Private Warehouse))

SAVEITEM(Charcoal[iD=1871],1)

Delay(250)

JMP(Charcoal)

}

 

LABEL(Coal)

ITEMCOUNT(Coal[iD=1870],>=,1)

{

NPCSEL(Dorankus[iD=7139])

NPCDLG(Dorankus[iD=7139])

DLGSEL(Deposit Item (Private Warehouse))

SAVEITEM(Coal[iD=1870],1)

Delay(250)

JMP(Coal)

}

 

LABEL(Thread)

ITEMCOUNT(Thread[iD=1868],>=,1)

{

NPCSEL(Dorankus[iD=7139])

NPCDLG(Dorankus[iD=7139])

DLGSEL(Deposit Item (Private Warehouse))

SAVEITEM(Thread[iD=1868],1)

Delay(250)

JMP(Thread)

}

 

LABEL(Cestus)

ITEMCOUNT(Cestus[iD=256],>=,1)

{

NPCSEL(Dorankus[iD=7139])

NPCDLG(Dorankus[iD=7139])

DLGSEL(Deposit Item (Private Warehouse))

SAVEITEM(Cestus[iD=256],1)

Delay(250)

JMP(Cestus)

}

 

LABEL(Throwing)

ITEMCOUNT(Throwing Knife[iD=218],>=,1)

{

NPCSEL(Dorankus[iD=7139])

NPCDLG(Dorankus[iD=7139])

DLGSEL(Deposit Item (Private Warehouse))

SAVEITEM(Throwing Knife[iD=218],1)

Delay(250)

JMP(Throwing)

}

 

LABEL(Shining)

ITEMCOUNT(Shining Knife[iD=217],>=,1)

{

NPCSEL(Dorankus[iD=7139])

NPCDLG(Dorankus[iD=7139])

DLGSEL(Deposit Item (Private Warehouse))

SAVEITEM(Shining Knife[iD=217],1)

Delay(250)

JMP(Shining)

}

 

Delay(1500)

MOVETO(13544,17506,-4569)

MOVETO(13505,17025,-4601)

MOVETO(12778,16533,-4610)

MOVETO(12674,15925,-4601)

MOVETO(12089,15961,-4582)

MOVETO(11908,15794,-4581)

Dealy(1500)

 

JMP(ITEMCHECK)

 

 

 

 

  • 3 weeks later...
Posted

Οποιος εχει καποια Quest [Ενδιαφερομαι για 3 Quest Απο Elven Scout --> Silver ranger] ας μου στειλει καποιο Λινκ να τα κατεβασω...

  • 2 weeks later...
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    • Here is the translation, formatted to look professional, clean, and highly scannable for your forum post: Hello L2JBrasil community! I present to you the newest development from MiaCodeWeb. We have created a robust and advanced adaptation of the Phantom system for aCis / L2JAcis 409, focused on Interlude C6 servers. Our main goal was to transform traditional "ornamental bots" into highly realistic, autonomous players. They are capable of creating themselves, restoring themselves, farming, auto-equipping, using skills, responding in chat using Artificial Intelligence, and being managed directly via an in-game panel. GitHub: https://github.com/miacodeweb/L2-Phantom-AI Video Demonstration: [Insert link here]   ## Main Features and Implementation We implemented the core of the Phantom system directly into the aCis gameserver. The architecture was divided into independent modules for AI, combat, chat, equipment, inventory, progression, logs, and administration. In-Game Admin Panel: Fully functional //phantom command. It allows you to create new phantoms, restore saved ones, reload configs, start/stop the AI, view online phantoms, kill bugged phantoms, delete them individually, and navigate through pages. Data Persistence: Created phantoms can be registered in phantoms.properties, allowing them to be restored later while maintaining all their progress directly from the database. Centralized Configuration: Everything is controlled by the phantoms.properties file, organized by sections: AI, Loot, Skills, Equipment, Zones, PVP/PK, Gemini (Chat), Logs, Respawn, and Anti-Stuck system. ## Phantom Skills and Behavior Smart Combat: They patrol, search for mobs, and claim targets to prevent multiple phantoms from attacking the same monster. Mages rest when they run out of MP and avoid hitting with physical weapons unnecessarily. Automatic Progression: Auto-learning of skills, automatic class changes following the logical tree of the chosen profession, receiving buffs, and inventory clearing when reaching a certain weight/space percentage. Dynamic Equipment System: They auto-equip based on class and level, using varying item combinations so they don't all look the same. Optimized Loot: Each phantom focuses on picking up drops/herbs from its own mob, avoiding that ugly scene of 10 phantoms chasing the same adena. PVP/PK Behavior (Configurable): Immediate response to attacks, detection of PK players in the visible area, and an optional "PK Rage Mode". ## AI and Movement Navigation and Anti-Stuck: Patrol system, free wandering, obstacle and stuck detection, with Geodata validation (when enabled on the server). Respawn: Automatic return to town after death, alongside safety rules to prevent them from getting permanently stuck in textures. Leveling Zones: Configurable leveling zones (automatic teleports to farm zones are disabled by default, as in Interlude/aCis they rely heavily on geodata accuracy and the real coordinates of your server). ## AI Chat Integration (Gemini 2.5 Flash) We integrated a Whisper system via the Gemini 2.5 Flash API, making the phantoms respond like real Lineage 2 players. Support for both free and paid API tiers. Configurable parameters: GeminiApiTier, Keys, Cooldowns, and DailyLimits. The system detects connection failures, API limits, and empty responses, and logs everything. The prompt has been adjusted so that the phantom doesn't reply with empty or robotic phrases when asked where to level up or what it's doing. ## Dedicated Log System We created an exclusive log file located at gameserver/log/phantoms.log. It records: loading of phantoms, auto-skills, buffs, Gemini API errors/successes, anti-stuck actions, kills/deletes by admin, and configuration issues. ## Simplified Distribution and Installation Thinking about ease of use for administrators, the mod is delivered in a ready-to-use package: phantom-acis-installer-client.zip. Includes an automatic PowerShell installer that injects the code into your Eclipse project. Contains README.md, INSTALL_MAP.md, and the payload/ folder with ready-made routes for aCis. Clean configuration files (without my API keys). Just run the installer over your copy of aCis, refresh Eclipse, compile, and test. ## Custom Jobs The project already has a solid and functional base for aCis 409. The ideal next steps would be to refine the farm routes by level and social behavior with long-term testing on live servers. I accept custom jobs! If you need this system adapted for another revision, exclusive modules, or any other development for your server, get in touch. Through MiaCodeWeb, I also offer complete services involving geodata optimization, advanced VPS administration (Linux), and Java backend management for L2J. Send a PM or visit the GitHub!   https://www.l2jbrasil.com/applications/core/interface/file/attachment.php?id=17801&key=135fc8d831b84c05089851b18bfca58a   Link dowload:https://github.com/miacodeweb/L2-Phantom-Acis-409
    • TG Support: https://t.me/buyingproxysup | Channel: https://t.me/buyingproxycom Discord support: #buyingproxy | Server: Join the BuyingProxy Discord Server!  Create your free account here
    • PERFECT PERSPECTIVE IS ALMOST ALWAYS A DEATH SENTENCE ▪ Think if the document lies perfectly flat and everything is “level” it’ll be fine? Most of the time, that’s exactly what gives away the fake. Real smartphones, especially wide-angle cameras, always add natural distortions: - Slight warping at the edges of the document - Perspective distortions in the corners - Light curvature of the plane due to distance and shooting angle When everything is perfectly flat and geometrically flawless — algorithms and verifiers immediately recognize a “staged scene.” ▪ A genuine shot is never mathematically perfect. It’s these small lens distortions that make the frame look alive and believable.  Want perspective that won’t raise questions even from the most demanding verifiers? Write to us — we’ll create geometry that looks like it was shot with a real phone in real conditions. › TG: @mustang_service_ms ( https:// t.me/ mustang_service_ms ) › Channel: Mustang Service ( https:// t.me/ +JPpJCETg-xM1NjNl ) #documents #drawing #perspective #editing #geometry
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