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Posted (edited)

This project is discontinued

Please find the new Autobots commercial engine below

 

 

_____________________________________________________________________________________________

 

L2j Roboto

 

So as I've already said i would share the fake player engine that i started working on.

It is WIP so DO NOT use it on any production environment.

I only share it cuz someone might be interested in giving a hand.

 

Features

Features implemented:

  • Only attack logic for bots to bots (plan to make it configurable even ingame)
  • Task auto scaling logic in order to have less iterations in more tasks
  • Buff bots with auto rebuff
  • Soulshots/Spiritshots with auto refill
  • Arrows/Bones with auto refill
  • One AI per class (Only a few implemented for now)
  • Random attack picked with probability

 

Commands

  • //fakes - opens the fake player dashboard (will probably change to //roboto)
  • //spawnrandom - spawns a random bot with default AI

 

How to install

L2jRoboto has minimal dependencies

Find the patch.diff folder under the dist folder

 

Github repo: https://github.com/Elfocrash/L2jRoboto

Please star the project is you can.

 

The project is licensed under MIT so take it and do whatever you want with it.

 

Have fun

Edited by Elfocrash
  • Like 4
  • Thanks 3
  • Upvote 6
Posted

[GR] orea doulia file mprabo sou.

distixos omos afta den einai orea gia ena sosto server to 90% gia na min po to 100% apo tous server

pou anigoune bazoune kati tetia les kai eimaste asxeti kai den kseroume oti einai fake  bots.

 

+1

Posted (edited)
4 hours ago, Lioy said:

Perfect , what can be the reason of delay while generating a new player and spawning it? 

Its because of the item give and equip. You can also notice it on the startup system.

Because most of the code of he creation is copied from things like enterworld, it sends some packets to the fake player that it doesnt need.

 

Again, the project is under development so things like this will be fixed and more features will be added.

 

3 hours ago, l2jkain said:

datapack ?

Good point it is only some html files. I'm off for work today but i will be uploading it when i get home

Edited by .Elfocrash
Posted
4 hours ago, .Elfocrash said:

Its because of the item give and equip. You can also notice it on the startup system.

Because most of the code of he creation is copied from things like enterworld, it sends some packets to the fake player that it doesnt need.

 

Again, the project is under development so things like this will be fixed and more features will be added.

 

Good point it is only some html files. I'm off for work today but i will be uploading it when i get home

 

Actually delay is almost the same and without items give and equip. Propably because of the packets it sends.  Do you find it a good idea to load X amount of fpcs on gameserver starting and then just spawn them ( with .spawnme function) finding them from the list? Maybe it will avoid the creation delay while spawning them , but I don't know about the performance.

Posted
4 minutes ago, Lioy said:

 

Actually delay is almost the same and without items give and equip. Propably because of the packets it sends.  Do you find it a good idea to load X amount of fpcs on gameserver starting and then just spawn them ( with .spawnme function) finding them from the list? Maybe it will avoid the creation delay while spawning them , but I don't know about the performance.

Yeah the init loading is not really my issue as other players can’t notice it.

 

i have many things in my optimisation list but functionality comes first for now. Feel free to help solve it if you have the time.

Posted
1 minute ago, GamePsychology said:

Nice, more 16 years old frozen/aCis kids who will claim they have unique project.

 

it's not that easy man to add or handle the correct functionality , it needs a lot of work.

 

 

@Elfocrash  I'm taking it a first look now, actually I have added only the "generating fpc" part and testing some basic functions , for example i have NPE's while trying to PM them, etc. Also on shift+click ,  getClient() for example returns null. A first look and trying to solve some problems in my mind first. 

 

Anyway BIG ups for the whole code.

Posted
Just now, Lioy said:

 

it's not that easy man to add or handle the correct functionality , it needs a lot of work.

 

 

@Elfocrash  I'm taking it a first look now, actually I have added only the "generating fpc" part and testing some basic functions , for example i have NPE's while trying to PM them, etc. Also on shift+click ,  getClient() for example returns null. A first look and trying to solve some problems in my mind first. 

 

Anyway BIG ups for the whole code.

 

Ok let me fix it.

"18 years old with proper knowledge of adding, removing patches in eclipse and adjust 1-2 lines, gonna open PRO lineage 2 or Sell it in topzone and other sites."

Posted
Just now, GamePsychology said:

 

Ok let me fix it.

"18 years old with proper knowledge of adding, removing patches in eclipse and adjust 1-2 lines, gonna open PRO lineage 2 or Sell it in topzone and other sites."

 

maybe selling part is correct , but again it needs to understand what you do if you try it on a live server.

Posted
23 minutes ago, Lioy said:

 

it's not that easy man to add or handle the correct functionality , it needs a lot of work.

 

 

@Elfocrash  I'm taking it a first look now, actually I have added only the "generating fpc" part and testing some basic functions , for example i have NPE's while trying to PM them, etc. Also on shift+click ,  getClient() for example returns null. A first look and trying to solve some problems in my mind first. 

 

Anyway BIG ups for the whole code.

The npe is actually fixed but I haven’t shared the game server patch. Things like that are fixed but I can’t find a solid way to share them with version control without sharing the whole project.

 

i will share the pm fix twhen I get home

Posted
7 minutes ago, .Elfocrash said:

The npe is actually fixed but I haven’t shared the game server patch. Things like that are fixed but I can’t find a solid way to share them with version control without sharing the whole project.

 

i will share the pm fix twhen I get home

 

Sharing only the generate a random player function and maybe it's content functions would be already enough for someone to start building his own FPC system. What's your opinion about propably resellers selling your staff ? (Maybe with small edits,etc claiming they made it with their balls)

Posted
21 minutes ago, Lioy said:

 

Sharing only the generate a random player function and maybe it's content functions would be already enough for someone to start building his own FPC system. What's your opinion about propably resellers selling your staff ? (Maybe with small edits,etc claiming they made it with their balls)

Resellers has been selling my stuff my whole life in l2j development. Can’t do something about it. That’s why the project is mit. I could package it, obfuscate it and sell it but  I already make enough money so I don’t need them.

 

whenever you see someone bragging or selling just point them to the right place. That’s the best you can do 

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