Jump to content

Recommended Posts

Posted (edited)

Something else , while adding items and equiping them , these items are stored in database items table right? Isn't that a big waste of memory in long term since fake players aren't even stored on characters table? Also skills,etc. NO idea if I am right.

Edited by Lioy
Posted (edited)
22 minutes ago, Lioy said:

Something else , while adding items and equiping them , these items are stored in database items table right? Isn't that a big waste of memory in long term since fake players aren't even stored on characters table? Also skills,etc. NO idea if I am right.

No it is not a big waste of memory. Databases, especially with those simple schema, don't affect performance unless you reach million marks and even then the queries are very simple.

I could have a cleanup task when the engine starts to delete any items in the db that don't belong in players.

However the long term plan is that the admin should be able to save some bots if he wants in the database and load them on demand or even log in them with and admin password.

Edited by .Elfocrash
Posted (edited)
4 minutes ago, .Elfocrash said:

No it is not a big waste of memory. Databases, especially with those simple schema, don't affect performance unless you reach million marks.

I could have a cleanup task when the engine starts to delete any items in the db that don't belong in players.

However the long term plan is that the admin should be able to save some bots if he wants in the database and load them on demand or even log in them with and admin password.

 

Yea , I just thought that  : Say that reading bot names is from xml or from a database or smth like that , if all are dynamic and not saved bots , some  common problems would occur xD .  For example bot named Elfocrash human fighter , after server restart , bot generator finds this name again , but this time.. Elfocrash dark elf fighter. People will be like " WTF " haha

Edited by Lioy
Posted
Just now, Lioy said:

 

Yea , I just thought that  : Say that reading bot names is from xml or from a database or smth like that , if all are dynamic and not saved bots , some  common problems would occur xD .  For example bot named Elfocrash human fighter , after server restart , bot generator finds this name again , but this time.. Elfocrash dark elf fighter. People will be like " WTF " xD

As I said numerous times, this is not ready for production. It is shared at this point to get anyone interesting in helping to get their hands dirty.

I have thought of all those things.

 

  • Names will be coming from wordlist.
  • There will be some fact checking on how players are named.
  • Buffs will be configurable
  • Skills with probability will be configurable
  • Names will have duplication check
  • Bots will have IQ levels

I would appreciate if rather than pointing out the obvious you did some coding. :) 

Posted
2 minutes ago, .Elfocrash said:

As I said numerous times, this is not ready for production. It is shared at this point to get anyone interesting in helping to get their hands dirty.

I have thought of all those things.

 

  • Names will be coming from wordlist.
  • There will be some fact checking on how players are named.
  • Buffs will be configurable
  • Skills with probability will be configurable
  • Names will have duplication check
  • Bots will have IQ levels

I would appreciate if rather than pointing out the obvious you did some coding. :) 

 

Sure but engine isn't even organized in a way that people could help coding. Even different acis versions are problem.

Posted
Just now, Lioy said:

 

Sure but engine isn't even organized in a way that people could help coding. Even different acis versions are problem.

The engine is insanely organised in a way to help people with coding. You can literally copy parse the whole packet in an acis project, adapt it and share diffs.

I can do the rest. In fact the fact that you were able to run it so easily proves that everyone can do it easily.

Posted

Update

  • Added Titan and Dominator
  • Added self support spells
  • Added spell conditions for self support spells
  • Changed the way consumables work
Posted

The way you handle skills is weird. You shouldn't have to do any hardcoded map there. From learnt based on their attribute you should able to get the skill you want and validate their conditions without using anything else. That would reduce per class AI to generic.

Posted (edited)
1 hour ago, Sdw said:

The way you handle skills is weird. You shouldn't have to do any hardcoded map there. From learnt based on their attribute you should able to get the skill you want and validate their conditions without using anything else. That would reduce per class AI to generic.

I know now it looks weird because it is hard coded and everything has an equal chance of being picked but the plan it that the user can have different skill sets and different probabilities per bot ai and it will also be configurable on a file and not hardcoded. I want them to be per class because I also need some class specific mannerisms (ie archers will move a bit every other shot to give a sense of realist etc).

but yeah I thought about making them generic as well

Edited by .Elfocrash
Posted (edited)
2 hours ago, .Elfocrash said:

I know now it looks weird because it is hard coded and everything has an equal chance of being picked but the plan it that the user can have different skill sets and different probabilities per bot ai and it will also be configurable on a file and not hardcoded. I want them to be per class because I also need some class specific mannerisms (ie archers will move a bit every other shot to give a sense of realist etc).

but yeah I thought about making them generic as well

aCis 372 not work

FakePlayerManager line 174

PlayerInfoTable.getInstance().addPlayer(objectId, accountName, playerName, player.getAccessLevel().getLevel());

 

 

 


WARNING: Bad RequestBypassToServer: java.lang.NullPointerException
java.lang.NullPointerException
    at com.elfocrash.roboto.FakePlayerManager.createRandomFakePlayer(FakePlayerManager.java:174)
    at com.elfocrash.roboto.FakePlayerManager.spawnPlayer(FakePlayerManager.java:73)
    at com.elfocrash.roboto.admincommands.AdminFakePlayers.useAdminCommand(AdminFakePlayers.java:49)
    at net.sf.l2j.gameserver.network.clientpackets.RequestBypassToServer.runImpl(RequestBypassToServer.java:81)
    at net.sf.l2j.gameserver.network.clientpackets.L2GameClientPacket.run(L2GameClientPacket.java:50)
    at net.sf.l2j.gameserver.network.L2GameClient.run(L2GameClient.java:774)
    at net.sf.l2j.commons.concurrent.ThreadPool$TaskWrapper.run(ThreadPool.java:248)
    at java.util.concurrent.ThreadPoolExecutor.runWorker(Unknown Source)
    at java.util.concurrent.ThreadPoolExecutor$Worker.run(Unknown Source)
    at java.lang.Thread.run(Unknown Source)

дек 02, 2017 2:54:26 PM net.sf.l2j.gameserver.network.clientpackets.RequestBypassToServer runImpl
WARNING: Bad RequestBypassToServer: java.lang.NullPointerException
java.lang.NullPointerException
    at com.elfocrash.roboto.FakePlayerManager.createRandomFakePlayer(FakePlayerManager.java:174)
    at com.elfocrash.roboto.FakePlayerManager.spawnPlayer(FakePlayerManager.java:73)
    at com.elfocrash.roboto.admincommands.AdminFakePlayers.useAdminCommand(AdminFakePlayers.java:49)
    at net.sf.l2j.gameserver.network.clientpackets.RequestBypassToServer.runImpl(RequestBypassToServer.java:81)
    at net.sf.l2j.gameserver.network.clientpackets.L2GameClientPacket.run(L2GameClientPacket.java:50)
    at net.sf.l2j.gameserver.network.L2GameClient.run(L2GameClient.java:774)
    at net.sf.l2j.commons.concurrent.ThreadPool$TaskWrapper.run(ThreadPool.java:248)
    at java.util.concurrent.ThreadPoolExecutor.runWorker(Unknown Source)
    at java.util.concurrent.ThreadPoolExecutor$Worker.run(Unknown Source)
    at java.lang.Thread.run(Unknown Source)
 

 

Edited by katowice
Posted
3 minutes ago, katowice said:

aCis 372 not work

FakePlayerManager line 174

PlayerInfoTable.getInstance().addPlayer(objectId, accountName, playerName, player.getAccessLevel().getLevel());

 

  Reveal hidden contents

 


WARNING: Bad RequestBypassToServer: java.lang.NullPointerException
java.lang.NullPointerException
    at com.elfocrash.roboto.FakePlayerManager.createRandomFakePlayer(FakePlayerManager.java:174)
    at com.elfocrash.roboto.FakePlayerManager.spawnPlayer(FakePlayerManager.java:73)
    at com.elfocrash.roboto.admincommands.AdminFakePlayers.useAdminCommand(AdminFakePlayers.java:49)
    at net.sf.l2j.gameserver.network.clientpackets.RequestBypassToServer.runImpl(RequestBypassToServer.java:81)
    at net.sf.l2j.gameserver.network.clientpackets.L2GameClientPacket.run(L2GameClientPacket.java:50)
    at net.sf.l2j.gameserver.network.L2GameClient.run(L2GameClient.java:774)
    at net.sf.l2j.commons.concurrent.ThreadPool$TaskWrapper.run(ThreadPool.java:248)
    at java.util.concurrent.ThreadPoolExecutor.runWorker(Unknown Source)
    at java.util.concurrent.ThreadPoolExecutor$Worker.run(Unknown Source)
    at java.lang.Thread.run(Unknown Source)

дек 02, 2017 2:54:26 PM net.sf.l2j.gameserver.network.clientpackets.RequestBypassToServer runImpl
WARNING: Bad RequestBypassToServer: java.lang.NullPointerException
java.lang.NullPointerException
    at com.elfocrash.roboto.FakePlayerManager.createRandomFakePlayer(FakePlayerManager.java:174)
    at com.elfocrash.roboto.FakePlayerManager.spawnPlayer(FakePlayerManager.java:73)
    at com.elfocrash.roboto.admincommands.AdminFakePlayers.useAdminCommand(AdminFakePlayers.java:49)
    at net.sf.l2j.gameserver.network.clientpackets.RequestBypassToServer.runImpl(RequestBypassToServer.java:81)
    at net.sf.l2j.gameserver.network.clientpackets.L2GameClientPacket.run(L2GameClientPacket.java:50)
    at net.sf.l2j.gameserver.network.L2GameClient.run(L2GameClient.java:774)
    at net.sf.l2j.commons.concurrent.ThreadPool$TaskWrapper.run(ThreadPool.java:248)
    at java.util.concurrent.ThreadPoolExecutor.runWorker(Unknown Source)
    at java.util.concurrent.ThreadPoolExecutor$Worker.run(Unknown Source)
    at java.lang.Thread.run(Unknown Source)
 

 

Well you have the stacktrace, check that is null in the lines indicated

Posted
7 minutes ago, .Elfocrash said:

Ну, у вас есть stacktrace, проверьте, что это нулевое значение в указанных строках


 
with java at me it is bad, could not help or assist me.
Posted (edited)
18 minutes ago, katowice said:


 

with java at me it is bad, could not help or assist me.

 

There are two options:

 

1. Hire a developer to do the work for you

2. Sit 2-4 months and learn java from the free source called INTERNET which provided to you by other people who work 24/24h daily for you to have free movies and free videos or tutorials

 

You don't live in the place that others do the work for you anymore. Free things year is over. This guy waste X hour of his life to share something and you people want also literally others to add them in your projects also. 

Edited by GamePsychology

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

    • Hello community, I’d like to share an improved version of the L2smr editor for StaticMeshes, focused on solving some workflow issues I found in the original tool. CreditsThis project is based on the original acmi/L2smr repository https://github.com/acmi/L2smr , created by acmi, and I updated it to Java 17 with some additional features. Issues in the original L2smr Too many windows: each StaticMesh opened in a new one → cluttered desktop. No search: navigating through hundreds of StaticMeshActors was slow and tedious. Added improvements Flexible views Single Window Mode: reuse one window instead of opening new ones. Multiple Window Mode: still available for those who prefer having several views open simultaneously. Real-time Search Field Instant filtering as you type. Case-insensitive search. “Reset” button to quickly clear the search.     Installation and Execution: Clone the repository: git clone https://github.com/Jeep12/l2smr.git cd l2smr        2.Build the project:   ./gradlew build        3. Run the application:     ./run.bat      Or simply double-click on run.bat.     The run.bat script automatically extracts JavaFX from the included javafx-17.0.2.zip file in the javafx/ directory, sets up the required libraries, and launches the application. You don’t    need to install JavaFX separately.      Repository: https://github.com/Jeep12/l2smr     Maybe these features already existed in another version or fork, and they might not be very big changes, but since I didn’t know about them and found them necessary, I decided to          implement them myself and wanted to share them.      
    • no....Mobius L2Clientdat and L2FileEditor can do that...but still cant works with TaiWanese Grand Crusade ,especially Armorgrp.dat and Armorgrp-Classic.dat
    • L2GOLD - Halcyon x45 Project Classic Interlude   C6 - Classic Interlude: Protocol 110     Is a complete copy of L2Gold in Classic [110 Protocol] with L2OFF files.   Fully L2Gold Features - Daily Quest - Daily Mining Quest - Ancient Weapons -Refine System  -Rebirth System -Fully configurable everything you want -Gold stats/Gold skills/Gold items working 100% -Zones 100% alike  -Unique donations system (npc or voicedcommand .donate) - On Enchant success announcement ( if +16 for weapon, 8 for armor , 7 for jewel) - Announce of Castle Lord - Announce of Hero  - Olympiad Max A grade - Olympiad Buffs on matches changed to Gold Alike - Working fully Dreadbane   - AI Mods: Static Time for RB   Automated Events: Squash Watermelon RB Event High rate  (those are fully automated)   Server is running a Test Server: Online to anyone can test it.   Game Client: https://www.mediafire.com/file/1d8xe18rvgi04lx/L2_Classic_Interlude_Client_V2.rar/file   Game Patch: https://www.mediafire.com/file/3z4b8ezy93h2z1g/L2Halcyon+Gold+Patch.rar/file   GM Accounts: ID: root pass root [ accounts go from  root1 until root20 ]   Regular Accounts Registrations: http://84.247.164.27/?page=register   Some Screenshots: https://imgur.com/a/o7TxzTN   Contact me here via PM (only serious buyers).    Price of the product: Fully Server Pack + Source ( 250 Euros )
    • ✨ A Service with Vibes  Vibe SMS ✨   Vibe SMS is not just a platform for working with numbers. We’ve built it to be simple, convenient, and stress-free, so your tasks get done without hassle. We value real communication: we listen to your ideas, provide support, and make sure everyone feels calm and confident. With us, you’re not just a client  you’re part of a space built on trust, support, and a human touch. Vibe SMS is a place where people matter and where we create an atmosphere you’ll want to stay in.   Website link — https://vibe-sms.net/ Our Telegram channel — https://t.me/vibe_sms
  • Topics

×
×
  • Create New...

AdBlock Extension Detected!

Our website is made possible by displaying online advertisements to our members.

Please disable AdBlock browser extension first, to be able to use our community.

I've Disabled AdBlock