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Index: java/config/Character.properties
===================================================================
--- java/config/Character.properties	(revision 2638)
+++ java/config/Character.properties	(working copy)
@@ -287,7 +287,7 @@
CastleCircletsRestriction = True

# This controls the chance an item has to break if it is enchanted.
@@ -323,6 +323,30 @@
EnchantSafeMax = 3
EnchantSafeMaxFull = 4

+# These controls the chance to get a skill in the augmentation process
+# Retail: 15, 30, 45, 60
+AugmentationNGSkillChance = 15
+AugmentationMidSkillChance = 30
+AugmentationHighSkillChance = 45
+AugmentationTopSkillChance = 60
+
+# These controls the chance to get a Base Stat Modifier in the augmentation process
+# Note:
+#       No dependancy on LS grade
+# Retail: 1
+AugmentationBaseStatChance = 1
+
+# These controls the chance to get a glow effect in the augmentation process
+# Note:
+#       No/Mid Grade Life Stone can not have glow effect
+#       if you do not get a skill or Base Stat Modifier
+#       On Retail you can not get glow effect with NoGrade LS
+# Retail: 0, 40, 70, 100
+AugmentationNGGlowChance = 0
+AugmentationMidGlowChance = 40
+AugmentationHighGlowChance = 70
+AugmentationTopGlowChance = 100
+
#============================================================#
#                          Karma                             #
#============================================================#
Index: java/net/sf/l2j/Config.java
===================================================================
--- java/net/sf/l2j/Config.java	(revision 2638)
+++ java/net/sf/l2j/Config.java	(working copy)
@@ -860,6 +860,33 @@
    /** maximum level of safe enchantment for full body armor*/
    public static int ENCHANT_SAFE_MAX_FULL;

+    /** Chance to get a skill while using a NoGrade Life Stone*/
+    public static int AUGMENTATION_NG_SKILL_CHANCE;
+
+    /** Chance to get a Glow effect while using a NoGrade Life Stone(only if you get a skill)*/
+    public static int AUGMENTATION_NG_GLOW_CHANCE;
+
+    /** Chance to get a skill while using a MidGrade Life Stone*/
+    public static int AUGMENTATION_MID_SKILL_CHANCE;
+
+    /** Chance to get a Glow effect while using a MidGrade Life Stone(only if you get a skill)*/
+    public static int AUGMENTATION_MID_GLOW_CHANCE;
+
+    /** Chance to get a skill while using a HighGrade Life Stone*/
+    public static int AUGMENTATION_HIGH_SKILL_CHANCE;
+
+    /** Chance to get a Glow effect while using a HighGrade Life Stone*/
+    public static int AUGMENTATION_HIGH_GLOW_CHANCE;
+
+    /** Chance to get a skill while using a TopGrade Life Stone*/
+    public static int AUGMENTATION_TOP_SKILL_CHANCE;
+
+    /** Chance to get a Glow effect while using a TopGrade Life Stone*/
+    public static int AUGMENTATION_TOP_GLOW_CHANCE;
+
+    /** Chance to get a BaseStatModifier in the augmentation process*/
+    public static int AUGMENTATION_BASESTAT_CHANCE;
+
    // Character multipliers
    /** Multiplier for character HP regeneration */
    public static double  HP_REGEN_MULTIPLIER;
@@ -1246,6 +1273,15 @@
	                ENCHANT_MAX_JEWELRY					= Integer.parseInt(Character.getProperty("EnchantMaxJewelry", "255"));
	                ENCHANT_SAFE_MAX					= Integer.parseInt(Character.getProperty("EnchantSafeMax", "3"));
	                ENCHANT_SAFE_MAX_FULL				= Integer.parseInt(Character.getProperty("EnchantSafeMaxFull", "4"));
+	                AUGMENTATION_NG_SKILL_CHANCE		= Integer.parseInt(Character.getProperty("AugmentationNGSkillChance", "15"));
+	                AUGMENTATION_NG_GLOW_CHANCE			= Integer.parseInt(Character.getProperty("AugmentationNGGlowChance", "0"));
+	                AUGMENTATION_MID_SKILL_CHANCE		= Integer.parseInt(Character.getProperty("AugmentationMidSkillChance", "30"));
+	                AUGMENTATION_MID_GLOW_CHANCE		= Integer.parseInt(Character.getProperty("AugmentationMidGlowChance", "40"));
+	                AUGMENTATION_HIGH_SKILL_CHANCE		= Integer.parseInt(Character.getProperty("AugmentationHighSkillChance", "45"));
+	                AUGMENTATION_HIGH_GLOW_CHANCE		= Integer.parseInt(Character.getProperty("AugmentationHighGlowChance", "70"));
+	                AUGMENTATION_TOP_SKILL_CHANCE		= Integer.parseInt(Character.getProperty("AugmentationTopSkillChance", "60"));
+	                AUGMENTATION_TOP_GLOW_CHANCE		= Integer.parseInt(Character.getProperty("AugmentationTopGlowChance", "100"));
+	                AUGMENTATION_BASESTAT_CHANCE		= Integer.parseInt(Character.getProperty("AugmentationBaseStatChance", "1"));
	                ALT_GAME_KARMA_PLAYER_CAN_BE_KILLED_IN_PEACEZONE	= Boolean.parseBoolean(Character.getProperty("AltKarmaPlayerCanBeKilledInPeaceZone", "false"));
	                ALT_GAME_KARMA_PLAYER_CAN_SHOP		= Boolean.parseBoolean(Character.getProperty("AltKarmaPlayerCanShop", "true"));
	                ALT_GAME_KARMA_PLAYER_CAN_TELEPORT	= Boolean.parseBoolean(Character.getProperty("AltKarmaPlayerCanTeleport", "true"));
@@ -2099,6 +2135,16 @@
        else if (pName.equalsIgnoreCase("EnchantSafeMax")) ENCHANT_SAFE_MAX = Integer.parseInt(pValue);
        else if (pName.equalsIgnoreCase("EnchantSafeMaxFull")) ENCHANT_SAFE_MAX_FULL = Integer.parseInt(pValue);

+        else if (pName.equalsIgnoreCase("AugmentationNGSkillChance")) AUGMENTATION_NG_SKILL_CHANCE = Integer.parseInt(pValue);
+        else if (pName.equalsIgnoreCase("AugmentationNGGlowChance")) AUGMENTATION_NG_GLOW_CHANCE = Integer.parseInt(pValue);
+        else if (pName.equalsIgnoreCase("AugmentationMidSkillChance")) AUGMENTATION_MID_SKILL_CHANCE = Integer.parseInt(pValue);
+        else if (pName.equalsIgnoreCase("AugmentationMidGlowChance")) AUGMENTATION_MID_GLOW_CHANCE = Integer.parseInt(pValue);
+        else if (pName.equalsIgnoreCase("AugmentationHighSkillChance")) AUGMENTATION_HIGH_SKILL_CHANCE = Integer.parseInt(pValue);
+        else if (pName.equalsIgnoreCase("AugmentationHighGlowChance")) AUGMENTATION_HIGH_GLOW_CHANCE = Integer.parseInt(pValue);
+        else if (pName.equalsIgnoreCase("AugmentationTopSkillChance")) AUGMENTATION_TOP_SKILL_CHANCE = Integer.parseInt(pValue);
+        else if (pName.equalsIgnoreCase("AugmentationTopGlowChance")) AUGMENTATION_TOP_GLOW_CHANCE = Integer.parseInt(pValue);
+        else if (pName.equalsIgnoreCase("AugmentationBaseStatChance")) AUGMENTATION_BASESTAT_CHANCE = Integer.parseInt(pValue);
+
        else if (pName.equalsIgnoreCase("HpRegenMultiplier")) HP_REGEN_MULTIPLIER = Double.parseDouble(pValue);
        else if (pName.equalsIgnoreCase("MpRegenMultiplier")) MP_REGEN_MULTIPLIER = Double.parseDouble(pValue);
        else if (pName.equalsIgnoreCase("CpRegenMultiplier")) CP_REGEN_MULTIPLIER = Double.parseDouble(pValue);
Index: java/net/sf/l2j/gameserver/datatables/AugmentationData.java
===================================================================
--- java/net/sf/l2j/gameserver/datatables/AugmentationData.java	(revision 2638)
+++ java/net/sf/l2j/gameserver/datatables/AugmentationData.java	(working copy)
@@ -35,7 +35,8 @@
/**
 * This class manages the augmentation data and can also create new augmentations.
 *
- * @author  durgus
+ * @author  durgus 
+ * edited by xAddytzu
 */
public class AugmentationData
{
@@ -56,11 +57,6 @@
	// =========================================================
	// Data Field

-	// chances
-	//private static final int CHANCE_STAT = 88;
-	private static final int CHANCE_SKILL = 11;
-	private static final int CHANCE_BASESTAT = 1;
-	
	// stats
	private static final int STAT_START = 1;
	private static final int STAT_END = 14560;
@@ -68,6 +64,11 @@
	//private static final int STAT_NUMBEROF_BLOCKS = 4;
	private static final int STAT_SUBBLOCKSIZE = 91;
	//private static final int STAT_NUMBEROF_SUBBLOCKS = 40;
+
+	// skills
+	// private static final int BLUE_START = 14561;
+	private static final int PURPLE_START = 14578;
+	private static final int RED_START = 14685;

	// basestats
	private static final int BASESTAT_STR = 16341;
@@ -76,9 +77,10 @@
	private static final int BASESTAT_MEN = 16344;

	private FastList<?> _augmentationStats[];
-	private FastList<augmentationSkill> _activeSkills;
-	private FastList<augmentationSkill> _passiveSkills;
-	private FastList<augmentationSkill> _chanceSkills;
+	private FastList<augmentationSkill> _blueSkills;
+	private FastList<augmentationSkill> _purpleSkills;
+	private FastList<augmentationSkill> _redSkills;
+	private int _skillsCount;

	// =========================================================
	// Constructor
@@ -92,15 +94,17 @@
		_augmentationStats[2] = new FastList<augmentationStat>();
		_augmentationStats[3] = new FastList<augmentationStat>();

-		_activeSkills = new FastList<augmentationSkill>();
-		_passiveSkills = new FastList<augmentationSkill>();
-		_chanceSkills = new FastList<augmentationSkill>();
+		_blueSkills = new FastList<augmentationSkill>();
+		_purpleSkills = new FastList<augmentationSkill>();
+		_redSkills = new FastList<augmentationSkill>();

		load();

+		_skillsCount = _blueSkills.size() + _purpleSkills.size() + _redSkills.size();
+		
		// Use size*4: since theres 4 blocks of stat-data with equivalent size
		_log.info("AugmentationData: Loaded: " + (_augmentationStats[0].size() * 4) + " augmentation stats.");
-		_log.info("AugmentationData: Loaded: " + _activeSkills.size() + " active, " + _passiveSkills.size() + " passive and " + _chanceSkills.size() + " chance skills");
+		_log.info("AugmentationData: Loaded: " + _blueSkills.size() + " blue, " + _purpleSkills.size() + " purple and " + _redSkills.size() + " red skills");
	}

	// =========================================================
@@ -216,7 +220,9 @@
						{
							NamedNodeMap attrs = d.getAttributes();
							int skillId = 0, augmentationId = Integer.parseInt(attrs.getNamedItem("id").getNodeValue());
-							String type = "passive";
+							// type of the skill is not needed anymore but I do not erase the code.
+							// maybe someone can use it for something
+							// String type = "passive";

							for (Node cd = d.getFirstChild(); cd != null; cd = cd.getNextSibling())
							{
@@ -225,19 +231,19 @@
									attrs = cd.getAttributes();
									skillId = Integer.parseInt(attrs.getNamedItem("val").getNodeValue());
								}
-								else if ("type".equalsIgnoreCase(cd.getNodeName()))
+								/* else if ("type".equalsIgnoreCase(cd.getNodeName()))
								{
									attrs = cd.getAttributes();
									type = attrs.getNamedItem("val").getNodeValue();
-								}
+								}*/
							}

-							if (type.equalsIgnoreCase("active"))
-								_activeSkills.add(new augmentationSkill(skillId, st.getMaxLevel(skillId, 1), augmentationId));
-							else if (type.equalsIgnoreCase("passive"))
-								_passiveSkills.add(new augmentationSkill(skillId, st.getMaxLevel(skillId, 1), augmentationId));
+							if (augmentationId < PURPLE_START)
+								_blueSkills.add(new augmentationSkill(skillId, st.getMaxLevel(skillId, 1), augmentationId));
+							else if (augmentationId < RED_START)
+								_purpleSkills.add(new augmentationSkill(skillId, st.getMaxLevel(skillId, 1), augmentationId));
							else
-								_chanceSkills.add(new augmentationSkill(skillId, st.getMaxLevel(skillId, 1), augmentationId));
+								_redSkills.add(new augmentationSkill(skillId, st.getMaxLevel(skillId, 1), augmentationId));
						}
					}
				}
@@ -325,7 +331,7 @@

	// =========================================================
	// Properties - Public
-	
+
	/**
	 * Generate a new random augmentation
	 * @param item
@@ -339,76 +345,139 @@
		// this is because a value can contain up to 2 stat modifications
		// (there are two short values packed in one integer value, meaning 4 stat modifications at max)
		// for more info take a look at getAugStatsById(...)
-		
+
		// Note: lifeStoneGrade: (0 means low grade, 3 top grade)
-		// First: decide which grade the augmentation result is going to have:
+		// First: determine whether we will add a skill/baseStatModifier or not
+		//        because this determine which color could be the result 
+		int skill_Chance = 0;
+		int stat34 = 0;
+		boolean generateSkill = false;
+		int resultColor = 0;
+		boolean generateGlow = false;
+		switch (lifeStoneGrade)
+		{
+			case 0:
+				skill_Chance = Config.AUGMENTATION_NG_SKILL_CHANCE;
+				if (Rnd.get(1,100) <= Config.AUGMENTATION_NG_GLOW_CHANCE)
+					generateGlow = true;
+				break;
+			case 1:
+				skill_Chance = Config.AUGMENTATION_MID_SKILL_CHANCE;
+				if (Rnd.get(1,100) <= Config.AUGMENTATION_MID_GLOW_CHANCE)
+					generateGlow = true;
+				break;
+			case 2:
+				skill_Chance = Config.AUGMENTATION_HIGH_SKILL_CHANCE;
+				if (Rnd.get(1,100) <= Config.AUGMENTATION_HIGH_GLOW_CHANCE)
+					generateGlow = true;
+				break;
+			case 3:
+				skill_Chance = Config.AUGMENTATION_TOP_SKILL_CHANCE;
+				if (Rnd.get(1,100) <= Config.AUGMENTATION_TOP_GLOW_CHANCE)
+					generateGlow = true;
+		}
+
+		if (Rnd.get(1, 100) <= skill_Chance)
+			generateSkill = true;
+		else if (Rnd.get(1, 100) <= Config.AUGMENTATION_BASESTAT_CHANCE)
+			stat34 = Rnd.get(BASESTAT_STR, BASESTAT_MEN);
+
+		// Second: decide which grade the augmentation result is going to have:
		// 0:yellow, 1:blue, 2:purple, 3:red
-		int resultColor = 0;
		// The chances used here are most likely custom,
-		// whats known is: u can also get a red result from a normal grade lifeStone
-		// however I will make it so that a higher grade lifeStone will more likely result in a
-		// higher grade augmentation... and the augmentation result will at least have the grade
-		// of the life stone
-		resultColor = Rnd.get(0, 100);
-		if (lifeStoneGrade == 3 || resultColor <= (15 * lifeStoneGrade) + 10)
-			resultColor = 3;
-		else if (lifeStoneGrade == 2 || resultColor <= (15 * lifeStoneGrade) + 20)
-			resultColor = 2;
-		else if (lifeStoneGrade == 1 || resultColor <= (15 * lifeStoneGrade) + 30)
-			resultColor = 1;
+		// whats known is: you cant have yellow with skill(or baseStatModifier)
+		//                 noGrade stone can not have glow, mid only with skill, high has a chance(custom), top allways glow
+		if (stat34 == 0 && !generateSkill)
+		{
+			resultColor = Rnd.get(0, 100);
+			if (resultColor <= (15 * lifeStoneGrade) + 40)
+				resultColor = 1;
+			else
+				resultColor = 0;
+		}
		else
-			resultColor = 0;
+		{
+			resultColor = Rnd.get(0, 100);
+			if (resultColor <= (10 * lifeStoneGrade) + 5 || stat34 != 0)
+				resultColor = 3;
+			else if (resultColor <= (10 * lifeStoneGrade) + 10)
+				resultColor = 1;
+			else
+				resultColor = 2;
+		}

-		// Second: Calculate the subblock offset for the choosen color,
+		// Third: Calculate the subblock offset for the choosen color,
		// and the level of the lifeStone
-		int colorOffset = (resultColor * (STAT_SUBBLOCKSIZE * 10)) + ((lifeStoneLevel - 1) * STAT_SUBBLOCKSIZE);
+		// from large number of retail augmentations:
+		// no skill part
+		// Id for stat12:
+		// A:1-910 B:911-1820 C:1821-2730 D:2731-3640 E:3641-4550 F:4551-5460 G:5461-6370 H:6371-7280
+		// Id for stat34(this defines the color):
+		// I:7281-8190(yellow) K:8191-9100(blue) L:10921-11830(yellow) M:11831-12740(blue)
+		// you can combine I-K with A-D and L-M with E-H
+		// using C-D or G-H Id you will get a glow effect
+		// there seems no correlation in which grade use which Id except for the glowing restriction
+		// skill part
+		// Id for stat12:
+		// same for no skill part
+		// A same as E, B same as F, C same as G, D same as H
+		// A - no glow, no grade LS
+		// B - weak glow, mid grade LS?
+		// C - glow, high grade LS?
+		// D - strong glow, top grade LS?

-		int offset = ((3 - lifeStoneGrade) * STAT_BLOCKSIZE) + colorOffset;
-		
-		int stat12 = Rnd.get(offset, offset + STAT_SUBBLOCKSIZE);
-		int stat34 = 0;
-		boolean generateSkill = false;
-		
-		// use a chance to determine whether we will add a skill or not
-		if (Rnd.get(1, 100) <= CHANCE_SKILL)
-			generateSkill = true;
-		// only if no skill is going to be applyed
-		else if (Rnd.get(1, 100) <= CHANCE_BASESTAT)
-			stat34 = Rnd.get(BASESTAT_STR, BASESTAT_MEN);
-		
		// is neither a skill nor basestat used for stat34? then generate a normal stat
+		int stat12 = 0;
		if (stat34 == 0 && !generateSkill)
		{
-			offset = (lifeStoneGrade * STAT_BLOCKSIZE) + colorOffset;
+			int temp = Rnd.get(2,3);
+			int colorOffset = resultColor * (10 * STAT_SUBBLOCKSIZE) + temp * STAT_BLOCKSIZE + 1;
+			int offset = ((lifeStoneLevel - 1) * STAT_SUBBLOCKSIZE) + colorOffset;

-			stat34 = Rnd.get(offset, offset + STAT_SUBBLOCKSIZE);
+			stat34 = Rnd.get(offset, offset + STAT_SUBBLOCKSIZE - 1);
+			if (generateGlow && lifeStoneGrade >= 2)
+				offset = ((lifeStoneLevel - 1) * STAT_SUBBLOCKSIZE) + (temp - 2) * STAT_BLOCKSIZE + lifeStoneGrade * (10 * STAT_SUBBLOCKSIZE) + 1;
+			else
+				offset = ((lifeStoneLevel - 1) * STAT_SUBBLOCKSIZE) + (temp - 2) * STAT_BLOCKSIZE + Rnd.get(0, 1) * (10 * STAT_SUBBLOCKSIZE) + 1;
+			stat12 = Rnd.get(offset, offset + STAT_SUBBLOCKSIZE - 1);
		}
+		else
+		{
+			int offset;
+			if (!generateGlow)
+				offset = ((lifeStoneLevel - 1) * STAT_SUBBLOCKSIZE) + Rnd.get(0, 1) * STAT_BLOCKSIZE + 1;
+			else
+				offset = ((lifeStoneLevel - 1) * STAT_SUBBLOCKSIZE) + Rnd.get(0, 1) * STAT_BLOCKSIZE + (lifeStoneGrade + resultColor) / 2 * (10 * STAT_SUBBLOCKSIZE) + 1;
+			stat12 = Rnd.get(offset, offset + STAT_SUBBLOCKSIZE - 1);
+		}

		// generate a skill if neccessary
		L2Skill skill = null;
		if (generateSkill)
		{
			augmentationSkill temp = null;
-			switch (Rnd.get(1, 3))
+			switch (resultColor)
			{
-				case 1: // chance skill
-					temp = _chanceSkills.get(Rnd.get(0, _chanceSkills.size() - 1));
+				case 1: // blue skill
+					temp = _blueSkills.get(Rnd.get(0, _blueSkills.size() - 1));
					skill = temp.getSkill(lifeStoneLevel);
-					stat34 = temp.getAugmentationSkillId();
+					stat34 = temp.getAugmentationSkillId() + (lifeStoneLevel - 1) * _skillsCount;
					break;
-				case 2: // active skill
-					temp = _activeSkills.get(Rnd.get(0, _activeSkills.size() - 1));
+				case 2: // purple skill
+					temp = _purpleSkills.get(Rnd.get(0, _purpleSkills.size() - 1));
					skill = temp.getSkill(lifeStoneLevel);
-					stat34 = temp.getAugmentationSkillId();
+					stat34 = temp.getAugmentationSkillId() + (lifeStoneLevel - 1) * _skillsCount;
					break;
-				case 3: // passive skill
-					temp = _passiveSkills.get(Rnd.get(0, _passiveSkills.size() - 1));
+				case 3: // red skill
+					temp = _redSkills.get(Rnd.get(0, _redSkills.size() - 1));
					skill = temp.getSkill(lifeStoneLevel);
-					stat34 = temp.getAugmentationSkillId();
+					stat34 = temp.getAugmentationSkillId() + (lifeStoneLevel - 1) * _skillsCount;
					break;
			}
		}

+		if (Config.DEBUG)
+			_log.info("Augmentation success: stat12=" + stat12 + "; stat34=" + stat34 + "; resultColor=" + resultColor + "; level=" + lifeStoneLevel + "; grade=" + lifeStoneGrade);
		return new L2Augmentation(((stat34 << 16) + stat12), skill);
	}

Posted

+                  AUGMENTATION_NG_SKILL_CHANCE      = Integer.parseInt(Character.getProperty("AugmentationNGSkillChance", "15"));

+                  AUGMENTATION_NG_GLOW_CHANCE        = Integer.parseInt(Character.getProperty("AugmentationNGGlowChance", "0"));

+                  AUGMENTATION_MID_SKILL_CHANCE      = Integer.parseInt(Character.getProperty("AugmentationMidSkillChance", "30"));

+                  AUGMENTATION_MID_GLOW_CHANCE      = Integer.parseInt(Character.getProperty("AugmentationMidGlowChance", "40"));

+                  AUGMENTATION_HIGH_SKILL_CHANCE      = Integer.parseInt(Character.getProperty("AugmentationHighSkillChance", "45"));

+                  AUGMENTATION_HIGH_GLOW_CHANCE      = Integer.parseInt(Character.getProperty("AugmentationHighGlowChance", "70"));

+                  AUGMENTATION_TOP_SKILL_CHANCE      = Integer.parseInt(Character.getProperty("AugmentationTopSkillChance", "60"));

+                  AUGMENTATION_TOP_GLOW_CHANCE      = Integer.parseInt(Character.getProperty("AugmentationTopGlowChance", "100"));

+                  AUGMENTATION_BASESTAT_CHANCE      = Integer.parseInt(Character.getProperty("AugmentationBaseStatChance", "1"));

 

skill chance=15  adit "15" to have what u want :)  the others are for glow/ base stats (dex,witmwint etc)

  • 1 month later...
Posted

This code is for augument skill and glow chance retail-like ..

Augument glow have chance to appear on own weapon

 

 

+                  AUGMENTATION_NG_GLOW_CHANCE        = Integer.parseInt(Character.getProperty("AugmentationNGGlowChance", "0"));

+                  AUGMENTATION_MID_GLOW_CHANCE      = Integer.parseInt(Character.getProperty("AugmentationMidGlowChance", "40"));

+                  AUGMENTATION_HIGH_GLOW_CHANCE      = Integer.parseInt(Character.getProperty("AugmentationHighGlowChance", "70"));

+                  AUGMENTATION_TOP_GLOW_CHANCE      = Integer.parseInt(Character.getProperty("AugmentationTopGlowChance", "100"));

 

 

NoGrade have 0 chance to apper glow

Mid 40

High 70

and Top 100

  • 2 months later...
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    • Used to have the same issue managing all my masked files from different edits. What really helped me stay organized was this list: https://www.blueberry-ai.com/blog/12-best-digital-asset-management-software-for-photographers. Found a couple of tools there that make sorting, tagging, and finding assets way easier, especially when working on multiple projects or sharing with clients. Took a massive load off my workflow and saved me a lot of time digging through folders.
    • IBServer for L2OFF GF-H5-GD-Classic I’m excited to share IBServer, a fully standalone authentication and billing server designed for Lineage II Official (L2OFF) Generations Supporting Gracia Final (GF), High Five (H5), Glory Days (GD), and Classic Year(2018-2020).   Key features: 🔌 Real IB Communication: Integrates directly with the L2OFF client protocol for in‑band packet handling. ⚙️ Zero Client/Server Modification: No changes required to L2Server.exe, no extenders, no hooks — plug and play. 🛠️ ODBC SQL Server Support: Built‑in DBManager C++ class for handling premium points, purchases, and account data via stored procedures. 📦 Complete Packet API: Full implementation of RequestCheckVersion, GetPremiumItems, GetGamePoint, AddGamePoint, BuyItem, DeleteItem, etc. 🚀 Ready to Deploy: Simple config.txt for port and connection string, runs as a native Windows service or console app.   Price: $150 USD (one‑time payment, no licensing restrictions — use on as many PCs as you want)   How to purchase & support: Please reply here or send me a private message on MaxCheaters. I’ll provide a compiled binary along with installation instructions.
    • Hello everyone I'm Albert, Starting now with the dream on have a L2 server, I'm having several issues with RS and I need someone help to Create an skill and implement to the correct class ID and make it work. Skill Required from me is  Festival Sweep  Skill or Item with the ability. I really need help guys and then after if possible i would need NPC and skins with .dressme        
    • Changeset 410 (3371)   Makers, NpcAi / Desires, Cursed Weapon rework, Bugfixes, Admincommands, Movement, Organization   Makers Fix ghost corpses. Introduce task manager for MultiSpawn spawn schedule. Introduce task managers for Npc respawn and despawn tasks. Add missing random treasurebox maker. NpcAi / Desires AttackableAttack > NpcAttack, allowing ATTACK_FINISHED event over Npc. Merge all reduceWeight from NpcAI operations. Don't broadcast MoveToPawn packet for cast hold scenarii. CH and CP managers use hold cast. Probably way more to add. Rework DesireQueue#addOrUpdate to avoid to generate a List. Drop _isInHitAnimation, avoid twice runAI calls upon attack end animation, save a ThreadPool. Implement Desire#isInvalid, used over the main loop to clean invalid Desires. All sided getDesires().removeIf are dropped, notably over AggroList/HateList. Cursed Weapon rework Fix potential task scheduling issues, reworking the whole layers. Reduce code by 1/3. Use L2OFF formulas/data for item drop rate, staging process. CW end duration now decreases when killing other Players. Bugfixes Revert schedule part from ThreadPool. Fix Pet inventory IU. Ty Denzel for the report. Fix Pet item timestamp reuse delay. Ty artemis for the fix. Disable automatic beastshots when his owner dies. Ty Root for the report. Player cannot craft while casting a skill, nor trade. Ty Root for the report. Add missing weight checks for player/summon pickup, and player craft. Ty Root for the report. Implement /graduatelist command, which displays a list of clan academy graduates for the past week. Ty RooT for the report. Fix PLAYING_FOR_LONG_TIME concept ; rest message is server related, not Player related. Ty RooT for the report. Player should stop movement when opening store. Fix Q351 occurences of itemId 4310 by 4407 one + slight fix. Fix Q365 missing memoState + poison skillId. Ty Root for the report. Fix Q417 Torai despawn over cond 11. Fix Q216 4 missing npcIds. Ty Karudin for the report. Fix the invalid comment of DeleteCharAfterDays Config. Fix NPC drop penalty level calculation. Ty Bandnentans for the report. Items are now dropped in a 30/45 donut shape around dropper. Ty Bandnentans for the report. PartyMatch fixes Don't show Party members or CW holder as available waiting members. You can't show overall List or join a PartyMatch room as CW holder. CW owner, upon acquisition, leave PartyMatch system. PartyMatch window is now automatically closed upon Player#removeMeFromPartyMatch. Remove Player from PartyMatch if Player and newly joined Party leader PartyMatch rooms differ. You can't join or be invited in a PartyMatch room if already partying/CW holding. Fix ShowLicence config when set to false. Ty artemis for the fix. Fix maximum number of macros. Ty artemis for the fix. Fix invalid IU update over //enchant. Ty artemis for the fix. Fix Castle Mass Gatekeeper HTMs. Ty kingNik0n for the fix. Drop _disabledItems implementation. Won't be used by next refactors. Ty artemis for the report. Fix loading handlers under debug. Ty Keku for the fix. Fix character_macroses table structure (commands = 12x32 chars minimum). Admincommands Merge all old spawn admincommands (//list_spawns, //spawn, //unspawnall, //respawnall, //delete) to //spawn and //unspawn (previously //delete). Generate //help. //unspawn works over all ASpawn. Merge all old fence admincommands (//spawnfence, //deletefence, //listfence) to //fence [add|remove], generate AdminFence. They now use proper Pagination. You can also teleport to it. Implementation of //show manor. Implementation of //set quest <id> [cond]. Related items must be hand-given. Implementation of //set henna [page] [add|remove symbolId]. The hennas are still bound to game logic (slots, canBeUsedBy). Movement - Ty LaRoja, Bandnentans Fix Boats IOOBE. Adapt getHeight logic from L2OFF. Introduce back WASD movement, handle boat board/unboard. Fix WATER/FLY movement logic. Avoid to pathfind diagonal cells with detected obstacle. Organization Addition of QuestVars class, holding all related variables from quests (itemIds, npcIds, questNames, sounds, etc), allowing to reduce length of each script while reusing variables. 100+ cloned variables were deleted. Refactor geometry package and Territory. Territory is now a unique 3D shape, holding any type of 2D geometry.  Remove few useless Location#clone uses. Implementation of ItemContainer#forEachItem. Clean many unused FrequentSkill. The whole enum is questionable. Drop MathUtil#checkIfInRange, implement WorldObject#isInStrictRadius (involve collision of that WorldObject, and potential WorldObject parameter). WorldObject#isIn2DRadius parameter is now a Point2D, not a Location (since a Location inherits Point2D, Location are still usable as parameter). Rework Pagination#generatePages to handle page number > 1000. Use Pagination over Tryskell SchemeBuffer. Ty CUCU23 for the share.
    • It's a custom instance used as Event not retail - like. You can re-create it easily.
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