Jump to content

Recommended Posts

Posted (edited)
57 minutes ago, Nevermind25 said:

stop sticking elbows, you guys are good together :D :D

@guytis can you explain me why there is 5 ?

parameter nWriteForm of the WriteRelativeAdress

7A882A                 movlpd  xmm13, cs:dbl_9CCFB0

 

Hex dump = 66 44 0F 12 2D 7D 47 22 00 (9 bytes)

 

fisrt 5 bytes 66 44 0F 12 2D

4 bytes 7D 47 22 00 (dbl_9CCFB0)

 

WriteForm  5  = writememory in  7A882A+5

Edited by guytis
  • 10 months later...
Posted (edited)
On 12/27/2019 at 4:20 PM, guytis said:

Hi, here is the 100% decompiled CItem::EnchantItem function

 

Config::ExceptionMailing: it is never false

 

L2Server.exe C4 In case anyone needs it.

 

 





bool CItem::EnchantItem(CItem *scroll, CItem *pItem, User* pUser)
{
  pUser_ = pUser;
  pItem_ = pItem;
  scroll_ = scroll;

  if ( !pItem_ )
  {
    return false;
  }
  pSID = pItem_->d.pSID;
  nEnchantLevel = pSID->nEnchantLevel;
  SlotType = (pSID->nSlotType >> 15) & 1;
  if ( !(pItem_->vtable->base.Config::ExceptionMailing))
  {
    if ( nEnchantLevel < 3 )
      goto SUCCESS;
    if ( nEnchantLevel >= 20 )
    {
      prob = 0.0;
    }
    else
    {
      if ( SlotType )
        chance = WeaponEnchantTable[nEnchantLevel] * 100.0;
      else
        chance = ArmorEnchantTable[nEnchantLevel] * 100.0;
      prob = 100.0 - chance;
    }
    if ( nEnchantLevel >= 15 )
      prob = prob * 0.5;
    random = rand();
    dice = 100.0 - 0.0;
    if ( nEnchantLevel < 20 && prob >= random / 32767.0 * (100.0 - 0.0) + 0.0 )
    {
      CLog::Add(&g_winlog, LOG_REQUEST, L"armor enchant success, prev enchanted[%d], dice[%f], prob[%f]", nEnchantLevel, random / 32767.0 * dice + 0.0, prob);
      goto SUCCESS;
    }
    CLog::Add(&g_winlog, LOG_REQUEST, L"armor enchant fail, prev enchanted[%d], dice[%f], prob[%f]", nEnchantLevel, random / 32767.0 * dice + 0.0, prob);
    goto FAIL;
  }
  pII = pItem_->d.pII;
  if ( pII->nCrystalType < CrystalC || !LOBYTE(pII->magicWeapon) )
  {
    prob_1 = 70.0;
    if ( nEnchantLevel < 3 )
      goto SUCCESS;
    if ( nEnchantLevel >= 15 )
      prob_1 = 35.0;
    random_1 = rand();
    if ( prob_1 >= random_1 / 32767.0 * (100.0 - 0.0) + 0.0 )
    {
      CLog::Add(&g_winlog, LOG_REQUEST, L"weapon enchant success, prev enchanted[%d], dice[%f], prob[%f]", nEnchantLevel, random_1 / 32767.0 * (100.0 - 0.0) + 0.0, prob_1);
      goto SUCCESS;
    }
    CLog::Add(&g_winlog, LOG_REQUEST, L"weapon enchant fail, prev enchanted[%d], dice[%f], prob[%f]", nEnchantLevel, random_1 / 32767.0 * (100.0 - 0.0) + 0.0, prob_1);
    goto FAIL;
  }
  prob_2 = 40.0;
  if ( nEnchantLevel >= 3 )
  {
    if ( nEnchantLevel >= 15 )
      prob_2 = 20.0;
    random_2 = rand();
    if ( prob_2 >= random_2 / 32767.0 * (100.0 - 0.0) + 0.0 )
    {
      CLog::Add(&g_winlog, LOG_REQUEST, L"magic weapon enchant success, prev enchanted[%d], dice[%f], prob[%f]", nEnchantLevel, random_2 / 32767.0 * (100.0 - 0.0) + 0.0, prob_2);
      goto SUCCESS;
    }
    CLog::Add(&g_winlog, LOG_REQUEST, L"magic weapon enchant fail, prev enchanted[%d], dice[%f], prob[%f]", nEnchantLevel, random_2 / 32767.0 * (100.0 - 0.0) + 0.0, prob_2);
FAIL:
    etcType = scroll_->d.pII->etcType;
    if ( etcType == EtcItemBlessedScrollEnchantWeapon || etcType == EtcItemBlessedScrollEnchantArmor )
    {
      User::SendSystemMessage(pUser_->socket, id_1517__Fallo_en_el_encantamiento_blessed_El_valor_del_encantamiento_del_item_se_convirtio_a_0);
      CDB::RequestEnchantItem(&g_CDB, scroll_, pItem_, 0, pUser_);
    }
    else
    {
      CSocket::Send(pUser_->socket, "cdddddd", 100i64);
      CDB::RequestEnchantItemFail(&g_CDB, scroll_, pItem_, pUser_);
    }
    goto END;
  }
SUCCESS:
  if ( nEnchantLevel )
  {
    CSocket::Send(pUser_->socket, "cdddddd", 100i64);
  }
  else
  {
    v25 = 3;
    v24 = 1;
    CSocket::Send(pUser_->socket, "cdddd", 100i64, 62i64, v24, v25, pItem_->d.pSID->nItemID);
  }
  CDB::RequestEnchantItem(&g_CDB, scroll_, pItem_, nEnchantLevel + 1, pUser_);
END:
  return false;
}




WeaponEnchantTable dq 0                 ; DATA XREF: CItem__EnchantItem+27Br
.rdata:0000000000A06B88                 align 20h
.rdata:0000000000A06BA0                 dq 0.3333333333333333
.rdata:0000000000A06BA8                 dq 0.6666666666666666
.rdata:0000000000A06BB0                 dq 0.75
.rdata:0000000000A06BB8                 dq 0.8
.rdata:0000000000A06BC0                 dq 0.8333333333333334
.rdata:0000000000A06BC8                 dq 0.8571428571428571
.rdata:0000000000A06BD0                 dq 0.875
.rdata:0000000000A06BD8                 dq 0.8888888888888888
.rdata:0000000000A06BE0                 dq 0.9
.rdata:0000000000A06BE8                 dq 0.9090909090909091
.rdata:0000000000A06BF0                 dq 0.9166666666666666
.rdata:0000000000A06BF8                 dq 0.9230769230769231
.rdata:0000000000A06C00                 dq 0.9285714285714286
.rdata:0000000000A06C08                 dq 0.9333333333333333
.rdata:0000000000A06C10                 dq 0.9375
.rdata:0000000000A06C18                 dq 0.9411764705882353

.rdata:0000000000A06AE0 ArmorEnchantTable dq 0                  ; DATA XREF: CItem__EnchantItem:loc_628E83r
.rdata:0000000000A06AE8                 dq 0
.rdata:0000000000A06AF0                 dq 0
.rdata:0000000000A06AF8                 dq 0.3333333333333333
.rdata:0000000000A06B00                 dq 0.6666666666666666
.rdata:0000000000A06B08                 dq 0.75
.rdata:0000000000A06B10                 dq 0.8
.rdata:0000000000A06B18                 dq 0.8333333333333334
.rdata:0000000000A06B20                 dq 0.8571428571428571
.rdata:0000000000A06B28                 dq 0.875
.rdata:0000000000A06B30                 dq 0.8888888888888888
.rdata:0000000000A06B38                 dq 0.9
.rdata:0000000000A06B40                 dq 0.9090909090909091
.rdata:0000000000A06B48                 dq 0.9166666666666666
.rdata:0000000000A06B50                 dq 0.9230769230769231
.rdata:0000000000A06B58                 dq 0.9285714285714286
.rdata:0000000000A06B60                 dq 0.9333333333333333
.rdata:0000000000A06B68                 dq 0.9375
.rdata:0000000000A06B70                 dq 0.9411764705882353
.rdata:0000000000A06B78                 dq 0.9444444444444444

 

 

Hey, thanks for the share. One question after reading the decompiled code, wouldn't WeaponEnchantTable better called FullBodyEnchantTable ?

 

Since SlotType == 32768 for one piece armor, ( 32768 >> 15 &  1) evals to 1, which makes use of this table. It would also makes sense with the align 20h which makes the first value of this table be at the location used for the enchant level at 4

 

Other findings / value are otherwise in line with what was guessed regarding retail OE behavior, which seems fair :thumbs-up:

 

Now I am wondering if the function changed in Gracia Final L2Server.exe :)

Edited by ptitlaby

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

    • Dynamic traffic, static ISP, unlimited traffic and bandwidth packages HTTP, HTTPS, SOCKS5 Over 195 countries/regions Over 100 million real residential IP address pools, with a normal uptime of 99.9%. Special discount code:VIP999
    • 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
  • Topics

×
×
  • Create New...

Important Information

This community uses essential cookies to function properly. Non-essential cookies and third-party services are used only with your consent. Read our Privacy Policy and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..