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  • 2 weeks later...
Posted

So how to build this.

As a concept.

Farming actions should be done by coding.

Target choose AI. Avoid getting stuck.

 

What is AI actually needed for inside a game?.

 

Chatting moving and choosing

Example call for custom town event.

Second example come for pvp at that area.

It Is amazing to have players respond.

 

Is there a way to run something on each players PC? Like what boting programs do? Do it.

To avoid server lag.

 

Second. AI for monster's.

To be able to feel each monster like a pvp. is what makes a game a masterpiece.

Plus insulting. In real Time.

 

AI for npcs. It can help but is not Worth if it causes even a fragment of lag.

 

AI and party. Clan.

Can it be smart enough to have any meaning to use it as a real player? 

If yes it should be added.

AI should also be used on pets.

 

Chatting  with allied AI.

If you can explain to it to focus the healer and it does. it's becoming perfect.

 

It should be like a friend and an assistant. 

 

How this should be done.

Different AI for fake players

Different for monsters.

Why?

Monsters are easy to manage.

Players are not.

You must add also the events rules.

Example.

CTF go and try to score.

 

How to make AI for pvp.

Set rules to avoid feeding.

How? Smart call for friends.

Events go all in unless something is wrong. Overseer needed. 

Should npc try to be a real player?

No. Unless it's a custom server.

Npc must try to buy or auto earn only with fixed prices.

To avoid getting scammed exploited.

Should they farm forever? Yes.

Should they progress? Yes.

Having people on farm zones makes the game alive.

 

Now. 

What is needed.

 

An AI as an overseer.

Check and correct the rest.

An AI for the players.

An AI for the monsters.

Npc really optional not worth.

How it should be done.

 

Make the training data you want.

Via interface assist.

And copy paste them inside the main mother model.

So people can actually use and train the AI for their own unique server.

 

If it is possible to explain as GM char 

And the AI can be asked to save it.

It would be the perfect scenario.

Also option to showcase to you.

 

So one program for the AI.

And another for training.

Can AI be used for low rate servers?

No it will never work.

Can it be used for custom server's?

Yes it will be able to thrive.

 

If there is anything you can't understand in general.

 

Or if you don't understand why everything should be done exactly as explained above.

I can help you with it  in absolute detail.

  • 3 weeks later...
Posted
On 9/21/2025 at 3:58 AM, Elfo said:

I don't really work on L2j anymore, but from time to time, I check up the forums just in case someone built something cool, and I stumbled upon this:

It's actually really easy to implement LLMs (both local, like gpt-oss, and online, like ChatGPT or Gemini) for any sort of action in L2.

Even without training a model explicitly, a good GPU and some basic LLM knowledge can take you very far. 

Here is an example of an auto play bot I made in 10 minutes that uses gpt-oss (which is mega overkill) locally with a 5090 to do some basic farming.
As you can see from the LM Studio responses, it is fairly fast (and uses reasoning too) to think about what's the best course of action for a given situation.
 

 

Basically just a quick proof of concept. If I had time, I would make something like this for auto-play/farm or bots, since LLMs would play really nicely with fake players that can actually think and are not completely pre-programmed. It's quite cool.

 

spacer.png

 

L2jBayev Chronicle 3: Rise of Darkness – AiEngine Edition

In short: this is a C3 build with a full-fledged AI engine, live mercenaries, a built-in quiz, a “personal account” in the Community Board, and server logic neatly distributed across thread pools. The project is about a living world without lags : bots farm, communicate, gather parties, teleport along routes, and the server remains cold and stable.

 

What's inside (the most delicious)

1) Full-fledged AI engine for characters

  • Behavior types: farming ( FarmAI ), combat ( CombatAI ), party logic ( PartyAI ), trading/walking ( TraderAI / WalkerAI ), support roles (healer, etc.).
  • Class profiles: for mages/archers/daggers, etc., “smart” skill rotations, distance control, sleep/save skills, healing, loot pickup, etc. are implemented (see examples of classes like SpellSingerAI , NecromancerAI , etc.).
  • Self-healing and teleports: when dying, the bot goes through a sequence of steps without sleep()- via AITaskSequence + AITeleportToLocTask , searches for the nearest gatekeeper and teleports via TeleportationManager with routes depending on the level.
  • Auto-support: auto-nipples, arrows/bones, smart auto-proceduring of buffs and auto-banks CP/HP/MP with thresholds - all sewn into the auxiliary EtcPlayersAi .
  • Chat context: ChatManagerAi processes mentions, makes responses with delays (anti-flood), supports party chat and “human” reaction.
  • Understanding: ChatManagerAi system  processes the dialogue, bots remember your aggression and insults, they start to respond less often to modern users, stop accepting or
    inviting to a group (party) and when it goes beyond the peak they will simply merge you, and every time they see you on the PC, there is an opportunity to measure more often, communicate
    respectfully and beautifully, in general, a “human” reaction.

Why a player/admin needs this: bots actually “live”, farm and interact, and don’t just stand on macros. This is a great background for online and PvE action.

 

2) Mercenaries (Mercenary system)

  • Full-fledged companion character : L2MercenaryInstance with its own MercenaryAI (movement, attack, support, consumables, shots).
  • Behavior modes: DEFENDER / SUPPORT / PASSIVE - switchable to suit your playing style.
  • Progress and trust: the mercenary's trust/exp/level grows , skills are learned according to the MercenarySkillTree (conditions are based on the trust or level of the owner).
  • Templates and equipment: via MercenaryTemplateTable and spawner - model/weapon/type are selected.
  • Social: MercenarySpeechManager - a set of speeches; the mercenary "comes to life" in the chat.
  • Premium Link: Premium account owners give the mercenary additional trust (faster progress).

Why: This is not a dummy pet, but a playful companion with modes, training and “character”.

 

3) Quiz (event viktorina )

  • Rounds according to schedule: pre-launch with announcements (minutes/seconds before start), registration .reg, auto-opening of the window.
  • Multiple choice questions: question + set of answer buttons; fair processing, timings, question change.
  • Tops and history: results table, statistics, neat UI via HTML assembly.
  • Flexible control: you can start immediately or set a delayed start (notification package 5/2/1 min, etc.).

Why: regular activity for players, “social entertainment” module right in the build.

 

4) Personal account in Community Board

  • KB managers: buff cabinet, teleports, clans/forums/mail/friends, tops (PK/PvP/wealth/players), character repair, viewing skill trees , etc.
  • Premium logic: some services/mail are limited by premium; premium also affects the visual (nickname color) and bonuses (see effect on mercenary).
  • Single sign-on: all in one place, no team chaos.

Why: conveniently manage your character and services without going into the console or installing third-party mods.

 

Why is the system technically valuable?

Minimum load and stability

  • Separated thread pools:
    AI logic, hunting, teleports, chat - on separate onesScheduledExecutorService ( AI_THREAD_POOL , MONSTER_HUNT_POOL , TELEPORT_POOL , CHAT_POOL ).
  • No "freezing": task sequencers (teleport/recovery) work through the scheduler, not Thread.sleep().
  • Bot limitation: protection against overload via thresholds/counters - “extra” bots do not start.
  • One bot - one sequence: AITaskManager ensures that the character does not have parallel conflicting tasks.
  • Smoothing out peaks: starting tasks with offsets so that there are no simultaneous “ticks” of hundreds of bots.
  • Monitoring/logs: own loggers (separate files for info/errors/processes/chats), CPU load monitoring.

Bottom line: the build is designed for “thick online” and mass activities without TPS failures .

 

Additional Features

  • Auto-alliances for farming: party logic invites suitable players (checking level/equipment/clan flags), there are “human” responses to requests.
  • Sub/class management: out of the box helpers for changing class/subclass, auto-learning of necessary skills and selection of equipment by level.
  • Security/protection: secondary PIN/picture password support (used in KB/voiced commands; optional).
  • Premium accounts: privileges in KB/mail/visual and synergy with mercenary progress.
  • Ready-made services: tops, auctions/mail, teleports from KB, buff rooms, repairs, viewing skill trees, etc.

 

Who is this build for?

  • Freeshare/project admins who want a living world “from the pack”: bots and mercenaries provide a constant background of activity.
  • Players who value convenience: personal account, premium services, events and a mercenary companion.
  • Developers who want a clean, predictable backend with thread pools and a neat task model without “magic”.

 

How it differs from standard assemblies

  • Not macros - AI profiles with “brains”: rotations, positioning, healing, decision making.
  • Not a decoration pet - a mercenary with his own modes, progress, skill tree and lines.
  • Not a faceless gamemod - an event quiz with UI, schedule, tops.
  • No chaos in flows - strict pools, planning and task managers designed for online and growth.
  • No separate scripts - a single personal account in KB for most activities.

 

TL;DR (one paragraph for the project card)

AiEngine C3 is a build with live AI, smart bots, mercenaries (modes/progress/skills), built-in quiz, premium logic and a convenient personal account in KB. Under the hood are distributed thread pools and task managers without sleep(), so even with a dense online the server remains stable and responsive.

 

Additionally

add - there is still a lot of interesting things command .assassin or shift+target (order murder), shift+target for admins on AI characters for control, admin panel is completely
rewritten, many additional functions, mercenaries change their appearance depending on trust, deepseek and chatGPT system is connected for communication of characters like real players,
GPT - for newer java, there is still a very large list of fixes after the last versions, a lot has been fixed, including height coordinates (Z) geo-Squares, pathfinding,
visibility through obstacles, fix pet summons, trade packages, shop packages, many effects, quests (including the original ones like nipples, etc.), Ai behavior of NPC and RB monsters,
absolutely all epics have been transferred to AiLoader no longer in python scripts.

Attention! The server is suitable for both classic mode and PvP format, as well as with various mods. Absolutely everything is configured in the configurations to suit your taste and purposes of use.

It is recommended to launch the server through L2ServerControl (simplifies management and control of processes).


Download Servers:

Chronicle 3 Server

Chronicle 4 Test Upgraded Server


Full Desc & screens:

Post & Screens c3

Post & Desc c4

 

 

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  • Posts

    • L2jBayev Chronicle 3: Rise of Darkness – AiEngine Edition In short: this is a C3 build with a full-fledged AI engine, live mercenaries, a built-in quiz, a “personal account” in the Community Board, and server logic neatly distributed across thread pools. The project is about a living world without lags : bots farm, communicate, gather parties, teleport along routes, and the server remains cold and stable.   What's inside (the most delicious) 1) Full-fledged AI engine for characters Behavior types: farming ( FarmAI ), combat ( CombatAI ), party logic ( PartyAI ), trading/walking ( TraderAI / WalkerAI ), support roles (healer, etc.). Class profiles: for mages/archers/daggers, etc., “smart” skill rotations, distance control, sleep/save skills, healing, loot pickup, etc. are implemented (see examples of classes like SpellSingerAI , NecromancerAI , etc.). Self-healing and teleports: when dying, the bot goes through a sequence of steps without sleep()- via AITaskSequence + AITeleportToLocTask , searches for the nearest gatekeeper and teleports via TeleportationManager with routes depending on the level. Auto-support: auto-nipples, arrows/bones, smart auto-proceduring of buffs and auto-banks CP/HP/MP with thresholds - all sewn into the auxiliary EtcPlayersAi . Chat context: ChatManagerAi processes mentions, makes responses with delays (anti-flood), supports party chat and “human” reaction. Understanding: ChatManagerAi system  processes the dialogue, bots remember your aggression and insults, they start to respond less often to modern users, stop accepting or inviting to a group (party) and when it goes beyond the peak they will simply merge you, and every time they see you on the PC, there is an opportunity to measure more often, communicate respectfully and beautifully, in general, a “human” reaction. Why a player/admin needs this: bots actually “live”, farm and interact, and don’t just stand on macros. This is a great background for online and PvE action.   2) Mercenaries (Mercenary system) Full-fledged companion character : L2MercenaryInstance with its own MercenaryAI (movement, attack, support, consumables, shots). Behavior modes: DEFENDER / SUPPORT / PASSIVE - switchable to suit your playing style. Progress and trust: the mercenary's trust/exp/level grows , skills are learned according to the MercenarySkillTree (conditions are based on the trust or level of the owner). Templates and equipment: via MercenaryTemplateTable and spawner - model/weapon/type are selected. Social: MercenarySpeechManager - a set of speeches; the mercenary "comes to life" in the chat. Premium Link: Premium account owners give the mercenary additional trust (faster progress). Why: This is not a dummy pet, but a playful companion with modes, training and “character”.   3) Quiz (event viktorina ) Rounds according to schedule: pre-launch with announcements (minutes/seconds before start), registration .reg, auto-opening of the window. Multiple choice questions: question + set of answer buttons; fair processing, timings, question change. Tops and history: results table, statistics, neat UI via HTML assembly. Flexible control: you can start immediately or set a delayed start (notification package 5/2/1 min, etc.). Why: regular activity for players, “social entertainment” module right in the build.   4) Personal account in Community Board KB managers: buff cabinet, teleports, clans/forums/mail/friends, tops (PK/PvP/wealth/players), character repair, viewing skill trees , etc. Premium logic: some services/mail are limited by premium; premium also affects the visual (nickname color) and bonuses (see effect on mercenary). Single sign-on: all in one place, no team chaos. Why: conveniently manage your character and services without going into the console or installing third-party mods.   Why is the system technically valuable? Minimum load and stability Separated thread pools: AI logic, hunting, teleports, chat - on separate onesScheduledExecutorService ( AI_THREAD_POOL , MONSTER_HUNT_POOL , TELEPORT_POOL , CHAT_POOL ). No "freezing": task sequencers (teleport/recovery) work through the scheduler, not Thread.sleep(). Bot limitation: protection against overload via thresholds/counters - “extra” bots do not start. One bot - one sequence: AITaskManager ensures that the character does not have parallel conflicting tasks. Smoothing out peaks: starting tasks with offsets so that there are no simultaneous “ticks” of hundreds of bots. Monitoring/logs: own loggers (separate files for info/errors/processes/chats), CPU load monitoring. Bottom line: the build is designed for “thick online” and mass activities without TPS failures .   Additional Features Auto-alliances for farming: party logic invites suitable players (checking level/equipment/clan flags), there are “human” responses to requests. Sub/class management: out of the box helpers for changing class/subclass, auto-learning of necessary skills and selection of equipment by level. Security/protection: secondary PIN/picture password support (used in KB/voiced commands; optional). Premium accounts: privileges in KB/mail/visual and synergy with mercenary progress. Ready-made services: tops, auctions/mail, teleports from KB, buff rooms, repairs, viewing skill trees, etc.   Who is this build for? Freeshare/project admins who want a living world “from the pack”: bots and mercenaries provide a constant background of activity. Players who value convenience: personal account, premium services, events and a mercenary companion. Developers who want a clean, predictable backend with thread pools and a neat task model without “magic”.   How it differs from standard assemblies Not macros - AI profiles with “brains”: rotations, positioning, healing, decision making. Not a decoration pet - a mercenary with his own modes, progress, skill tree and lines. Not a faceless gamemod - an event quiz with UI, schedule, tops. No chaos in flows - strict pools, planning and task managers designed for online and growth. No separate scripts - a single personal account in KB for most activities.   TL;DR (one paragraph for the project card) AiEngine C3 is a build with live AI, smart bots, mercenaries (modes/progress/skills), built-in quiz, premium logic and a convenient personal account in KB. Under the hood are distributed thread pools and task managers without sleep(), so even with a dense online the server remains stable and responsive.   Additionally add - there is still a lot of interesting things command .assassin or shift+target (order murder), shift+target for admins on AI characters for control, admin panel is completely rewritten, many additional functions, mercenaries change their appearance depending on trust, deepseek and chatGPT system is connected for communication of characters like real players, GPT - for newer java, there is still a very large list of fixes after the last versions, a lot has been fixed, including height coordinates (Z) geo-Squares, pathfinding, visibility through obstacles, fix pet summons, trade packages, shop packages, many effects, quests (including the original ones like nipples, etc.), Ai behavior of NPC and RB monsters, absolutely all epics have been transferred to AiLoader no longer in python scripts. Attention! The server is suitable for both classic mode and PvP format, as well as with various mods. Absolutely everything is configured in the configurations to suit your taste and purposes of use. It is recommended to launch the server through L2ServerControl (simplifies management and control of processes). Download Servers: Chronicle 3 Server Chronicle 4 Test Upgraded Server Full Desc & screens: Post & Screens c3 Post & Desc c4    
    • 🎃 HALLOWEEN EVENT 🎃   ‼️ Information and details: https://forum.l2harbor.com/threads/halloween-event-fall-harvest-30-10-07-11.8265/post-168620
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