I remember in C1, when a player attacked a NPC inside cities (like GKs) the NPCs started running to the player and hitting him (like a guard does) and the NPC is always invul..
So...I'm trying to do this in my Interlude L2jFree server...
I tried to put this code in onAction method:
else if(!isAutoAttackable(player))
{
// Check if the L2PcInstance is in the _aggroList of the L2GuardInstance
if (containsTarget(player))
{
if (_log.isDebugEnabled()) _log.debug(player.getObjectId()+": Attacked guard "+getObjectId());
// Set the L2PcInstance Intention to AI_INTENTION_ATTACK
The method containsTarget(L2PcInstance) is undefined for the type L2NpcInstance
I took that added part from L2GuardInstance and I belive it's what makes the Guard hitting back...I studied the code and saw that L2GuardInstance is extended by L2Attackable while L2NpcInstance is extended by L2Character...
So, any suggestion to help me fix this problem and see my npcs hitting back? :P
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https://github.com/gawric/Guide-L2Unity/blob/main/Guide/Pakets/Blowfish/General description.md
Perhaps you will find it useful
piece of encryption and decryption code from Acis Interlude
Hello,
I’m working on decrypting the Init packet that the server sends to the client during login. This packet is treated specially and contains the Blowfish keys used to encrypt and decrypt subsequent packets. Although it isn’t encrypted irreversibly and should be reversible, I haven’t succeeded yet.
My goal is to extract the Blowfish key to decrypt certain client packets without disrupting the normal session flow. I can inject a DLL to sniff the packets, and with that I plan to develop a module that extends the client’s functionality. For example, after logging in, this module would capture all the data the client receives (character data, etc.). Additionally, it could listen for real-time server events, enabling integrations with Discord SDKs or other systems, thereby expanding Lineage 2’s capabilities.
Init packet(0x00) LoginServer.
Currently in the java Cores I checked there is no decode function for this package, only encript.
Question
KaL
Hi all...
I remember in C1, when a player attacked a NPC inside cities (like GKs) the NPCs started running to the player and hitting him (like a guard does) and the NPC is always invul..
So...I'm trying to do this in my Interlude L2jFree server...
I tried to put this code in onAction method:
But it returns this error:
I took that added part from L2GuardInstance and I belive it's what makes the Guard hitting back...I studied the code and saw that L2GuardInstance is extended by L2Attackable while L2NpcInstance is extended by L2Character...
So, any suggestion to help me fix this problem and see my npcs hitting back? :P
Thanks
1 answer to this question
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