Jump to content

Recommended Posts

Posted

Update with Revision 7398

Fixed in this Rev:

- Ugly fix overflow in hate and damage AggroInfo?  values

- Fix for mobs walking during attack.

- Increase forget attack time to 2min.

- Fix wrong L2Effect sync.

- JAVA: [FIX] admin edit npc collision value

Posted

Update with Revision 7403

Fixed in this Rev:

- JAVA: fix for sagas quest

- SQL: Andreas Van Halter drop.

- JAVA: Minor Typo Fix.

- BAT/SH: Fix for Ticket #4038.

- SQL/CSV: Jet Bike items update.

- Bypass error debug command.

Posted

In the package Revision 7374, TVT is broken: (: (

I have the game report! Annoucements: TVT Event: Event was canceled

 

TVT: Bug !:(:(:( my console

TvTEventEngine [TvTManager.run ()]: Error Spawning npcs for Participation event.

TvTEventEngine [TvTEvent.startParticipation ()] is a L2NpcTemplate NullPointer -

Invalid npc id in the configs?

TvTEventEngine [TvTManager.run ()]: Error Spawning npcs for Participation event.

TvTEventEngine [TvTEvent.startParticipation ()] is a L2NpcTemplate NullPointer -

Invalid npc id in the configs?

TvTEventEngine [TvTManager.run ()]: Error Spawning npcs for Participation event.

TvTEventEngine [TvTEvent.startParticipation ()] is a L2NpcTemplate NullPointer -

Npc id invalid configs in?

TvTEventEngine [TvTManager.run ()]: Error Spawning npcs for Participation event.

TvTEventEngine [TvTEvent.startParticipation ()] is a L2NpcTemplate NullPointer -

Invalid npc id in the configs?

TvTEventEngine [TvTManager.run ()]: Error Spawning npcs for Participation event.

TvTEventEngine [TvTEvent.startParticipation ()] is a L2NpcTemplate NullPointer -

Invalid npc id in the configs?

TvTEventEngine [TvTManager.run ()]: Error Spawning npcs for Participation event.

TvTEventEngine [TvTEvent.startParticipation ()] is a L2NpcTemplate NullPointer -

Invalid npc id in the configs?

TvTEventEngine [TvTManager.run ()]: Error Spawning npcs for Participation event.

 

 

Posted

l2j.mods

 

---------------------------------------------------------------------------

# Team vs. Team Event Engine (by FBIagent)

# ---------------------------------------------------------------------------

# <u><b><font color="red">WARNING: this mod require custom NPC table support turned on !</font></b></u>

# CustomNpcTable = True in General.properties

# ---------------------------------------------------------------------------

# Enable/Disable TvTEvent System

TvTEventEnabled = True

 

# TvT in instance

TvTEventInInstance = True

 

# Name of the instance file for TvT

TvTEventInstanceFile = coliseum.xml

 

# Times TvT will occur (24h format).

TvTEventInterval = 09:16,15:00,22:00,3:00

 

# Registration timer from start of event (in minutes).

TvTEventParticipationTime = 15

 

# Event running time (in minutes).

TvTEventRunningTime = 30

 

# TvT Event NPC (create a custom npc of type L2TvTEventNpc).

TvTEventParticipationNpcId = 70010

 

# TvT Event Participation Fee (itemId, number). Fee is not returned.

# Example: 57,100000

# Default = none

TvTEventParticipationFee = 0,0

 

# Location for TvTEvent NPC to spawn in form x,y,z[,heading]

TvTEventParticipationNpcCoordinates = 83396,148544,-3405

 

# Min/Max amount of players allowed in each team.

TvTEventMinPlayersInTeams = 2

TvTEventMaxPlayersInTeams = 12

 

# Min/Max level of players that may join the event.

TvTEventMinPlayerLevel = 76

TvTEventMaxPlayerLevel = 85

 

# Repsawn and exit delay timers (in seconds).

TvTEventRespawnTeleportDelay = 10

TvTEventStartLeaveTeleportDelay = 10

 

# First Team - Name, Start/Death x,y,z location.

TvTEventTeam1Name = APPLESEED

TvTEventTeam1Coordinates = -212112,244913,2117

 

# Second Team - Name, Start/Death x,y,z location.

TvTEventTeam2Name = ALONE GHOSTS

TvTEventTeam2Coordinates = -214927,244912,2118

 

# Reward for winning team.

# Example: TvTEventReward = itemId,amount;itemId,amount;itemId,amount

TvTEventReward = 57,10000000

 

# TvTEvent Rules

TvTEventTargetTeamMembersAllowed = True

TvTEventScrollsAllowed = False

TvTEventPotionsAllowed = False

TvTEventSummonByItemAllowed = False

 

# Door ID's to open/close on start/end.

# Not supported in instance, use xml template for defining doors.

# Example: TvTDoorsToOpen = 1;2;3;4;5;6

TvTDoorsToOpen =

TvTDoorsToClose =

 

# Should both teams get reward if there's a tie?

TvTRewardTeamTie = False

 

# Participant's effects handling on teleport/death.

# Effects lasting through death never removed.

# 0 - always remove all effects.

# 1 - remove all effects only during port to event (noblesse blessing can be used)

# 2 - never remove any effect

# Default: 0

TvTEventEffectsRemoval = 2

 

# Fighter-class participants will be buffed with those buffs each respawn

# Format: skill1Id,skill1Level;skill2Id,skill2Level...

# Example: 1504,1;1501,1;1502,1;1499,1

TvTEventFighterBuffs =

 

# Mage-class participants will be buffed with those buffs each respawn

# Format: skill1Id,skill1Level;skill2Id,skill2Level...

# Example: 1504,1;1500,1;1501,1;1085,3

TvTEventMageBuffs =

# Voiced command (.tvt) working during TVT event to get information about event status

TvTAllowVoicedInfoCommand = false

Posted

for the last time:

 

IM NOT DEV ON THIS PROJECT

 

report all bugs on l2jserver forum. www.l2jserver.com/forum

 

 

LE:

 

Update with Revision 7405

Fixed in this Rev:

- Rework manor using objectId instead of player instance. Require DP update !

- SQL: Updating Stats for all Fortresses

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

    • Hi, great work! Are there any bugs? And will it work with a high five?
    • For others that would like to understand in more details:   The login server also uses a protocol (sent by the server to the client in the very first packet). For instance, the C4 client (the one I'm developing my emulator for) expects the protocol number `50721` (or `0xc621`) which works as follow (from what I've gathered): Preamble: L2 packets are divided into two parts: size and payload; As mentioned, every packet starts with two bytes containing the whole packet size (thus including those two bytes, e.g. a packet of size 15 will have the number `15` written onto its first two bytes and a following payload of 13 bytes); For login server, first byte of the payload is the opcode (game server must deal with variable-sized opcodes); Next bytes are the packet content; Before sending the packet, its buffer size (minus the initial two bytes) is padded to 8 bytes (required by upcoming Blowfish encoding); A checksum of the packet is appended at the end, then the payload is again padded to 8 bytes; If the opcode is not `0` (also written as `0x00`), then the payload is encoded by Blowfish; Packet is sent over the network. You can have a look at my implementation (in C++) here (do note I'm assuming little-endian).   In this protocol, the auth packet (`0x00`) sent back by the client is RSA encrypted using the RSA modulus sent in the first server packet, inserted right after the protocol number.  
    • Hello guys I wanna buy some  Lessons for an L2J Developer
    • Let me give you something for inspiration and get you addicted to bot AI     And a siege 😛     What I have notice helps a lot the LLM to act real, is to give it a real-persons background. So for each LLM in the context beggining, besides the L2 facts, give it a real-life back story "You are a 67 years old retired nurse who plays Lineage 2 while her husband reads his newspaper, you are calm, collected but get mad if insulted". But that makes for a creative bot but its repetitive. So what you can also do, is pick random 20 news sites and for each bot every 2-3 days, initialize a context that is affected by the "news" the bot reads in the "real world".  So for example there's Iran - US war ok ? You take the news, put it in an LLM and ask it, extract the "abstract feelings" that this news piece invokes into you without mentioning anything related to the news. Then you take the result and inject it to the bots LLM prompt after its backstory.  This leads to some VERY human-like behavior from bots. 
  • 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..