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Posted

Update with Revision 7448

Fixed in this Rev:

- XML: Minor fix in Dynasty Platinum Breastplate - PvP Force Master

- XML: Client typo in Dynasty Tunic - Wizard

- JAVA: Fixing Boats...

- Fix for talking Island dock (boat is half on dock, half outside).

- Fix for route Giran-Talking Island (boat crash on rocks near Southern Fortress).

- Experimental: apply skill effects first and notify AI about attack later. Should help with backstabs on mobs.

- get disabled skills

- new method QuestState?.hasQuestItems(int) to check player inventory for item.

- NPE fix and use getCastle() for checking TW ward location.

Posted

Update with Revision 7451

Fixed in this Rev:

- Fix for clanhall doors.

- JAVA: Shadow Step can be evaded

- XML: Shadow Step hitTime correction, rpg confirmed

- SQL: Missing masterwork skill

Posted

Update with Revision 7452

Fixed in this Rev:

- L2TownZone.getName()

- load geo before npcs.

- Bow ranged damage formula

- Experimental: add attackers to attackByList only for L2Attackable, other NPCs does not need it.

  Should help with memory leaks in the non-cleared attackers lists for town NPCs.

Posted

Update with Revision 7452

Fixed in this Rev:

- XML: Reverting Changeset [4607], this skill is now called Dark Form instead of Infernal Form, so... removing the abnormal effect for flames

- Fix #4672. Warning fix.

- FastList?  iterator rework. Should fix npes.

Posted

Update with Revision 7455

Fixed in this Rev:

- HTM/SQL: Missing Castle Teleports

- Found problem with that 4 subclass for kamales. its because sex check. for example femaleSoulbreaker is skipped as a sub for kamaels females - arbalester. but if you are female 

  soulbreaker on main - no sub is skipped and you can take 4 subclasses.

- Another condition fix.

 L2EtcItemType is shifting for more then 32 bits causing to override the weapon masks.

 This ends in override of L2WeaponMask with L2EtcItemMask (L2EtcItem.BOLT is equal to L2WeaponType.BOW).

- Redone [4104]. For all those that do not understand. We work with pointers. Even when the pointer yet point on an valid not null variable, its not given he do so a moment later 

  (when its changeable by another thread).

 But we can copy the pointer, so it will not get changed by externals and keep pointing on the object.

- Use objectId instead of name when generating heroes.

 Should fix problem with renamed chars.

- Highly experimental: more accurate handling of vertical movements.

- Fixed estimated 3D distance calculation when char is flying or swimming (should help with catapulting on the roof of cata with synchronize=2).

- Allow vertical-only (2D distance is 0) movement (will be used for airships).

- Fixed heading corruption (divide by zero) for vertical-only movements.

Posted

Update with Revision 7461

Fixed in this Rev:

- SQL: update price for a-grade weapon

- SQL/HTM: spawn and html for Captain John

- SQL: manor manager spawn in Schuttgart and Bilia teleport update

- SQL: update Gordon droplist

- JYTHON: Wrong message when player don't have base location

- UserInfo?  update.

- TvT reward method update.

- FriendList?  packet rework

- Weak Map is no more needed after key replace.

- l2char attackByList -> WeakFastSet?, cause its "never" cleared..

- FastList? iterator update

Posted

Update with Revision 7463

Fixed in this Rev:

- SQL: some more droplist update for gracia mobs

- Restore offline traders on restart.

- Unused. It will be kept on SVN history. Bye bye!

- offline traders - Calendar roll -> add, can cause problem on year change.

Posted

Hey I'm new in Java and all that, so it's safe to say I don't understand s**t about creating a server from scratch, by compiling it.

Everyone says it is best not to use a Preconfigured Pack, so I won't.

Anyway, could anyone point me out a way to use these 'Revisions' things, which I don't know what they are, and how to set up a server using the files posted here? I've searched the forum, but I didn't find an easy newbie tutorial, could someone help me out?

Thanks.

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  • 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. 
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