Jump to content

Recommended Posts

Posted

Web-site is back!! great work  sido <3

well im sad cuz we lost some data, mainly because i dont have access to a pc every day...

 

but well now is up and as far as i understood safe.

 

I buy aCis domain

http://acisil.eu/

for 24 months have fun to don't write stupid ilive

good that acis>>>IL<<< is not stupid i-live :))

 

if you want to help us with this, transfer the domain in our account and we will put it up :)

Posted

Well to answer to Sethek, no I'm still not bored doing that :). From the moment it stays a fun, and I got time to make it, no reason I stop it.

 


 

Ty Vahlior for domain name, but I would be glad you don't do things on my back, or eventually consult me before doing it. I thought you (by your own words, that's the reason - or at least the supposed reason - you deleted your own forum account remember ?) weren't involved anymore by aCis' future (yeah I got good memory).

 

Real forum name is http://acis.i-live.eu/ - I don't support the use of http://acisil.eu/ until Sido agree with (security problem so far no ? If he changes one day the redirection to a copy of aCis forum - and I won't be amazed it can happen  ::)). Paranoia FTW.

 


 

Registrations are up again (antibot added back), the forum is 'cleaned' of old topics aswell.

 

Around 5 to 10 quests max have been lost. If you downloaded them to test in past, consider PM fernandopm to give him back the quests. That will avoid he rewrite them. Ty in advance.

 

Changeset 197

 

Baium, Archers AI, quests, misc.

 

Baium is now almost retail like*

- Angel AI has been implemented. Angels stop to attack when you disarm your weapon, and they got a chaotic behavior (shuffle targets).

- angels are put as raid minion (avoid champion behavior for example) and are setted to running mod by default.

 

Archers AI : the behavior of archers is now OFF-like.

- They got bigger probability to dodge, they dodge always according to your position (never cross your path), and the new position is not random anymore, they go now farer ("300 fixed" instead of "random 100", leading to stupid behavior such as moving near you).

- As the behavior is only for archers, the npc_ai_data as been cleaned up of dodge infos (all is hardcoded). Check is only made on the AI Type.

- L2J topic : http://l2jserver.com/forum/viewtopic.php?f=69&t=23743

 

Quests

- addition of Q158, Q159 && Q160. Ty fernandopm, as always :).

 

Misc

- you can now attack NPCs. Restriction is removed as now NPCs are immortal, and skills don't effect them aswell.

- canTarget method is moved from L2Npc to L2PcInstance.

- the target system of pets as been cleaned up. It was kinda messed.

 

*There's still an issue about teleToLocation (waker doesn't see complete animation).

Posted

It's a pain in ass to redo something again. Fernandopm, next time keep backups on your pc. :)

I agree. Fortunately, the loss is low compared to first estimations.

Posted

I'll try a test server too see how the progress is going after so many months of trying :P

Posted

I'll try a test server too see how the progress is going after so many months of trying :P

 

It's not a trying, it's a huge work, which Tryskell already did.

 

L2jfrozen development is "trying", not aCis. -_-

Posted

Olys got a patch in developement, but until no one tests and report it, Treaser will stop the developement.

 

Sounds fair to you ?

i can be a tester

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

    • what pack you use  send me on discord for it
    • package custom.events.RandomZoneEvent; import java.io.File; import java.util.ArrayList; import java.util.List; import java.util.Random; import java.util.concurrent.ScheduledFuture; import org.w3c.dom.Document; import org.w3c.dom.Node; import org.l2jmobius.commons.threads.ThreadPool; import org.l2jmobius.commons.time.SchedulingPattern; import org.l2jmobius.commons.time.TimeUtil; import org.l2jmobius.commons.util.IXmlReader; import org.l2jmobius.gameserver.managers.ZoneManager; import org.l2jmobius.gameserver.model.StatSet; import org.l2jmobius.gameserver.model.actor.Creature; import org.l2jmobius.gameserver.model.actor.Npc; import org.l2jmobius.gameserver.model.actor.Player; import org.l2jmobius.gameserver.model.quest.Event; import org.l2jmobius.gameserver.model.zone.ZoneId; import org.l2jmobius.gameserver.model.zone.ZoneType; import org.l2jmobius.gameserver.model.zone.type.RandomZone; import org.l2jmobius.gameserver.util.Broadcast; /** * Random Zone Event - Activates one random PvP zone temporarily. No modifica la clase de la zona: usa flags PvP en runtime. * @author Juan */ public class RandomZoneEvent extends Event { private static final String CONFIG_FILE = "data/scripts/custom/events/RandomZoneEvent/config.xml"; private static int EVENT_DURATION_MINUTES = 15; private static boolean _isActive = false; private ScheduledFuture<?> _eventTask = null; private final List<ZoneType> _availableZones = new ArrayList<>(); private ZoneType _activeZone = null; public RandomZoneEvent() { loadConfig(); loadZones(); registerZoneListeners(); } /** * Registra listeners a TODAS LAS ZONAS random */ private void registerZoneListeners() { for (ZoneType zone : _availableZones) { addEnterZoneId(zone.getId()); addExitZoneId(zone.getId()); LOGGER.info("[RandomZoneEvent] Registered listener for zone: " + zone.getName()); } } private void loadConfig() { new IXmlReader() { @Override public void load() { parseDatapackFile(CONFIG_FILE); } @Override public void parseDocument(Document doc, File file) { forEach(doc, "event", eventNode -> { final StatSet att = new StatSet(parseAttributes(eventNode)); final String name = att.getString("name"); for (Node node = eventNode.getFirstChild(); node != null; node = node.getNextSibling()) { if ("schedule".equals(node.getNodeName())) { final StatSet attributes = new StatSet(parseAttributes(node)); final String pattern = attributes.getString("pattern"); final SchedulingPattern schedulingPattern = new SchedulingPattern(pattern); final StatSet params = new StatSet(); params.set("Name", name); params.set("SchedulingPattern", pattern); final long delay = schedulingPattern.getDelayToNextFromNow(); getTimers().addTimer("Schedule_" + name, params, delay + 5000, null, null); LOGGER.info("[RandomZoneEvent] Event " + name + " scheduled at " + TimeUtil.getDateTimeString(System.currentTimeMillis() + delay)); } } }); } }.load(); } private void loadZones() { for (ZoneType zone : ZoneManager.getInstance().getAllZones(RandomZone.class)) { if ((zone.getName() != null) && zone.getName().toLowerCase().startsWith("random_zone")) { _availableZones.add(zone); LOGGER.info("[RandomZoneEvent] Loaded zone: " + zone.getName() + " (id=" + zone.getId() + ")"); } } LOGGER.info("[RandomZoneEvent] Total random zones loaded: " + _availableZones.size()); } @Override public void onTimerEvent(String event, StatSet params, Npc npc, Player player) { if (event.startsWith("Schedule_")) { eventStart(null); final SchedulingPattern schedulingPattern = new SchedulingPattern(params.getString("SchedulingPattern")); final long delay = schedulingPattern.getDelayToNextFromNow(); getTimers().addTimer(event, params, delay + 5000, null, null); LOGGER.info("[RandomZoneEvent] Rescheduled for " + TimeUtil.getDateTimeString(System.currentTimeMillis() + delay)); } } @Override public boolean eventStart(Player eventMaker) { if (_isActive) { if (eventMaker != null) { eventMaker.sendMessage("RandomZoneEvent already active."); } return false; } if (_availableZones.isEmpty()) { Broadcast.toAllOnlinePlayers("[RandomZoneEvent] No zones configured."); return false; } _isActive = true; Broadcast.toAllOnlinePlayers("⚔️ Random Zone Event has started!"); _eventTask = ThreadPool.schedule(this::activateRandomZone, 5_000); return true; } private void activateRandomZone() { _activeZone = _availableZones.get(new Random().nextInt(_availableZones.size())); _activeZone.setEnabled(true); Broadcast.toAllOnlinePlayers("🔥 Random Zone Event: " + _activeZone.getName() + " is now PvP for " + EVENT_DURATION_MINUTES + " minutes!"); _eventTask = ThreadPool.schedule(this::eventStop, EVENT_DURATION_MINUTES * 60 * 1000L); } @Override public boolean eventStop() { if (!_isActive) { return false; } _isActive = false; if (_eventTask != null) { _eventTask.cancel(true); _eventTask = null; } if (_activeZone != null) { _activeZone.setEnabled(false); Broadcast.toAllOnlinePlayers("🏁 Random Zone Event ended. " + _activeZone.getName() + " is back to normal."); _activeZone = null; } else { Broadcast.toAllOnlinePlayers("🏁 Random Zone Event ended."); } return true; } @Override public void onEnterZone(Creature creature, ZoneType zone) { if (!_isActive || (_activeZone == null)) { return; } if ((zone == _activeZone) && creature.isPlayable()) { creature.setInsideZone(ZoneId.PVP, true); if (creature.isPlayer()) { creature.sendMessage("Esta zona está en modo PvP temporalmente."); } } } @Override public void onExitZone(Creature creature, ZoneType zone) { if (!_isActive || (_activeZone == null)) { return; } if ((zone == _activeZone) && creature.isPlayable()) { creature.setInsideZone(ZoneId.PVP, false); if (creature.isPlayer()) { creature.sendMessage("Abandonaste la zona PvP temporal."); } } } @Override public boolean eventBypass(Player player, String bypass) { return true; } @Override public String onEvent(String event, Npc npc, Player player) { return super.onEvent(event, npc, player); } @Override public String onFirstTalk(Npc npc, Player player) { return null; } public static void main(String[] args) { new RandomZoneEvent(); } } i have this but its not working
    • ZonePvPSpawnBossRadio=0 ZonePvPSpawnBossBarakiel=0 at the Customs.ini in L2Server folder. Im prety sure this is it because i had the same problem with you in cruma 1 floor for example and i couldn't fix it but i fixed it finally by changing these 2 lines
    • Siege Reward Start PM Msg Rework Config root BossDieAnnounce and BossDieSound in the L24Team.properties and Config.java files for global raid boss death notifications and sounds. Adds a new reward_list table to the DB.sql file to track castle rewards. Improves character creation logic for thread safety and validation. Adds extensive state checks to the RequestEnchantItem method to prevent enchantments during inappropriate player states. Fixed auto-attack animation bug (there was no attack animation, only damage animation) Clean Code Other fixes I forgot to list! Java 14 Fixed issue where deleting a character would prevent it from leaving the screen or being removed, or even after a delete CD (it would only exit when re-logging in or creating a new character). Added Premium System from the other C2 project (Needs testing and improvement). Added the "Improved" Community Board (incomplete).
  • Topics

×
×
  • Create New...

AdBlock Extension Detected!

Our website is made possible by displaying online advertisements to our members.

Please disable AdBlock browser extension first, to be able to use our community.

I've Disabled AdBlock