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Posted

I just looked at the config, everything is organized in the childish way. The file extensions are .ini, nobody knows why because there is no difference.

 

What can I say, an attraction for children under 16 y/o. I feel a fear related to the timeline, don't make us to take a look inside.

 

Also, Pauler is everywhere, he likes to add cutoms, is a good reason to have it around, no effence, but stop to participate in such projects, they make you look horrible.

Well yeah to rename the files to .ini isn't so time consuming though they are editable from windows as default,"don't make us to take a look inside." go ahead i don't really care as far for pauler  didn't get that part of the message, and last but not least this is not an l2jhellas topic disscusion if you ant to ask something either pm me nor write it on the topic of my project...

 

Boorinio out.

Posted

this is not an l2jhellas topic disscusion if you ant to ask something either pm me nor write it on the topic of my project...

 

Boorinio out.

That, that. And thank you for your maturity.

 

Still working on Antharas, test time now. I have to wait Minideed to have L2OFF animation.

Posted

That, that. And thank you for your maturity.

 

Still working on Antharas, test time now. I have to wait Minideed to have L2OFF animation.

 

Server is online for testing, check your MSN for details. :D

Posted
Changeset 289

 

Antharas, GBs / RBs, misc

 

Antharas

- Addition of the script, fully reworked. Fast comparison with L2J version :

- highly cutted script (450~ lines of code instead of 950+)

- use of 2 SocialAction during cinematic.

- far less tasks used.

- use of a dummy id (29019) in order to register it in grandboss table (avoid 3 states).

- players are initially teleported far from where Antharas spawns.

- minions are handled by regular AI system.

- Edition of the GrandBossTeleporters for the npcid 13001.

- npcs.xml is edited to reflect behavior (had to edit type, add aggro on behemoths, etc).

 

GBs / RBs

- cleanup of RaidBossSpawnManager.

- initial HPs/MPs of GBs and RBs at first server launch are fixed (0 = getMax).

- Following bosses are spawned, as templates are ok (manually fixed) now :

- Boss Akata

- Nellis' Vengeful Spirit

- Rayito The Looter

- Dark Shaman Varangka

- GBs don't take summons nor invisible GMs in target anymore.

- Valakas skill choose is improved (less spam of imba skills, clever use of FRONT or BEHIND skills).

 

Misc

- getQuest() isn't case sensitive anymore.

- fix RequestBypassToServer (that treatorous index is -1).

- getRandomPlayer() : returns a random player (must be alive and not a invisible GM).

- getPlayersCountInPositions() : returns an array composed of numbers of players in front of, behind and on sides of a npc.

- addition of FrenzyOnAttack script (5 orcs types).

- few messages added in SummonMinions script (Timak Orc Overlord case).

 

Ty Minideed for test lab, I verified few things. ;p

Posted
Changeset 290

 

Summons, misc

 

Summons

- fix stats (they finally had to use funcs).

- fix base critical on summons (40 for all).

 

Misc

- fix an issue involving null objects on pet pickup action.

- minions follow distance is made using collision radius of both minion and leader (avoid weird 500 distance on rb minion follow).

- drop few methods on instances which are only knownlist stuff.

- fix skills 118 and 163 (nerf mages nudists ;p).

- fix order of tradelists' content.

- isSeedable() implementation.

 

As revision 290 is out, rev 280 sources will be available on forums.

Posted
Changeset 291

 

AIs, misc

 

AIs

- addition of the cursed ToIVortex script.

- addition of FirstClassChange script (mix of 4-6 scripts), ty to Fernandopm :). Compared to his version :

- addition of ids 32097 and 32098 (+56 missing HTMs).

- cleanup the advEvent (a single array is kept instead of making *8 map checks).

- Pa'agrio and others typos.

- edit ShadowWeapon ids ; it takes directly ids from scripts FirstClassChange && SecondClassChange (as second script isn't made yet, the array is still local).

- fix Barakiel minions AI.

 

Misc

- fix subclass crap (Maximilion/Jurek and others Mystic/Priest).

- fix dozen of typos on village_master HTMs, and harmonize links position (L2J team was dyslexic back in 2007...).

- all first masters got a link for shadow weapon coupons exchange.

- all second masters got a link for subclass. First masters who had one is dropped.

- addition of //show_scripts npcId : allow to see events affecting the given template.

- fix L2EffectZone concurrent exception. As L2EffectZone are always supposed to have a skillid, initialize the map directly in order to avoid null checks.

- after a check on L2OFF, bring the speed modifier when you run in water from 0.5 to 0.41.

- revert canceling target fix but keep the cleanup (no whining anymore).

- fix an issue on summon window stats about runspeed (it was only visual). In same time, getMoveSpeed() becomes an int.

 

Note : I tested 6 IDs out of 20+, and obviously hasn't the will to test/fix eventual typos on the 800+ HTMs, if there is issues, you know where to complain.

Posted

Weeeee.

 

Changeset 292

 

Misc

- [L2J 5772] Moving effect flags out of CharEffectList into L2EffectFlag enum.

- cancels enchant process while moving.

- equipped shadow weapons are now correctly handled at player login/logout (armors as weapons). Tasks can be canceled now (before it was running even unequipped).

- 40% of Inventory file has been splitted into listeners.

- fix //show_characters.

- fix PaganTeleporter. Statue don't react to faded mark, triol's mirror hasn't any checks and the zone with faded mark is implemented.

- added back handwritten ids for zone system. Dropped zone name (no use).

- reintroduction of ZONE_SCRIPT for... scripts. Use that XML for your custom scripts.

- drop merchant_areas_list SQL (unused).

- random cleanup.

 

Notes

- zones ids are still dynamically generated, but it will be replaced by a written id (if found). Scripts use ids 100000+.

Guest Elfocrash
Posted

Lol guys. Don't even mention Esios here. It was just a project of good customs. You can't compare it here for that reason + it is no longer under dev. However it had 80 people online daily in forums but you get my point.

Posted

Not sure if right place for this, but i'll ask :

the computer time is correct, it is in GMT +4(Baku,Tbilisi,Yerevan)

and when i start server in gameserver siege data is shown like it is in march 2009 AMT

 

i checked castle table and unix time is correct....

Posted

Don't forget to add small implementation to display spawn animation for grand bosses and some monsters when sending NpcInfo packet for players.

(Antharas fly through the ground, halisha jump from above, baium removes his stone schacles and so on)

Posted

can any help me with custom buffer?

Not on that topic, and not on my forums (until you're part of community).

 

Changeset 294

 

Scripts, Misc

 

Scripts

- Cleanup Core.

- addition of Q373.

- addition of StakatoNest AI. The whole behavior is postIL, but there are some evidences that AI was in preparation (perhaps fully working ? Who knows, it's the sort of definitively lost data) in IL time.

 

Misc

- Fix previous commit regarding skill bar at restart (nice catch Trance).

- Drop GlobalVariable system, as we got ServerVariables system.

- Cleanup Quest (avoid to return L2ZoneType and others misc).

- fix few max quests number checks (25 quests max according client ingame quest panel)

- drop a double QuestList packet send at quest aborting.

- cleanup of show_skilllist (use

a simple array of L2Skill instead of a Map, no iterator, StringBuffer > StringBuilder).

- drop null checks on NPC skills templates (never null).

- fix summons skill level at skill launch (was generated from summon level...). The data was ok, but the level was overriden for godamn known reason.

- the generic addfuncs are initialized before skills addfuncs (there were no problems, it's just more logical to load regular funcs then skills funcs).

- gates level mod is reinitialized to L2Character one (potential problem about evasion), add 2 funcs for gates instead of overriden pdef/mdef (Ty masssttteeerrr :P).

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    • Reporting Illegal or Rule-Violating Content (post here)
    • If anyone is reading this, until we find the 488 protocol system that works with AuthD + Authgated from High Five (HF), just use L2Filter included in the leak as the login server to be able to play. hAuthd does not works with this chronicle, @Hint. do you happen to know about this?   Be aware of the system you use! If UseEMailAccount is set as true in l2.ini, your user_info table linked to your account must have email column not NULL with a valid e-mail, and you will use that e-mail to login instead of the account name. (Post merged)   OKAY! Nevermind about the above, I just figured it out, AuthD and Authgated from HF requires GameGuard to be enabled and UseEMailAccount set to false. Enable GameGuard at server side as per Fyyre instructions,  Add the missing GameGuard files in your client system: https://mega.nz/file/xZMWQBjK#triEj7My9B9roiLqAKk32HOLcLmPynoOm-QhBI_Ligw
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