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Posted

question is whats the point of replacing XML? Theres no serious adventage gained yet we discuss a lot of disadventage that would come from it.

I agree, that's a lot of work for what, easier parsing (at least, JAXB) ? Please. That's not like you write a XML parser every day. And the finality is (probably) the same in performance.

 

The main problem about XML, is in fact, the data edition which is, tbh, a pain in the ass for custom usages. Now if you have to create 200 monsters, with their own data and own droplist, that's another problem. Keeping SQL where infos is splitted between 4 different SQLs doesn't easier the task neither.

 

Who want to write a Navicat for XML ? :P

Posted

I agree, that's a lot of work for what, easier parsing (at least, JAXB) ? Please. That's not like you write a XML parser every day. And the finality is (probably) the same in performance.

 

The main problem about XML, is in fact, the data edition which is, tbh, a pain in the ass for custom usages. Now if you have to create 200 monsters, with their own data and own droplist, that's another problem. Keeping SQL where infos is splitted between 4 different SQLs doesn't easier the task neither.

 

Who want to write a Navicat for XML ? :P

You do  :troll:

Posted

I agree, that's a lot of work for what, easier parsing (at least, JAXB) ? Please. That's not like you write a XML parser every day. And the finality is (probably) the same in performance.

 

The main problem about XML, is in fact, the data edition which is, tbh, a pain in the ass for custom usages. Now if you have to create 200 monsters, with their own data and own droplist, that's another problem. Keeping SQL where infos is splitted between 4 different SQLs doesn't easier the task neither.

 

Who want to write a Navicat for XML ? :P

 

http://www.altova.com/xml-editor/

Posted

I agree, that's a lot of work for what, easier parsing (at least, JAXB) ? Please. That's not like you write a XML parser every day. And the finality is (probably) the same in performance.

 

The main problem about XML, is in fact, the data edition which is, tbh, a pain in the ass for custom usages. Now if you have to create 200 monsters, with their own data and own droplist, that's another problem. Keeping SQL where infos is splitted between 4 different SQLs doesn't easier the task neither.

 

Who want to write a Navicat for XML ? :P

 

its a good way to write your own xml writer also or just an sql to xml or txt to xml converter

Posted

its a good way to write your own xml writer also or just an sql to xml or txt to xml converter

There are so many out there.
Posted
Changeset 303

 

Headquarters, Four sepulchers, Misc

 

Headquarters

- HPs are now properly setted, but during flag spawn (as we refactored npcs.xml, the NPC got 40HPs following L2OFF).

- HPs is currently doubled when Noblesse HQ version is used (and not, as regular L2J, damages mitigation).

- L2SiegeFlagInstance cleanup.

- drop of SiegeFlagStatus.

- show skill cast error message even out of castle area.

 

Four sepulchers

- Q620 rework (HTMs renamed, simplified structure).

- Wigoth doesn't burn a Used Grave Pass anymore.

- You can choose your recipe correctly.

 

Misc

- [301] fix an Integer > int issue : if parameter is an int, .remove( method of ArrayList removes by index, not by given object.

- [301] revert an experimental code for ss/bss effect, which has been commited by negligeance (and was buggy).

- fix a log warning related to a SystemMessage.

- slight edit in targetReconsider() method in order mobs don't attack doors or invisible GMs (+ a lot more checks). Don't make anymore movement checks for "regular" targetReconsider (reserved for skills checks).

- edit StatsSet logs, in order it gives info related to the missing stat.

- L2CharTemplate/L2NpcTemplate got more values setted by default (if you have to create a custom template, you got minimum infos to care about).

- drop unrelated/inheritated stats from doors templates (as it inherits from L2CharTemplate, not L2NpcTemplate, no need of exp/sp/rHand/lHand/etc).

- add pdef/mdef of doors on admin shift click panel (more fashion).

- fix an error in calcSiegeRegenModifer() formula (wasn't taking custom in consideration). Move method from double to boolean.

- fix a concurrent issue on L2CommandChannel + basic cleanup.

Posted

Preparing the next, retail karma formulas and random fixes.

 

I'm not interested, thanks :troll:

 

Shake dat boobs!

Posted

enough.

 

Hahahaha Sido :troll:

 

I gotta find this gif once again, it's so OP! :D

 

Edit: With dedication to Sido <3 :troll:

 

tumblr_lz1faaJ2951qhg5qko1_400.gif

Posted
Changeset 304

 

Karma, Misc

 

Karma

- [L2J 6074] added retail karma drop/gain system.

- KARMA_PLAYER_CAN_BE_KILLED_IN_PZ does only what the name suggests. Drop redundant checks on isInsidePeaceZone().

- don't clean karma on death if ALT_GAME_DELEVEL is setted to False (as karma drop is related to xp loss upon death).

- don't earn a PK point on summons/pets kills (but still earn karma).

- drop 4 configs related to Karma calculation method.

- restoring exp (via BSoR / res skills / GM commands add_xp) don't clean karma. Ty Zerador for report.

 

Misc

- L2CastleTeleporterInstance cleanup, also fix an HTM typo. Ty sahar.

- [L2J 6070] cleanup calculateRewards(). Multiple fixes and performances tweaks.

- doesn't create an empty map if aggrolist was empty.

- avoid to calculate xp/sp gain if attacker is dead.

- limit the list of rewarders to L2PcInstance (avoid all checks regarding summons).

- fix issue regarding summons/summoner damages (one was overwriting the other, now it cumulates).

- calculations are based on total damage made, not on maxHP of the monster.

- don't earn a PvP point on summons/pets kills.

- cleanup L2Party (internal vars uses rather than getters/setters, party broadcast setted to 12s instead of 10sec).

- drop useless itemhandler ChristmasTree.

- beast ss/sps are desactivated on summon death + cleanup poor overidden use on doDie() (L2Summon, L2PetInstance, L2SummonInstance).

Posted

New spawnlist(l2off generated) under test-mode.

 

Find more here:

http://acis.i-live.eu/index.php?topic=4516.0

 

big thanks to mcbigmac

Gj, but why spawnlist in xml? I suppose you will make an extra sql for //spawn command right?

Posted

Gj, but why spawnlist in xml? I suppose you will make an extra sql for //spawn command right?

 

Thats not good for some of us, they should give us the chance to implement what we want; SQL or XML because XML makes it very difficult to make a costum server, since 20% of the admin commands are useless

 

Refering about the Droplist, Npc and Spawnlist who in my opinion shoul'd be fully editable IG

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  • Posts

    • L2jBayev Chronicle 3: Rise of Darkness – AiEngine Edition In short: this is a C3 build with a full-fledged AI engine, live mercenaries, a built-in quiz, a “personal account” in the Community Board, and server logic neatly distributed across thread pools. The project is about a living world without lags : bots farm, communicate, gather parties, teleport along routes, and the server remains cold and stable.   What's inside (the most delicious) 1) Full-fledged AI engine for characters Behavior types: farming ( FarmAI ), combat ( CombatAI ), party logic ( PartyAI ), trading/walking ( TraderAI / WalkerAI ), support roles (healer, etc.). Class profiles: for mages/archers/daggers, etc., “smart” skill rotations, distance control, sleep/save skills, healing, loot pickup, etc. are implemented (see examples of classes like SpellSingerAI , NecromancerAI , etc.). Self-healing and teleports: when dying, the bot goes through a sequence of steps without sleep()- via AITaskSequence + AITeleportToLocTask , searches for the nearest gatekeeper and teleports via TeleportationManager with routes depending on the level. Auto-support: auto-nipples, arrows/bones, smart auto-proceduring of buffs and auto-banks CP/HP/MP with thresholds - all sewn into the auxiliary EtcPlayersAi . Chat context: ChatManagerAi processes mentions, makes responses with delays (anti-flood), supports party chat and “human” reaction. Understanding: ChatManagerAi system  processes the dialogue, bots remember your aggression and insults, they start to respond less often to modern users, stop accepting or inviting to a group (party) and when it goes beyond the peak they will simply merge you, and every time they see you on the PC, there is an opportunity to measure more often, communicate respectfully and beautifully, in general, a “human” reaction. Why a player/admin needs this: bots actually “live”, farm and interact, and don’t just stand on macros. This is a great background for online and PvE action.   2) Mercenaries (Mercenary system) Full-fledged companion character : L2MercenaryInstance with its own MercenaryAI (movement, attack, support, consumables, shots). Behavior modes: DEFENDER / SUPPORT / PASSIVE - switchable to suit your playing style. Progress and trust: the mercenary's trust/exp/level grows , skills are learned according to the MercenarySkillTree (conditions are based on the trust or level of the owner). Templates and equipment: via MercenaryTemplateTable and spawner - model/weapon/type are selected. Social: MercenarySpeechManager - a set of speeches; the mercenary "comes to life" in the chat. Premium Link: Premium account owners give the mercenary additional trust (faster progress). Why: This is not a dummy pet, but a playful companion with modes, training and “character”.   3) Quiz (event viktorina ) Rounds according to schedule: pre-launch with announcements (minutes/seconds before start), registration .reg, auto-opening of the window. Multiple choice questions: question + set of answer buttons; fair processing, timings, question change. Tops and history: results table, statistics, neat UI via HTML assembly. Flexible control: you can start immediately or set a delayed start (notification package 5/2/1 min, etc.). Why: regular activity for players, “social entertainment” module right in the build.   4) Personal account in Community Board KB managers: buff cabinet, teleports, clans/forums/mail/friends, tops (PK/PvP/wealth/players), character repair, viewing skill trees , etc. Premium logic: some services/mail are limited by premium; premium also affects the visual (nickname color) and bonuses (see effect on mercenary). Single sign-on: all in one place, no team chaos. Why: conveniently manage your character and services without going into the console or installing third-party mods.   Why is the system technically valuable? Minimum load and stability Separated thread pools: AI logic, hunting, teleports, chat - on separate onesScheduledExecutorService ( AI_THREAD_POOL , MONSTER_HUNT_POOL , TELEPORT_POOL , CHAT_POOL ). No "freezing": task sequencers (teleport/recovery) work through the scheduler, not Thread.sleep(). Bot limitation: protection against overload via thresholds/counters - “extra” bots do not start. One bot - one sequence: AITaskManager ensures that the character does not have parallel conflicting tasks. Smoothing out peaks: starting tasks with offsets so that there are no simultaneous “ticks” of hundreds of bots. Monitoring/logs: own loggers (separate files for info/errors/processes/chats), CPU load monitoring. Bottom line: the build is designed for “thick online” and mass activities without TPS failures .   Additional Features Auto-alliances for farming: party logic invites suitable players (checking level/equipment/clan flags), there are “human” responses to requests. Sub/class management: out of the box helpers for changing class/subclass, auto-learning of necessary skills and selection of equipment by level. Security/protection: secondary PIN/picture password support (used in KB/voiced commands; optional). Premium accounts: privileges in KB/mail/visual and synergy with mercenary progress. Ready-made services: tops, auctions/mail, teleports from KB, buff rooms, repairs, viewing skill trees, etc.   Who is this build for? Freeshare/project admins who want a living world “from the pack”: bots and mercenaries provide a constant background of activity. Players who value convenience: personal account, premium services, events and a mercenary companion. Developers who want a clean, predictable backend with thread pools and a neat task model without “magic”.   How it differs from standard assemblies Not macros - AI profiles with “brains”: rotations, positioning, healing, decision making. Not a decoration pet - a mercenary with his own modes, progress, skill tree and lines. Not a faceless gamemod - an event quiz with UI, schedule, tops. No chaos in flows - strict pools, planning and task managers designed for online and growth. No separate scripts - a single personal account in KB for most activities.   TL;DR (one paragraph for the project card) AiEngine C3 is a build with live AI, smart bots, mercenaries (modes/progress/skills), built-in quiz, premium logic and a convenient personal account in KB. Under the hood are distributed thread pools and task managers without sleep(), so even with a dense online the server remains stable and responsive.   Additionally add - there is still a lot of interesting things command .assassin or shift+target (order murder), shift+target for admins on AI characters for control, admin panel is completely rewritten, many additional functions, mercenaries change their appearance depending on trust, deepseek and chatGPT system is connected for communication of characters like real players, GPT - for newer java, there is still a very large list of fixes after the last versions, a lot has been fixed, including height coordinates (Z) geo-Squares, pathfinding, visibility through obstacles, fix pet summons, trade packages, shop packages, many effects, quests (including the original ones like nipples, etc.), Ai behavior of NPC and RB monsters, absolutely all epics have been transferred to AiLoader no longer in python scripts. Attention! The server is suitable for both classic mode and PvP format, as well as with various mods. Absolutely everything is configured in the configurations to suit your taste and purposes of use. It is recommended to launch the server through L2ServerControl (simplifies management and control of processes). Download Servers: Chronicle 3 Server Chronicle 4 Test Upgraded Server Full Desc & screens: Post & Screens c3 Post & Desc c4    
    • 🎃 HALLOWEEN EVENT 🎃   ‼️ Information and details: https://forum.l2harbor.com/threads/halloween-event-fall-harvest-30-10-07-11.8265/post-168620
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