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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

    • Version 0.3.0 - NPC rendering and npcpos.txt editing https://res.cloudinary.com/h4p9pew6/video/upload/v1792026335/npc-spawns-editor.mp4   A new NPC Spawns tab. Choose an L2OFF script folder and Cruma shows the server's spawns right in the game world: - Every spawn zone is a colored outline on the geodata. From high up you also see the zones far below. - NPCs stand where the server puts them. Random spawns use the same logic as the server. - Editing: move a whole zone or its corners, add and remove corners; move and turn NPCs; change the NPC, count, respawn time, AI and its parameters; add and delete zones, makers and NPCs; rename zones and makers and every reference to a zone is updated; new zones are named after the nearest zone (for example, benon_1725_07 next to benon_1725_06). - Actions: click an NPC or a zone to open its maker; double-click to start editing; search for NPCs; the focus button flies the camera to an NPC; the View menu can hide zone outlines and keep only the NPCs. - Each client remembers its own script folder, the same way it remembers its geodata folder. - Saving: only the edited lines of npcpos.txt change; before writing, you see a diff of the changes (maximum_npc 4 -> 3); every version is kept as a dated backup.   Improvements - UI changes: small fixes and a wider tool tab.   Download Link: 0.3.0
    • Why not, if you're interested I will post an update
    • UPD: New features and improvements
    • Hi everyone! I'm the admin of Lineage 2 ByPass. Some of you might remember it from 2009, when it first launched. This year I brought it back. The old server ran on a server pack from 2008, so I didn't copy anything. Every item, shop, NPC, teleport, drop and spawn was taken from the original files and rewritten for a modern engine. The sets, farm zones, buffer and TvT are the same ones you remember, but a lot of things that had been quietly broken for years are finally fixed, and the client got a big upgrade. THE SERVER IS NOT LIVE YET. We're finishing the last pieces and plan to open the Open Beta very soon. Join our Discord to hear the date first, and to tell me what you'd change while it's still easy to change things.   ──────────────────── RATES & ENCHANT - EXP / SP x1000 - Safe enchant +6, max +25 - Scrolls: Simple 75%, Blessed 80%, Crystal 95% (from events) - Augment skill chance 6% (chance augments removed, only active/passive left); augment buffs stack and last 2 hours UPGRADED INTERFACE - Auto Farm (2 hours per day) that sweeps what you spoil, with a separate skill setup per subclass - Auto Enchant, built-in Teleport and Skill Enchant windows - Next Target (Player): a target key made for PvP - Auto Soulshots / Spiritshots and Auto Potions at a % you set - Arrows and shots never run out - Optimized game client CUSTOM GEAR — 3 TIERS OVER S GRADE - Tier 1 (+5%): Demonic weapons, Dynasty armor - Tier 2 (+10%): Epic weapons, Epic Dark Knight armor - Tier 3 (+15%): Monster weapons, Vesper Gold armor - Every tier has its own weapon ability and a set bonus by armor type - Wings, Tattoos, Custom Shields, RB Jewels GAMEPLAY - 5 subclasses; no class, subclass or Noblesse quests - No grade penalty, no weight limit - Auto Buff: a full set in one click — buffs last 2 hours, 64 buff slots - GM Shop, Custom Item Shop, Global GK EVENTS & BOSSES - Team vs Team every 2 hours — 10-minute fights, every kill counts as PvP - Olympiad every weekend, Fri–Sun 18:00–24:00 Eastern European Time, new heroes every Monday - Castle Siege (Innadril) - 3 Mini Raid Bosses (respawn every 15 minutes) and Scarlet van Halisha (every 30 minutes) And this is only the start: big features never seen in Interlude are on the way. Server location: Warsaw, Poland Website: https://l2bypass.com Discord: https://l2bypass.com/discord See you in game!
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