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aCis - another CRAPPY interlude server


Tryskell

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16 hours ago, Tryskell said:

 

And 3.3 is out since 9 november. 😄

😄 i am using 3.3 in my c3 i noticed it 5-10 minutes after i did that comment :pepe-slam:

 

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  • 1 month later...

Hello everyone, I will be afk up to 1st January ! I will celebrate the new year with my girlfriend, eating some "boeuf bourguignon" ! 🥩🍷

 

For all people who stay alone during the holidays (and others ), I wish you great health and success in what you undertake, being love or business !

 

Regarding aCis initial fee

 

Initial fee of the project will rise from 100€ to 200€ at 1st January. The monthly fee of 10€/month isn't affected. This rise is due to multiple factors :

  • aCis is the only L2J pack to get retail AI system ;
  • I want to restrict people to access aCis using money, and emphasize contribution over money ;
  • Found and banned leakers will be punished harder if they do so ;

Just to be perfectly transparent, another rise is already planned when skills refactor will be ended, rising the price to 300€ (which is still less than L2OFF, but will be as complete but more editable). Requested amount of cookies to become part of Inner Circle will be kept at 100 in all cases, to promote reporting, coding and sharing.

 

Main goals of 2024

 

Main development axes are already know for 2024 ; skills and zones will be the main targets for this year. Reported bugs will be fixed occasionally, as always.

 

If we got time, a side quest could be another Movement refactor - which would benefit from Vector approach - and LoS - which I find lacking. Some Bounty Hunt will be eventually deployed for those particular cases.

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Posted (edited)

As previously said, I'm editing all associated texts through the different medias regarding initial fee, which is now set at 200€. Access through contribution is still reachable for 100 cookies 🍪. Monthly fee is untouched.

 

For reminder, 🍪 can be obtained from bounties - which are paid tasks - or as reward for any committed contribution. Valid reports are also rewarded with 🍪, they are rewarded in same time than the bugfix.

Edited by Tryskell
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  • 4 weeks later...

Changeset 408 (3205)

TradeList refactor, Duel refactor, Handlers management, SpawnManager, Sieges, AdminCommands, Bugfixes, Organization

 

TradeList refactor

  • Use AtomicBoolean instead of synchronized.
  • Rework entirely buy/sell methods, which are now far more safer (notably TradeList#privateStoreSell, which was checking and processing transferItem in same time). A fail upon item transfer notably corrects total transaction price.
  • Few checks (being pointless or doubled) or even entire loops (calling removeItem instead of remove...) are dropped/avoided in few places.
  • Fix few issues :
    • BuyList is now properly refreshed upon inventory edition. Ty bios for report.
    • The strange adena issue is fixed (was due to removeItem not processing -1 as a special value but regular value, which was actually --1 -> +1). Ty bios for report.
    • Items aren't shown anymore as possible sellable item, if that item is already part of the SellList or is equipped.

        
Duel refactor

  • Big cleanup, deleting 1/3 of the class.
  • Abnormal effects are now properly cleansed. Ty MoodFreak for report, Diablo for the initial fix.
  • Play the lose animation only if WIN or SURRENDER, no TIE.
  • Don't play anymore the winner animation.
  • Don't countdown 5/4 upon 1vs1 Duels (5sec timer, starts at 3).
  • Restore Players conditions after SystemMessages.
  • Upon teleport, cancel active enchant and trades for Players, no matter the situation. Indirectly fixes "cancel trade upon party duel teleport".

 

Handlers management - by LaRoja

  • Handlers are now dynamically loaded based on their appearance in package. You don't have to manually set them anymore.

 

SpawnManager

  • Fix 3 invalid bosses dbSave. Ty Denzel for report, Bandnentans for fix.
  • Manually fix few territories (invalid nodes, bad Z, zone over Fortresses...).
  • Delete the whole magic behind setting a returning point from an offset of spawn location ; it's anyway mostly blocked by first returnHome check.
  • Banned territories are considered way before in the random location calculation of territories, which avoid to trigger Z/geo fail for nothing.
  • SiegeGuard#returnHome now also have a geopathfail logic.
  • Max iterations of random location search is reduced from 20 to 10 to trigger issues faster (will probably set back to 20 or even 50 when most territories are fixed).
  • Delete the whole for loop from MultiSpawn#getSpawnLocation for "anywhere" type, since Territory#getRandomLocation generate at least one point (last wrong iterated point).

    
Sieges

  • Control Towers, guards and mercenaries are anew Residence bound (was buggy since Residence rework) ;
  • Control Towers are now implemented as retail ;
  • Siege Guards won't attack you anymore if you're DEFENDER (produced by few scripts, mostly spells related).
  • Fix SiegeFlag NPE. Each NPC must have a Spawn.

    
AdminCommands

  • Revamp //tele panels.
  • Introduce //find item [name]. Ty melron for initial idea, StinkyMadness/CUCU23 for improvements.
  • Introduce //find npc [name], delete 6 related admincommands :
    • admin_show_spawns
    • admin_spawn_index
    • admin_spawn_reload
    • admin_npc_index
    • admin_spawn_once
    • admin_show_npcs

    
Bugfixes

  • Lotto and race tickets are generated differently, and now are bound to an objectId. Ty bios for report.
  • Fix petdata speeds, prior to converted classes to records commit. Ty Denzel for report and fix.
  • Fix ghost Pet over unsummon. Ty Denzel for report, LaRoja for fix.
  • Fix Q220 Radar misplacement. Ty FDX for fix.
  • Fix Q025 Triol's Pawn behavior.
  • AI related - Ty Bandnentans for fixes.
    • Fix ClassCastException from a regular AI script. Ty Denzel for report.
    • Fix SaintNinja script.
    • Fix QueenAnt, Orfen minions and Core scripts.
    • Fix LV3Orc script.
    • Fix GludioHold/GludioStand NPEs.
  • Don't send Npc SocialAction if in a blocking statut (dead, stunned, etc). Ty artemis for report.
  • Fix potential NPE over Siege#isOnOppositeSide.
  • Little GeoEngine#findPath fix (if originZ is too different from calculated Z) - Ty Bandnentans for the fix.
  • Update skills shortcuts upon AutoLearn config on. Ty hqsly for report, Rufo for fix.
  • Don't send inventory update over items which aren't in inventory. Ty FDX for report.
  • Fix NPE over teleportTo (regarding scripts Guards), introducing _isTeleporting as an AtomicBoolean. Ty Bandnentans for fix.
  • Potential IOOBE fix for boat movement. Ty Bandnentans for fix.
  • Fix 2 potential NPEs (if Config.SPAWN_EVENTS is null).

    
Organization

  • Triangle3D class is dropped.
  • Add Player#isOverweight method.
  • Add few records.
  • Rework ITEM_LOGS config
    • Indirectly fix an issue with pet inventory invalid item count. Ty Denzel for report, LaRoja for fix.
    • Avoid to spread useless parameters and generate Strings for nothing.
    • Shortcut most Item related methods by 1 up to 4 parameters.
    • Herbs ItemInstance objects are properly deleted when using addItem(int, int, boolean).
  • Addition of Residence#getTownName
  • MinionSpawn passively delete minion from master list if no respawn is associated to it.
  • Cleanup TerritoryStatus bypass, avoid a NPE if castle owner Clan doesn't exist.
  • Add Quest#createOnePrivateEx method with SpawnLocation parameter.
  • Delete NpcAI#setBackToPeace parameter (unused).
  • Delete GrandBossManager class (unused). Ty LaRoja for report.
  • Delete _isReturningToSpawnPoint variable (unused).
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  • 2 weeks later...

I created an account on the ip test acis server (161.97.185.208) to test, I don't know if it's up to date but there are still movement bugs in the water, was this fixed in the 408? Because this is fundamental and basic, for the price you suggest at acis with a bug like that it doesn't make sense because at acis 401 public it's the same bug.

 

Link Serve test: aCis PTS "Blackbird" is on ! (i-live.eu)

 

Bug Zone Water: 

https://i.imgur.com/Z2mk23e.mp4 
 

Bug Moviment:
https://i.imgur.com/vKFGNVl.mp4

 

Bug collision Height:

GhqcdXV.png 

 

Bug Target Party : 
https://i.imgur.com/SaiWHVw.mp4 

 

Fix Bug Target Party  aCis public ( 401) :
https://i.imgur.com/yFNOiAk.mp4

Edited by Williams
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  • 6 months later...

Hellllllo everyone ! Good news for some, bad news for others : aCis was, once again, leaked.

 

It wouldn't be that problematic if it was old content, or even last revision 408 ; but this time, the whole content of under development/master branches was leaked out. One pack project is actually reselling NEXT revision content - before even being announced on aCis forums.

 

The mole/leaker is still part of customers, and is still capable to leak data, at the date I speak about.

 

Since I'm on a joyful mood, following events will occur :

 

PIRATE PLANK MINIGAME

 

Since we got restricted amount of donators (we're actually 13 on sources counting developers, over all), it's not extremely hard to actually delete the mole ; few ppl are actually matching the description, and a list can be easily generated based on time leak, potential country, contributions,...

 

Which basically end with that representation :

 

spacer.png

 

How will it work ? Everytime a new leak will occur, the following donator on the board will jump out of ship (and Talking Island waters are kinda cold). Since I'm not a monster and got principles, I will send back spent money for the non-granted months to the kicked dude. You won't be added back to the sources, anytime. The game ends when the mole is dropped out, or when I'm alone with my most loyal peeps around.

 

CONTRIBUTION

 

Leftover donators will have to contribute to the pack, being reports or code edits. Silent people won't be renewed anymore solely based on money.

 

In the same order of idea, I will now request a minimum of 100 cookies contribution before accepting any new ppl on the gitlab - which anyway won't be hard to do if you're a minimum invested into the pack.

 

If you understood the concept, free ppl can access gitlab sharing for 200 cookies contribution (100+100), and donators can access with 100 cookies + 200€. Regarding monthly contribution, there are no special numbers to achieve, stay active and you will stay.

 

PUBLIC REVISION WILL STEP UP

 

Next rev 409 will be exceptionally released as public revision. This revision got unique reworks, notably AI (L2OFF GF 1:1) and pathfind systems (up to 100 times faster, see #for-your-eyes-only over aCis discord for screens proofs).

 

This revision got a lot of new content, and is far ahead of any other L2J pack in terms of AI fidelity with L2OFF - even the costier.

 

ENDING WORD

 

Thanks to all loyal people who have, will or currently support this pack - one of the very few to offer unique reworks.

 

L2J community, as a whole, unfortunately never stepped up or shined by its cleverness or integrity - and is more preocuppied to add poorly written customs over quality leaked sources.

 

The olympic medal goes to the poop-eater project owner applying straight leak, not even knowing what exactly is the changeset content (because yes, he doesn't know)... It's actually sad real people follow and pay for your work, but well, good job surfing on my own merits, I guess. Maybe one day you will go out of my shadows, and make your own path. That's the best I can wish you.

 

So, my thanks to the few beacons of light in this mere pool of shadows. That's essentially for you (and for my own pleasure, ofc) I continue to work on this hobbyist project - started almost 14 years ago.

 

-----------------------------------------------------

 

Changeset 409 (3301)

 

SCH, Castles, IU, Npc movement, Drop rate rework, Bugfixes, Organization

 

SCH - Ty Bandnentans for the good work

  • All SCHs are normally fixed and working.
  • CH decorations are reworked (they got their own XML, related Configs are dropped).
  • Aden CHs got the Wyvern option, as stated in Patch Notes. Ty Denzel for report.
  • CH features levels are corrected. Ty Denzel for report.
  • Fix NPC clan crest issue.

Castles

  • Keep Castle next tax percent instead of resetting it to 0.
  • Implementation of missing variables over Castle vault management. Ty KejbL for report.
  • Remove doublons over Residence npcIds. Add npcId 35552 HTMs. Ty //Dev for report.
  • Fix the tax income calculation.

IU

  • Add PAPERDOLL as potential location for IU (fix gm enchant, arrows consumption). Ty Roko91 for report.
  • Fix weight calculation over login. Ty KejbL for report.
  • Fix inventory update upon teleport (BSOE consumption). Ty //Dev for report, La Roja for fix.
  • Fix inventory weight upon NPC buy.

Npc movement

  • MOVE_TO desire is cleansed over onEvtBlocked, avoiding to build infinite desire.
  • Don't add MOVE_TO desire if given Location isn't reachable.
  • FLEE doesn't call event upon onEvtBlocked (that event means something wrong happened, it's then impossible to trigger "regular" FLEE checks).
  • Use Location#equals in few scripts.
  • NpcAI#thinkFollow cleanup (-8 arrays, -24 List#get, -8 distance2D).

Drop rate rework

  • Main idea is to iterate each category X times, as if X monsters were killed. No % re-calculation or whatever, it's plain and simple. x50 means you got the calculated drops of 50 monsters.
  • Avoid to generate IntIntHolder, manage the drop/spoil using a Map<Integer, Integer> instead, which also allow to merge similar itemIds.
  • Categories % are tested no matter if drop or spoil, which allow levelMultiplier to be properly applied.
  • Monster#dropItem is moved to Npc#dropItem, which allow any Npc to drop an item and avoid cast.
  • "killer" is now part of all Npc#dropItem, meaning the item is properly item protected.

Bugfixes

  • Fix a ClassCastException over Quest#onClanAttacked.
  • Fix a NegativeSizeArrayException upon client logging. Drop few logging errors related to invalid client attempts.
  • Fix NPE over Q635.
  • Fix PDAM calculation prior to rev 399 physical attack/skill split. Ty Yoska for report.
  • Fix TradeList automatic title cleanup. Ty Denzel for report/fix.
  • Add back missing Config.PARTY_XP_CUTOFF_METHOD "none" option. Ty CUCU23 for report/fix.
  • Fix "upper roof" NPCs. Ty Bandnentans for fix.
  • Fix Seven Signs individual stone contribution method. Ty //Dev for report.
  • Fix Q372 reward table and drop rate. Ty //Dev for report.
  • Q348 now distributes drops as party-random, despite the client info. Ty Denzel for report.
  • Fix Benom teleports out. Hardcode other in/out Locations. Ty //Dev for report.
  • Don't show Crystallize icon on inventory for Bounty Hunters (was an addition of CT1 GP1). Ty Bandnentans for report.
  • Replace "weightPenalty" for "weightLimit" over skills XMLs. Ty //Dev for report/fix.
  • When Heroes participate in a raid against Antharas, Valakas, and Baium, the boss monster has a chance to shout out the Hero characters’ names. Ty deekay for fix.
  • Fix isRaidBoss implementation (a raidboss minion without master was considered raidboss).
  • Fix Nurse Ants not healing the Queen Ant larva.
  • Fix a SQLException over Olympiad server startup.
  • Fix a SQLException over Clan member removal (since clan privs rework).
  • Fix default 30169 npcId HTM. Ty Bandnentans for report.
  • Fix Festival Guide missing rift option. Ty Denzel for report/semi-fix.
  • Few dwarven/general manufacture fixes
    • Add the missing max recipe integrity check.
    • Upon shop fail, call back the manage window.
    • Upon shop fail, don't cleanup the manufacture list.
    • Upon shop success, cleanup the reverse manufacture list (successful general shop resets dwarven, successful dwarven shop resets general).

Organization

  • Rework HtmCache and CrestCache to use NIO. Move CrestType to enums.
  • Implementation of WorldObject#forEachKnownType / WorldRegion#forEachType & forEachRegion - Avoid List overhead in numerous popular locations (notably broadcastPacket or region checks - which are done on every knownlist check).
  • Rework SkillList packet, it is now handled as other packets. Delete Player#sendSkillList method.
  • Delete DeadlockDetector class and related configs.
  • Add GameServer#isServerCrash, based on LaRoja implementation - without uses, for now.
  • Move IPv4Filter class to commons.network, delete net.sf.l2j.util package.
  • Add DefaultSeeRange config, use the retail value 450 instead of 400.
  • Add more records, ty LaRoja for the merge request.
  • Delete unused dimensionalRift.xml.
  • Few ItemContainer optimizations.
  • Rename all ocurrences of adenas to Adena.
  • SonarLint / UCDetector fixes :
    • Drop MathUtil#limit, use Math#clamp instead (introduced in JDK21).
    • Drop following unused Configs : FS_TIME_ENTRY, FS_TIME_END, RAID_MINION_RESPAWN_TIMER.
    • Few public / protected / private edits. A lot more to come.
    • switch cases are merged (introduced in JDK12).
    • Boolean object is compared to Boolean.FALSE/TRUE, not directly tested as a boolean.
    • String#replaceAll is replaced with String#replace when a regex pattern isn't involved.
    • Generate few records : Sequence, TutorialEvent.
    • Few class-based variables are now local.
    • Use HashMap.newHashMap instead of new HashMap when the capacity is known (static final maps). HashMap.newHashMap avoids to set 0.75 capacity when it's not needed.
    • LogRecord record is renamed LogRecord logRecord, due to record being now a keyword.
    • Use proper Singleton pattern for instance type (notably listeners).
    • Generate private constructors calling IllegalStateException for utility classes.
Edited by Tryskell
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