Jump to content

Recommended Posts

Posted

Ty for your words :). I edited first post to be more... interesting.

 

----

 

I profite of this post to announce I will stop core developement until skills are 70-80% made.

 

Some refactors and things like cubics && signets need some skills in order to work. Basically, next commits will be reworked skills until 5000 (or such).

 

The next core commit is already written (Cubics / summons entire refactor), but I miss skills in order to test. Signets can't be really tested too, and many NPEs falsify skills tests.

Posted

Ty for your words :). I edited first post to be more... interesting.

 

----

 

I profite of this post to announce I will stop core developement until skills are 70-80% made.

 

Some refactors and things like cubics && signets need some skills in order to work. Basically, next commits will be reworked skills until 5000 (or such).

 

The next core commit is already written (Cubics / summons entire refactor), but I miss skills in order to test. Signets can't be really tested too, and many NPEs falsify skills tests.

You can find more about project / report errors in the dedicated forum [see links below].

 

the links are not below :P

Posted

Hmm, so Tryskell, next commit will contain also skills' xmls? Because you said you miss the skills to test refactors :P

 

My suggestion: First complete all skills xmls, then move to another part. But i am not really sure, because some xmls need core side too. But you know better, if you have a plan in your mind, just follow it :P

Posted

I have to move on XMLs in order to test actual (signets) and future (summons, cubics,...) changesets. Plus, it will clean NPEs.

 

So to answer your question, yes, I have to complete skills (at least until file 4500-4599). 95% of skills core side is now written (counting the next revision). Only a couple of missing conditions are actually missing.

 

I committed a thing (signet) which I didn't even fully tested. From the moment I don't move on skills, no effects, so no complete test. Until a real test comes, the doubt will persist.

 

On the exactly same way, I made cubics refactor (future rev 59, still in local) fine too (just tested cubic heal, worked like a charm).

  • 2 weeks later...
Posted

Rev 60 is out, as said higher :

 

- Freya resists/vulns way

- L2Summon / cubics refactor

- AttackStanceManager refactor

 

Added to that, one new XML and rewrite of existing skills.

Posted

ehm but you know that its not il anymore becuase you over c/p a lot right?

i need to agree here, and when you said that .. one thing came to my mind

 

Will people will be so cynic, of using a perfect balanced "Interlude" pack, when it is bassed mostly on Freya ?, the chronicle you must hate because of its "unbalance and crappy shit" there is?.

 

It cames  to my mind, and i am sorry if you think i am wrong :/

 

@Intrepid:: i still don't finish reading guide xD!

Posted

ehm but you know that its not il anymore becuase you over c/p a lot right?

well, this doesn't make sense. if Tryskell makes a full interlude project, and when i say full i mean bugless and without missing features, and still works like retail interlude, then even if everything is freya c/p, he/she will still have done a good job.

Posted

well, this doesn't make sense. if Tryskell makes a full interlude project, and when i say full i mean bugless and without missing features, and still works like retail interlude, then even if everything is freya c/p, he/she will still have done a good job.

 

It does make sense you just cant get it. If you c/p formulas from freya for example where lets say archers have range based damage you will have a gracia part1 feature in il and many many many other things come with it.

Posted

It does make sense you just cant get it. If you c/p formulas from freya for example where lets say archers have range based damage you will have a gracia part1 feature in il and many many many other things come with it.

I am sure Tryskell have already thought about that, and he/she doesn't just c/p, but edit them too, to match interlude features. Anyway, all we can do, is just w8 for the project to be 'finished'.

Posted

It does make sense you just cant get it. If you c/p formulas from freya for example where lets say archers have range based damage you will have a gracia part1 feature in il and many many many other things come with it.

yeah sure. and u think he just c/p ? then where the sense here ?

use ur brain more than for flame.

Posted

yeah sure. and u think he just c/p ? then where the sense here ?

use ur brain more than for flame.

 

flame what?seriously i've seen the changes and its clear adaptation of things from freya to il...

Posted

flame what?seriously i've seen the changes and its clear adaptation of things from freya to il...

this is all u do as far as i can see,

help or keep it for u, since ur not right.

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