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Posted

forum back, sorry for delay i write wrong NS... 2 times lol... and i was almost to contact the domain seller.

Posted

forum back, sorry for delay i write wrong NS... 2 times lol... and i was almost to contact the domain seller.

It isn't back for me now, it was before though, what is you're hosting provider

Posted

It isn't back for me now, it was before though, what is you're hosting provider

nothing, it will be back for u too dont worry. dns has to propagate.

Posted

well u should be able now with some proxy :P

 

i mean some ISP's (internet service providers) can connect, some others cant...

Posted

It's DNS thing, check my guide at Guides & Tutorials ;D

i dont need, it will work for all 100% in few mins-hours max 2 days.
Posted

Well, some news from the battlefront, as ppl got currently those sort of words :

 

What the fock are you doing' date=' there are no commits since 767676767 mins ![/quote']

 

Items refactor is moving on. To resume the operation, it transforms all previous SQLs / XMLs to XMLs (following Freya), and will affect the whole loading process of items (etcitems, weapons && armors), unify models.

 

The loading process is now fine (both DP and core side), and the server uses around 15mo lesser than before (from 270mo free -> 287mo free on 512 total ram).

 

Duals +4 skills are now implemented. Items continue to use handlers, but use skills from skills XMLs, not core-written skills anymore. I still got some things to debug, like items consumption, but it's pretty nice atm.

 

ETA time is around 1 week, and will mainly depend of DiNoR's self-work on DP. We take Freya DP to revert it to IL stats values. There are 93 XMLs to correct. A first part (part I) will come soon, followed by part II and surely part III. Total ETA time for items is around 2 to 3 weeks maximum.

If you want to help, begin to test items behavior after release of Items refactor part I. You will have to report all suspects items..

 

Atm, we (I && DiNoR) don't need help, just time.

Posted

Many things have been corrected since yesterday. Items consumption is now fine, some shares have been integrated (thx momo61 for old share lol, finally it's released ^^).

 

I'm currently porting the ExtractableSkillsData engine from csv to xml, and truely enjoy arrayoutofboundsexception errors  ::).

 

Current diff patch (of next revision) is 4760 added lines, 6500 removed. Only speaking of core side.

Posted

Revision 118 is up.

 

[spartaCis?] Items refactor - part I

 

Many has been done those last days. Thx to DiNoR for incredible fast work on DP .

 

   Items don't use anymore SQLs. All engine and DP is made for/of XMLs. All items can be found on data/stats/items, and follow original game system (melting armors, wepaons, and etcitems in same files).

   SkillHolder? implementation.

   Duals got now their +4 passive skills.

   shortBuffTask implementation (healing potions icons).

   Apprentice PK && CW drop restrictions are now handled in DP.

   Full rework of shots, + 2 fixes (1 due to Freya, 1 old).

   Items icons now fade if the item is of same sharedReuse group. Item shortcuts timers are still buggy (as Freya).

   Potions / Elixirs can be casted during casting. Thx momo61 for initial share.

   Some beginning rework on petItem. isPetItem() => isPetCollar(), isPetItem() implementation (consider pet armors/weapons as pet items). This chapter is buggy, even on current L2J Freya. More work will come soon or later.

   update for BroadcastStatusUpdate?, in order to get less sent packets (limit mana updates)

   L2ExtractableItems are ported from initial .csv to existing skills XMLs. No more loading process for it.

 

 

The second part of items refactor will come once people tested and report eventual problems with part I. So you know what you have to do : TEST !

Posted

Awesome commit bro. ^.^

 

without sql xD.

 

<item id="2" type="Weapon" name="Long Sword">
	<set name="default_action" val="equip" />
	<set name="weapon_type" val="sword" />
	<set name="bodypart" val="rhand" />
	<set name="random_damage" val="10" />
	<set name="attack_range" val="40" />
	<set name="damage_range" val="0;0;40;120" />
	<set name="material" val="fine_steel" />
	<set name="weight" val="1560" />
	<set name="price" val="136000" />
	<set name="soulshots" val="2" />
	<set name="spiritshots" val="2" />
	<for>
		<set order="0x08" stat="pAtk" val="24" />
		<set order="0x08" stat="mAtk" val="17" />
		<set order="0x08" stat="rCrit" val="8" />
		<set order="0x08" stat="pAtkSpd" val="379" />
	</for>
</item>

Posted

I really love the new Item folder with all the items in an xml form instead of sql.

But I have 100 adenas and there are 1 adena up to 100 in each slot to my inventory...

Posted

Yup, DiNoR messed with is_stackable :D. It's already reported and corrected in internal. 5 items were concerned, I know 2 of them (adenas and AA).

 

Revision 120 is up. It corrects minor things. 119 was adding many new imba commands, such as //cameramode (L2off retail //camera) and big rework on characters related commands. Make some ingame movies, post on Youtube and send the link ^^.

 

Continue to report errors on items. As I said, it's part I of the refactor, part II is supposed to be centered on data (atm, no core problem). So more you test, more you find issues, more we (DiNoR  ::)) can correct and do good stuff.

 

No test, no chocolate.

 

Tk.

 

Edit : 121 is up. Dyes DP correction. Ty stanus for report.

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