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#81
Announcements / Re: Last aCis updates
Last post by Tryskell - April 18, 2020, 11:27:33 PM
Changeset 390 (1785)

Ai system rework - part II, Movement - part II, Geoengine, Debug, Cubic system rework, Admincommands, Skills, RecipeBook, Organization, Bugfixes


Ai system rework - part II - ty bowling4soup
   - Fix following issues introduced in previous revision :
      - Cast on too far target block other actions.
      - Fix INTERACT behavior, when already near the target (case of shops, for exemple).
      - Fix randomly stopping attack action when using poles.
      - Move updatePvpStatus from doAttack to onHitTimer (in order pvp flag occurs when the hits occurs).
      - Fix a problem when pushing sell/buy button while being already under animation effect.
   - Fix SummonItem cast, generating SummonCreature skillhandler - cast of such items can now be properly interrupted.
   - Add ATTACK intention for nextActionIsAttack() skills, even if skill failed.
   - Fix an issue over RequestTargetCanceld, rename it to RequestTargetCancel.
   - Few tasks (effects, hp/mp regen, decay) are now properly disabled over deleteMe().
   - Add missing ActionFailed uses over thinkPickUp checks. Ty Djwegas for report.
   - Rework most of INTERACT behavior (onAction / onActionShift).
   
Attack / Cast - ty bowling4soup
   - Rework entirely both processes :
      - Moved all the checks out of doAttack, doCast. Generate canAttemptCast, canDoCast out of it. Implemented hierarchy.
      - Reorganized getTargetList so that targets are only calculated once during onMagicSkillLaunched.
      - Generate doToggleCast, doInstantCast, doFusionCasttimeCast to avoid to use regular cast process.
   - Toggle skills properly stops the Player. Message is sent for both activation/desactivation.
   - Add missing CHARGEDAM over L2Skill#isDamage() - those skills can now be used as part of CTRL key.
   - All methods related to isAttackableBy / isAttackableWithoutForceBy are now verified using L2OFF.
   
Movement - part II
   - Creatures (players excluded) don't use moveToPawn as follow state anymore. Ty shyr for report.
   - Summons' summon offsets are now secured, and retail-like (8 possible locations).
   - Fix the desynchronization between multiple direction switch. Ty bowling4soup.
   
Geoengine - ty Hasha
   Geoengine
      - Fix GeoEngine#canSee must succeed, if all iterated points pass checks.
      - Dropped all "getXXXOriginal" methods.
      - Updated LoS to new logic, dropped redundant methods. Now applicable to all IGeoObjects as targets, not only Doors.
      - Renamed "canSeeTarget(WorldObject, Location)" to "canSeeLocation" to prevent misplacing, it has different LoS mechanism.
      - Fix getValidLocation(), which was enforcing geo position, even if tested position was good (item drop position, etc).
      - Javadoc, cleanup.
   ABlock
      - Dropped all "getXXXOriginal" methods.
      - Updated all methods with IGeoObject - target to be ignored.
      - Javadoc, comments update.
      - Dropped all "getXXXAbove/Below" methods, we access these data via "getIndexAbove/Below" and "getHeight(index)"

Debug - ty Hasha
   - Zones now use ExServerPrimitive for visual show.
   - Add a Player pool of ExServerPrimitive packets for debug usage. Multiple debug can coexist.
   - ExServerPrimitive are chained when max capacity is reached, to avoid client crash/lag.

Cubic system rework
   - Big cleanup over related files.
   - Life cubic activation rate is now affected by a %, based on friendly target's percent HP loss.
   - Life cubics don't heal anymore summons (part of CT1 patch note).
   - First activation time is now delayed, and not instant anymore.
   - Summoning an already summoned Cubic now refreshes the timer of already existing Cubic, and don't summon another Cubic.
   - Summoning a Cubic while being filled up replace the proper Cubic (aka, the first summoned on the queue).
   
Admincommands
   - Delete following commands : addlevel, edit_character, current_player, char_manage, teleport_character_to_menu, add_exp_sp_to_character, add_exp_sp, remove_exp_sp, setkarma, setrec, settitle, setname, setsex, setcolor, settcolor, setclass, setlevel.
   - Add //set command, which merge following commands : access, karma, rec, title, name, sex, color, tcolor, class, level, exp, sp. 2 admin panels are dropped, due to //set implementation.
   - Add //test command, which is a blank command used for any type of developement purpose.
   - Add //show (clear|move|path) admincommand. You're now able to see movement of any character (player/monster).
   
Skills
   - Implement AURA_CORPSE_MOB SkillTargetType, used by Festive Sweeper.
   - Add missing stats on Zealot. Ty babuin.ua.
   - Add missing ssBoost info on Whirlwind. Ty p0w3rf1y.
   - Edit power of Wild Cannon. Ty p0w3rf1y.
   - Shield Slam duration edited from 2min to 1min. Ty xblx.
   - Drop BEHIND_AREA SkillTargetType (unused).

RecipeBook
   - Add RecipeBook container, handling all recipe processes.
   - Recipes are now saved/deleted on add/remove, not on Player disconnection. Ty Reynald0 for the idea.

Organization
   - Cleanup "Change Subclass - Action" redundant behaviors. Slight edit on Player#setActiveClass.
   - Edit all offset related methods from Location/SpawnLocation. Ty Hasha for help.
   - ItemInstance#dropMe is reworked.
   - Earthquake packet is reworked. Add missing isNpc parameter, ty RooT.
   - Put .gitignore rule about log folder.

Bugfixes
   - FloodProtectors class now uses a nano approach, instead of ms. Add MoveTime FP.
   - Fix Player#disarmWeapon. Ty Djwegas.
   - Add checks over buy/sell/manufacture processes to avoid packet crafting.
   - Remove whisper check about equal receiver<>emitter.
   - Add missing Antharas Earthquake effect, put retail values for Dimensional Rift.
   - Fix scenario where FREIGHT items are stuck on the ground after dropping them. Ty p0w3rf1y.
   - Implement missing AcquireSkillDone serverpacket.
   - More Location#clone() usages.
   - Shout, trade and all chat aren't blocked by Blocklist anymore.
   - Fix all int overflow issues. Ty HeeroYuy.
   - A shop can't be set if pvp flag is currently occuring.
   - An item buy/sell can't occur if either the shop or the buyer/seller is dead.
   - Fix few wrong SystemMessage :
      - Evaluate on null target.
      - Trade request on null target.
      - Few retail SystemMessages instead of custom.
#82
Crappy servers / Re: L2Free returns April 12, 2...
Last post by henrique - April 13, 2020, 08:17:01 AM
The best of the Latin community is back.
Warn your friends, challenge your enemies and come make history, as this is our legacy!
www.l2free.org

#83
Crappy servers / Re: L2Free returns April 12, 2...
Last post by henrique - April 04, 2020, 12:46:19 AM
OPEN BETA
April 5, 2020 at 12:00


Our BETA will start on April 5th at 12:00 pm.
It will be 2 days for you to know the characteristics of the server and prepare for our grand opening.
Any questions we will be available in our: Email, Facebook and Forum.

#84
Crappy servers / Re: L2Free returns April 12, 2...
Last post by henrique - March 29, 2020, 12:54:51 AM
New season coming, begins on April 12, 2020 at 12:00. Server Timezone (UTC-3) :O
Server information updated in the first post.  :ork1_10:
L2Free.org  :hu1_4:
#85
Announcements / Re: Last aCis updates
Last post by Tryskell - March 07, 2020, 03:53:06 PM
Changeset 389 (1660)

Movement is still experimental. The status IS NOT OK for LIVE servers. MoveToPawn behavior still need to be fixed.
Siegable Hall isn't tested, and probably need further development. Those CHs are normally fully working regarding owner administration.


AI rework, Organization, Bugfixes


AI rework - ty bowling4soup
   - Drop all redundant parameters (_skill, _target,...). We now use parameters from Intention.
   - Merge setNextAction and setNextIntention behaviors.
   - Add all missing queued actions (sit/stand, move/stand, etc).
   - Stacking attacks don't bug anymore, it is now processed by queue intention.
   - Skills (toggle skills included) are now queued if a cast is already occuring.
   - TamedBeast got now its own AI.
   - Drop following AiEventType : STUNNED, PARALYZED, SLEEPING, ROOTED, CONFUSED, MUTED, AFRAID, FAKE_DEATH and their related AbstractAI#onEvt. Merge all start/stop methods with the few uses upon skills.effects.
   - Add following AiEventType : FINISHED_ATTACK_BOW, BOW_ATTACK_REUSED, OWNER_ATTACKED.
   - Add following IntentionType : USE_ITEM, FAKE_DEATH.
   - AdminEditChar#gatherCharacterInfo is slightly edited.
   - Add Creature#_hitTask and _bowReuseTask to track current attack, giving the possibility to deny launched attack.
   - Attack stance activation has been reworked.
   - Shift use is now taken in consideration for attack, cast, pickup, interact and follow intentions.
   
Organization
   - Generate CreatureAttack and CreatureCast (doCast got now a int, int version for easier usage) based on Creature content. Organize Creature leftover.
   - Many comments over skills are cleaned up.
   - Introduce ElementType enum, which got embedded vuln/res Stats for easier method process. Skills are edited accordingly. Fix few skills elements.
   - Split enums from NpcTemplate to their own classes (NpcAiType, NpcRace, NpcSkillType).
   - NpcRace got embedded vuln/res Stats for easier method process.
   - CreatureStat is cleaned up (javadoc included).
   - Stat related calculation (STR, DEX, INT,...) is now processed only on PlayerStat, which avoid 300k calcStat calls on server loading (and probably far more on regular exploitation).
   - Addition of cantBeNegative() on Stats for easier method process.
   - Merge Formulas#calcPAtkSpd and Creature#calculateTimeBetweenAttacks into Formulas#calculateTimeBetweenAttacks. Introduce a security limit of 100ms. Fix it using AdvExt as reference.
   - Add clone() override upon Point2D, Location and SpawnLocation - make a use of it.
   - Generate Creature#fleeFrom, Creature#moveUsingOffset and Npc#moveFromSpawnPointUsingOffset for easier management of such behavior.
   - Rename Creature#setRunning/setWalking > forceRunStance/forceWalkStance, Creature#setRunning(boolean) > setWalkOrRun(boolean). Proper override is done.
   - Move Creature#_AIdisabled to Npc#_isCoreAiDisabled.
   - L2Effect > AbstractEffect. Big cleanup + javadoc. Delete most EffectTemplate redundant variables, use getTemplate() content instead.
   - Generate EffectHolder, which is used by multiple packets.
   - Drop "applyCond" parseCondition call over attachEffect (useless/unused).
   - Generate SkillOpType / SkillTargetType enums. Edit skills.xml accordingly.
   - Split the 28 targets type in their own ITargetHandler, introduce TargetHandler. Generate gameserver.handler.targethandlers package.
   - Delete unused L2Skill removedOnAnyActionExceptMove and removedOnDamage boolean tags and associated subsystems.
   - DocumentItem, DocumentBase and DocumentSkill are moved to gameserver.data package.
   - L2Skill and AbstractEffect are moved to gameserver.skills package.
   - ExtractableProductItem and ExtractableSkill are moved to a new package on gameserver.skills.extractable.
   - Drop Attackable#useMagic, which was only used by QueenAnt script.
   - Distance related methods organization
      - Delete MathUtil#calculateDistance/checkIfInShortRadius. Delete Creature#isInsideRadius/getDistanceSq/getPlanDistanceSq. Generate methods on WorldObject, based on stored _position. Wipe all previous methods use, to simply use those.
      - Rework Point2D / Location distance methods ; they are now called distance2D/distance3D and isIn2DRadius/isIn3DRadius for proper usage.
      - 3D version of distance checks are now deployed on more places (all skill casts, most of NPC behaviors). 2D is still used for movement and some attack aspect to avoid problems.
   - Rename 3 packets related to PartyMatch system.
      
Bugfixes
   - Delete official adena reward out of Q127 (exploitable).
   - Q367 rewrite using L2OFF. Fix quest exploit.
   - Fix player freeze (cant move/attack but they can chat). Ty zemaitis.
   - Fix MotherTree default value process over affectedRace. Ty p0w3rf1y.
   - Crappy Buffer can now handle exotic level, simply use "level" flag. All flags except skill id are now non-mandatory. Some cleanup + Javadoc.
   - Fix aggro about positive effects upon Attackable. Ty p0w3rf1y.
   - Rework HotSpringDisease script, adding missing events. Ty p0w3rf1y for report.
   - Fix normal and pvp flag timers. Ty p0w3rf1y for report.
   - Effects with stackorder 99 aren't cleansable anymore (raid Curse, anti Strider slow, 'BOSS' tagged buffs, signets effects, etc). Ty p0w3rf1y for report.
   - Signet symbols are fitting AdvExt (not cleansable, duration 8sec, few effects differ).
   - Provide correct visual timer upon debuff. Ty SLugeR.
   - Fix Cancel behavior (randomly chosen, works on any Creature, doesn't cancel specific effects (charms, noblesse...)) - Ty SlugeR.
   - Fix invalid encoding over Q021#31524-06a.htm. Ty RooT for report.
   - Add 5600-5699.xml, holding Apella sets triggered skills. Since they aren't existing client side, client got visual issues. Nothing I can do about it, except using "real" existing ids or edit client (which I won't do).
   - getDestination() isn't edited anymore on the fly, NPCs shouldn't "visual jump" anymore from one position to another (case of random walk, fear).
   - SetupGauge is also set for FUSION or SIGNET_CASTTIME cast.
   - Drop the few IDLE intentions on scripts.
   - Rework Orfen script :
      - The check task is set to 10s instead of 60s.
      - There is no more walking behavior. Fix a NPE in the same time.
      - Use of NpcStringIds.
      - Add missing 20% chance paralysis upon onAttack.
      - Add missing curses check (raid + antistrider slow).
   - Implement PartyMatch system AutoJoin button.
   - Fix the available rooms list on PartyMatch system to fit with AdvExt. They shouldn't be filtered.
   - Reset Pvp flag and unequip Adventurer's weapons upon karma kill. Ty p0w3rf1y.
   - SiegableHall - misc
      - Fix CastClassException over getAttackerClans().
      - Add missing SiegableHall content over RequestJoinSiege/RequestSiegeAttackerList. Add proper CP_CS_MANAGE_SIEGE usage.

Movement is still experimental. The status IS NOT OK for LIVE servers. MoveToPawn behavior still need to be fixed.
Siegable Hall isn't tested, and probably need further development. Those CHs are normally fully working regarding owner administration.
#86
Newcomers, read this / Re: How to access private sour...
Last post by Tryskell - February 17, 2020, 09:32:32 AM
Added more tokens on the cryptos section.
#87
Crappy servers / Re: L2 Order VS Chaos Returns:...
Last post by sahar - February 04, 2020, 08:29:21 PM
Been a while since I posted here  :likeaboss:
You all are welcome on a new l2ovc season that just started this weekend :)
Live streams on homepage: http://l2ovc.com













#88
Announcements / Re: Last aCis updates
Last post by Tryskell - January 17, 2020, 08:44:42 PM
Changeset 388 (1562)

Movement is still experimental. The status IS NOT OK for LIVE servers. MoveToPawn behavior still need to be fixed.
Siegable Hall isn't tested, and probably need further development. Those CHs are normally fully working regarding owner administration.


Env drop, PartyMatching, Quests, Bugfixes, Organization


Env drop - Ty Hasha for debug.
   - Drop Env and Lambda, which were retaining a lot of pointless variables.
   - Add missing "base" functions, and make a use of it.
   - All FuncHennaCON/DEX/... are merged into FuncHenna.

PartyMatching
   Organization
      - Merge PartyMatchWaitingList and PartyMatchRoomList into PartyMatchRoomManager.
      - Move PartyMatchRoom on model.group, make it use AbstractGroup.
      - Delete package model.partymatching.
      - Related packets are cleaned. Methods are generated on appropriated classes to make it cleaner.
   Bugfixes
      - Fix all possible CMEs due to unappropriated containers, fix one possible NPE.
      - Rework the changeLeader management to avoid a client crash.
      - Add the missing max member amount check.
      - Rework waiting list behavior to fit with L2OFF.
      - Set the location as "1", to avoid a client crash. Put a TODO, as we miss needed implementation to code it as it should.

Quests
   - Q351 : Fix reward. Ty p0w3rf1y.
   - Q025 addition. Ty roko91 / Hasha.
   - Q335 addition. Ty RooT / Hasha.

Bugfixes
   - Fix login system, reverting Account cache system.
   - Clan skills aren't rewarded on Player relog if reputation < 0.
   - Clan skill, upon acquisition, isn't rewarded if reputation reaches 0.
   - Add a missing Config.MINIMUM_CLAN_LEVEL use over ClanMember.
   - Fix Sand Cloud, Heroic Grandeur, Heroic Berserker, Invocation skills.
   - Rework ForestOfTheDead in order Npc references are correctly exploited + some cleanup. Ty Hasha.
   - Fix HP/MP Clan Hall regen calculation. Ty p0w3rf1y.
   - Save ClanHallFunction upon creation. Ty p0w3rf1y.
   
Organization
   - Optimize packet sending over Clan skill acquisition.

Movement is still experimental. The status IS NOT OK for LIVE servers. MoveToPawn behavior still need to be fixed.
Siegable Hall isn't tested, and probably need further development. Those CHs are normally fully working regarding owner administration.
#89
Newcomers, read this / Re: How to access private sour...
Last post by Tryskell - January 10, 2020, 09:09:45 PM
Added related infos on BAT payment method

You can now pay me in BAT. BAT is a crypto token used by Brave browser in order to reward content creator. You can generate BAT seeing ads (some little popups).

Brave is a pretty much decent browser based on Chromium engine, which I use on a daily base.

A referal link to the Brave browser is also added.
#90
Announcements / Re: Last aCis updates
Last post by Tryskell - January 07, 2020, 05:36:43 PM
Changeset 387 (1541)

Movement is still experimental. The status IS NOT OK for LIVE servers. MoveToPawn behavior still need to be fixed.
Siegable Hall isn't tested, and probably need further development. Those CHs are normally fully working regarding owner administration.


LS rework, Quest related edits, Chat related edits, Organization


LS rework
   - Generate enums package for LS, and extract existing enums to it.
   - Generate data (sql and manager) package, and move all related classes to it.
   - Replacement of password algorithm from Base64 to BCrypt. Ty SweeTs.
   - Load all Account (previously AccountInfo) in memory, to avoid pointless SQL manipulation and generating/destroying Accounts objects.
   - Extract related content from multiple classes and generate AccountManager and IpBanManager out of it.
   
Quest related edits - Ty Hasha
   - Quest system edit
      - Complete the javadoc + cleanup.
      - QuestTimer storage is simplified (all timers are stored on same level).
      - Quest#onEvent is dropped, onAdvEvent prevails.
      - Add the possibility to cancel specific QuestTimer based on multiple criterias.
      - Implement Quest#onTimer, moving timer based events from onAdvEvent.
      - Quest#onGameTime and Quest#onSiegeEvent got now parameter for easier usage.
      - Make an extensive use of onDecay on all quests.
      - All quests are edited to spawn only one instance of a quest monster at a time.
      - Remove boolean flag isRepeating over Quest#startQuestTimer ; cut that method in 2, Quest#startQuestTimer and Quest#startQuestTimerAtFixedRate.
   - Quests
      - Introduce SecondClassQuest abstract class, holding shared content between all 2nd class transfert quests.
      - Q021 : Add few missing sounds and HTMs.
      - Q242 : Fix the Fallen Unicorn issue.
      - Q619 : Introduce droplists of relics for 4sep and IT.
      - Fix retail typo "Neidrahu" > "Nidrah" on all HTMs ("Nidrah" being the reverse of "Hardin", the necromancer).
      - Q334 addition, ty Rootware.
      
Chat related edits - Ty Hasha
   - NpcSay : added more constructors, javadoc
   - CreatureSay (Say2)
      - added more constructors, javadoc
      - updated packet structure, removed _npcString (IL client does not use NpcString)
      - removed systemmessage parameters, they are not used by client
      - updated parameter names, added some explanation
      - updated the usage of packet, whenever possible, changed to NpcSay(shorter packer name (string) -> npcid (int))
   - Introduction of new enum SayType for chat type.
   - Added NpcStringId container, based on L2OFF fstring.txt content.

Organization
   - Add SevenSignsManager#getLosingCabal(), rename SevenSignsManager#getCabalHighestScore() > getWinningCabal().
   - Delete CabalBuffer instance. Move behavior to AI script, as group.CabalBuffers. Behavior is taken from L2OFF GF (same than IL).

Note: Prefer NpcSay over CreatureSay, when having a need for creature (with NPC ID) to speak.

PS : The transition between Base64 and BCrypt for password encryption is left to live servers owners, but the idea is to edit used algorithm of "password replace feature" using BCrypt on your existing account panel, and request your users to edit their password to be able to log on.

Movement is still experimental. The status IS NOT OK for LIVE servers. MoveToPawn behavior still need to be fixed.
Siegable Hall isn't tested, and probably need further development. Those CHs are normally fully working regarding owner administration.