Last post by Tryskell - November 13, 2021, 04:53:51 PM
Changeset 404 (2601)
SiegableHall part II, Formulas, Attack, Spawns, Bugfixes, Organization
SiegableHall - part II (3/6 fully working) - Add missing ClanHallManager attack players save upon server shutdown. Ty Denzel for fix. - Fix RAINBOW_SULFUR usage over RainbowSpringsChateau. Ty Minutis for report, Hasha for fix. - Delete 'clanhall_siege_guards' SQL table and use SpawnManager content instead. - Review following Siegable Halls, which are now OFF-like : - Devasted Castle (introduce AIs for Gustav, Mikhail and Dietrich, fix instances types/canMove/aggro). Fix one ClassCastException upon Q350 call. - Fortress of Resistance (introduce the 2 Nurka spawns depending if CH was previously owned, fix instances types/canMove/aggro). - Fortress of The Dead (introduce Lidia HP regen conditional task, fix instances types/canMove/aggro). - Fix SIEGE_OF_S1_HAS_BEEN_CANCELED_DUE_TO_LACK_OF_INTEREST invalid parameter. - CH bosses aren't lethalable anymore. Ty Sahar for the report. - Addition of //ch siege start|end chId. - Implementation of FlagWar superclass, including BanditStronghold and WildBeastReserve scripts. Not tested.
Formulas - Add retail-like heal formula. Ty YeahThePro for the formula.
Attack - Rework CreatureAttack / Attack packet. All effects are now precomputed. - Fix the scenario that causes next attack to be used without SS (self dying, target dying, getting stunned, getting interrupted,...) - The CP 0 over CW user is now properly handled (if task was interrupted, the CP 0 was still hitting).
Spawns - Minions cleanup is now handled by ASpawn#doDelete. - Introduce MinionSpawn, fixing the ghost appearance upon minion kills and make the global minion handling easier. - Delete isMinion(), concept must be bound to _master, which is dynamic. Add hasMaster() check instead. - Siege guards return to their exact spawn point. - Fix all Castle Siege Guards (proper siege relation for every guard, proper spawn of the artifact room "bosses", edit the instance type of few "Folk").
Bugfixes - Add missing NO_ITEM_DEPOSITED_IN_WH check upon Clan WH. Ty Denzel for report. - Revert some Playable edits made on previous revisions, breaking Summon cast rules/conditions. Ty Denzel for report. - Fix skills cast upon Arenas impacting friendly Summons. Ty Denzel for report. - Fix getRandomPlayer / getPlayersCountInRadius conditions, prior to last revision edition. - Make the client connection to gameserver easier. Ty Devlin/Haddwik/RooT for fix. - Add DIST_TOO_FAR_CASTING_STOPPED message upon onEvtArrivedBlocked. Ty Denzel for report. - Stop all running effects upon subclass change. Ty YeahThePro for the report. - Fix PlainsOfDion script range (checked on L2OFF).
Organization - Add Creature#isLethalable. - Add Quest#createOnePrivateEx (allow to spawn a minion in a exact X/Y/Z). - isMaster() now reacts to dynamic getMinions() script feed. - Add ASpawn#instantTeleportInMyTerritory with offset parameter. - Added //terr test to see random distribution over Territory.
AI - Rename ScriptEventType > EventHandler and enum content to fit with L2OFF naming convention. - Introduction of CLAN_DIED, NO_DESIRE, PARTY_ATTACKED, PARTY_DIED, SEE_ITEM EventHandler. - Proper implementation of ATTACK_FINISHED (rename of ATTACK_ACT), which is now called on either bow or regular attack END (and no over successful regular attack). - Move MY_DYING call to Npc, instead of Attackable. - Rework the aggro system, which is now bound to SEE_CREATURE (rename of ON_CREATURE_SEE) event. Delete ON_AGGRO EventHandler (custom). - Implement master/minions system directly on Npc, and add the mechanisms over AttackableAIScript, allowing overriding. Delete MinionList. Implement retail tasks about "minion despawn upon master death" and "teleport to master if out of territory". - Monsters which random walk don't return to spawn location anymore if they are already isInMyTerritory(). - Introduce Quest#createOnePrivate and Quest#initializePrivate. - Introduce Npc#lookItem/lookNeighbor.
Scripts - Gordon now pickups the Cursed Weapon if dropped on ground and it didn't dissapear yet. - Add OUT_OF_TERRITORY event over ImperialGravekeeper script.
Drop/spoils - Ty Hasha - Remove HerbDropData and herbDrops.xml. Remove "dropHerbGroup" param from NPC templates. - Update NPC templates (XMLs) with re-parsed droplists. Data source is npcdata.txt from AdvExt September 2019. Herbs are now part of droplist. - Merged various Monster#calculateXXXItem methods to one DropCategory#calculateDrop. - Rework //info drop and //info spoil. It now includes config rates, drop categories and use Pagination. DropCategory#getChance and DropData#getChance return chance in % as double, update the usage accordingly.
Manor domains / Seeds - Ty Hasha - Introduce manor domains under manorAreas.xml, using L2OFF defined territories. Replace usage of MapRegionData to ManorAreaData for seed sowing check. Indirectly fix a possible exploit of luring monster to another manor area to sow it. - Cleanup Seeds item handler, reorganize conditions to match L2OFF, added one missing SystemMessageId. - Cleanup Harvesters item handler, use FrequentSkill for harvest skill. - Fix an issue where multiple players could sow a monster. - Refactor SeedState - does not extend ArrayList, the crop is always one item type - added #isHarvested check - fix #isAllowedToHarvest, checks for player itself or seeder's party member (as per L2OFF) - Sow skill handler - Reorganize conditions to match L2OFF. - Add one missing SystemMessageId. Ty Denzel for report. - Remove custom extra sound and party message. - Harvest skill handler - Reorganize conditions to match L2OFF. - Remove useless SystemMessageId and InventoryUpdate usage. - Remove party distribution of crops - only harvester gets them, while party members only get info message (as per L2OFF) - Player#addItem system message logic is extended by "Harvest".
Bugfixes - Fix TargetAreaCorpseMob / TargetCorpseMob : they now work on any Creature registered into DecayTaskManager (which are, Summons and any NPCs - they don't work on Pet for obvious reasons). - Implement Creature#forceDecay. Will work on any instance being registered in DecayTaskManager. Fix servitors force decay. - Fix a NPE over Salvation skill over summons. Implement it for pets. - Add missing SERVITOR_PASSED_AWAY message. - Fix one typo over armorSets. Ty RooT for fix. - Add missing client notification during clan dissolution process. Ty RooT for report. - Fix chest behavior. Ty Hasha. - Revert aggro bonus for Raid related NPCs. - Delete MoveTime FloodProtector, generating desync upon click spam. - Fix SiegeSummon stackoverflow upon unsummoning it over siege zone. Ty Denzel for report.
Organization - Add ItemInstance parameter to ISkillHandler#useSkill. - Introduce DropType enum. - Delete herb specific drop rate configs, merged them under one "RateDropHerbs". - Rename "RateDropAdena" to "RateDropCurrency", since it now also affects Seal Stones. - Introduce StringUtil#trimAndDress.
Initial implementation of L2OFF territory system - ty Hasha - Allow NPCs to randomly spawn over a defined territory, which is considered as "their" territory. - Allow to spawn multiple NPCs, if part of the same event. - Implement "out of territory" concept.
Following spawnlist types are now handled by that new system : - Regular - Raidboss - Seven Signs - Day/Night - Autospawn - Castle guards
Castles / Sieges - Implement PC guards upon start/mid victory. - Mid victory upon NPC siege doesn't end the siege anymore.
Scripts - Add FollowerMovingAroundMaster script. Delete TownPet instance. Register some Folk as MutedFolk. - Queen Ant - Guard Ant now teleport if out of territory. Ty Denzel for report. - Add a Player kickout behavior upon Queen Ant spawn if they are on territory. - Guard Ant randomly frenzy, not Royal Guard Ant. - Fix Zaken teleport behavior. Add missing offset upon teleport. Ty Denzel for report, Hasha for fix.
Bugfixes - Fix Beholder of Light 1 second respawn time. Ty Denzel for report. - Seven Signs monsters seal stones drop now depends about current winner few different spawnlists based on current seal owner). - No more "multiple times" spawns (some areas were previously flooded by monsters). - Monsters attack timeout is now handled by "out of territory" concept (60s timeout during combat mode, refreshed if returning to territory meanwhile). - Fix one typo over main menu. Ty Denzel for fix. - Fix Tutorial Book spam upon Player log out/in. Ty Denzel for report. - Cancel Player associated QuestTimers when such Player logout. - Fix 3075, 3079 and 3192 skills. Ty Denzel for report, Hasha for fix. - Skill oneshots upon Attackable properly trigger faction call behavior. Ty Kitsos for fix.
Organization - Add Npc#isInMyTerritory() concept. - Add ScriptEventType#OUT_OF_TERRITORY concept (used notably by Queen Ant script). - Add ZoneType#getKnownTypeInside(Class<A>, Predicate<A>) for easier usage. - Rename ZoneType#movePlayersTo as ZoneType#instantTeleport. - Add artifacts locations into CastleManager. They aren't controlled by SpawnManager anymore. Add related infos into castle.htm. - Rework ControlTower to use getScriptValue. - Implement IXmlReader#parseLocation(NamedNodeMap) and parseSpawnLocation(NamedNodeMap). - Move few methods from Location to Point2D (addStrictOffset, addRandomOffset, addRandomOffsetBetween). Introduce addPositiveOffset method. Rename addRandomOffsetBetweenTwoValues > addRandomOffsetBetween. - Replace the way new forum id is being generated. Ty StinkyMadness. - Pagination cleanup. Ty StinkyMadness. - All uses of Pagination are visually unified (//bk, //find, //skill and //skill list, //knownlist, //effect). - Replacement of <center> tags inside <td> by <td align=center>
Last post by Tryskell - October 01, 2021, 07:06:48 PM
I'm proud to announce a PTS (Public Test Server) called "Blackbird" is actually on, reachable from 22.214.171.124 !
The account creation is set to Auto, and characters are directly set with access level 8 (master access level). It will be updated with latest, experimental sources every week if some useful/testable edit was done.
Please, don't restart/shutdown server by yourself or I will have to restrain access. If the server is stucked (instability issues), consider to report it in reports. If I'm not available, you are allowed to RESTART the server. Shutdowning it will make it unavailable for anyone.
If you //find me ingame, you can PM me or //teleportto on me. If you lack about admin commands knowledge, consider to use //help. It handles every single admincommand, with a little description.
SERVER DESCRIPTION / FEATURES [L2 Core project rates information] Exp: 300x Sp: 300x Adena: x15 Drop: x15 Spoil: x10 Quest: x1 Avg karma rate drop 60%
Premium account rates: Exp/sp: 300x + 40-50% Adena: x15 + 40-50% Drop: x15 + 40-50% Spoil: x10 + 40-50% Extra: unlimited access to vip buffs Extra: +2 to +7 chance on enchant scrolls based on premium type More info you can find in game about premium accounts
Enchant rates: Safe enchant +4 Max enchant +20
Simple enchant scrolls 50%, max enchant +1 to +20
Blessed scrolls 60%, max enchant +1 to +15 for armor / weapons (if item wont successfully enchant will drop to +4)
Crystal scrolls 25%, max enchant +15 to +20 for armor / weapons (if item wont successfully enchant will drop one enchant bellow) when crysatl fails on +15 to +16 it restores back to +15
Augmentation rates: Normal life stone lvl 76 - 2% Mid life stone lvl 76 - 4% High grade life stone lvl 76 8% Top grade life stone lvl 76 17% Olympiad life stone 100% (reward from acquiring hero status) Augmentation system rate retail like Max 1 active and 1 passive augment at a time
[L2Core project basic information] Start level 52 Main town giran Castle sieges [aden, goddard, rune] every friday and weekends Stackable scrolls, lifestones, book of giants, enchants PvP solo zones More than 10 active raid bosses Casino bet julia nova reward manager Wedding system Achievements reward book Unique farming areas Npc skill enchanter Unique tattoos Full npc buffer with auto buff VIP buffs Max count of buffs 24+4 Buff duration time 2 hours Max subclasses - 5 Subclass without quest Free and no quest class change Nobless from raid boss barakiel or farm with 10k farm coins No weight limit No grade limit Quake pvp system. Pvp/pk show on title Hp left durring pvp show on title Ingame password change Top 20 pvp/pk npc in game Unique monsters and farm areas Offline trade system Interlude retail like skills Best class balance Dungeons 6 events with special rewards Unique event shops in main towns Maximum clans in ally 3 No custom items! Server up-time [24/7] % Server is secured with smartguard Server firewall by athena-project Server ddos protection by servers4host
[Boss Info] 1 - Core's Spirit - Chaotic (Hard) Core's Spirit - Chaotic is located in a Chaotic zone and it spawns 1 time a day at 24:00 GMT +2 It drops 2 Random Boss Jewel boxes (a box that when you open it, it gives you a random epic boss jewel), along with various other goods. The drops go to the party or player that dealt the most damage.
2 - Core's Spirit - Normal (Medium) Core's Spirit - Normal spawns 2 times a day: 18:00, 3:00 GMT +2 It drops 1 Random Boss Jewel boxes (a box that when you open it, it gives you a random epic boss jewel), along with various other goods. The 1 boxes are given to 1 random players that participated in killing the boss, which means it does NOT matter if you did more damage, you have to be lucky. The other drops go to the party or player that dealt the most damage. (It can only give to 1 player per HWID. in any case you have 1 players from same computer.
3- Custom Bosses: 3 Bosses in Ketra (Hekaton, Tayr, Brakki) 6 hours respawn time 30 minutes +/- window. 3 Bosses in Varka (Shadith, Horus, Mos) 6 hours respawn time 30 minutes +/- window. 1 Bosses in FoG Lower (Ember) 6 hours respawn time 30 minutes +/- window. 1 Bosses in Hot Springs (Hestia) 6 hours respawn time 30 minutes +/- window
Grand Bosses: All Grand Bosses respawn every 6 hours
[Events] CTF Reward Event Coins TVT Reward Event Coins DM Reward Event Coins 1vs1 (Valorant) Reward Augment Skills Random Fight 1vs1 Reward 3 Top Grade LS Simon Says Reward Event Coins
Valorant 1vs1 Olympiad Like style Start every day at 15:30, 19:30, 00:30, 04:30, 09:30 duration for 45 minutes Reward Legend Coins, you can obtaing Augment Skills and Crystal Scrolls.
3v3 + 9v9 Events: 3v3 Automated Tournament You form your 3v3 before the games starts or you match up alone. Matching up alone works only on 3v3. You need a a team of 3 players to match up as a team.
9v9 Automated Tournament You need a team of 9 Players You register at npc for the next game. No Res skills/scrolls
Tournament informations Every player has his own Elo Points, you can exchange these points at the end of the week for varius rewards on the Tournament shop. The team with the most wins in the end of the week will be announced as the Winner of the Season.
Custom Party zone: The party zone is split in 2 parts: Normal & Chaotic zone. You can choose the spot you want to teleport at the gatekeeper. The Normal part of the party zone has less drops than the Chaotic. In the Chaotic part, there is a Mini-Boss which spawns every 3 hours and has good drops. You can only enter the party zone with a party of 3 players at least. The party zone changes every day to a new zone.
Party Matching & Boss Hunting: You can search for party in our party matching system, for bosses, for pvp, for farm and ctrl. System works easy and smoothly, you only need to select what party you looking for, and our party matching system will automatically search a party that fits you! However, you can also see all the parties in in our server live, and ask leader to join them, by a just single button ''Party request''.
Custom Noblesse System: The party that will last hit the boss Barakiel (5 hours respawn time & 1 hour window +/-) will automatically gain noblesse status. You can also trade 10.000 Farm Tokens in our Noblesse/Subclass Manager which is located in Giran to gain noblesse status.
Core Dungeons: To make the game easier and more enjoyable for both the solo and clan players we have created Instanced Dungeons in Lineage 2 Core which you can enter 12 hours.
Dungeon: Story mode(Solo) In this Dungeon you can only enter alone. There are 4 rooms with monsters that need to be killed. After each room is cleaned up, you proceed to the next stage. These monsters have good drops and are fairly easy to be killed. After the 4 first stages have been completed, you have 2 final stages to finish the dungeon! In the last 2 stages, you have to slay the Sons of Vitality! If you fail to complete the dungeon you cannot re-enter until next reset at 18:00 GMT +2
Dungeon: Party mode(Hard) You can only enter this Dungeon with a full party. There are 5 rooms of monsters that need to be cleaned up. The mobs are x10 times stronger than the story mode. Like the story mode, after you finish cleaning up the rooms of monsters, you have to slay the Sons of Vitality! This is only the beginning though, since after you complete these 2 stages, you proceed to the final stage..... You have to slay Vitality the Forbidden himself! If you fail to complete the dungeon you cannot re-enter until next reset at 18:00 GMT +2 Rewards & Prizes
Dungeon: Story Mode You get to choose 1 epic jewel which will last for the next 6 hours(Time Spend only when u use it), along with many other misc rewards which include lifestones, book of giants, crystal scrolls and more!
Dungeon: Party Mode Various rewards which include lifestones, book of giants, blessed scrolls and many more! You also get the drops of the boss Vitality the Forbidden!
[Olympiads] Olympiad period 7 Days(1 week) Heroes will be given automatically at 12:00 GMT +2 Olympiads arenas retail like. Upon selecting 5 Buffs before match starts on the Arena manager (To make dd classes and some other classes more fair to play olympiads) After every fight, a panel with information about the match and the participants is displayed to both the winner and the loser: - Class-based games are disabled to avoid feeding. - The rankings update every 5 minutes when the Olympiad runs (the manager announces it every time they update). - The games are announced by the manager before they begin. - Maximum enchant in the Olympiad is +6, which means if your items are higher that +6 they will be modified to +6 for the match and when its over the modifications will be reverted. - The class balance in olympiad is untouched to ensure retail battles. The Olympiad begins every day at 18:00 and ends at 00:00 AM (GMT+2).
[In game Commands] .twinfo .menu .livestatus .register .leave