Beginning of the cycle 380-389. Current focus : exploit fixes, scripts ending. Changeset 380 (1133) is up ! RaidBossManager rework, Admincommands, DayNightSpawnManager rework, Scripts, Cleanup, Bugfixes Changeset 381 (1225) is up ! Updates (Java 11, mysql connector 8.0.15), Cleanup, ClanHall, Bugfixes !

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Announcements / Re: Last aCis updates
« Last post by Tryskell on June 15, 2017, 08:52:52 PM »
Changeset 369 (762)

Datatype reorganization, HTMs / NPCs behavior, Misc

Datatype reorganization
   - "datatables" package is renamed "data". Creation of subpackages "xml", "sql" && "manager" inside it.
   - All tables are renamed/cleaned up
      - XML loading/storing data ends with "Data".
      - SQL loading/storing data keeps old "Table" denomination.
      - Tables using both types (xml/sql) or temporary data (such as fences) are stored as "Manager".
   - All XMLs are renamed and edited to follow new conventions.
   - XMLDocumentFactory is replace by XMLDocument, a light abstract layer enforcing writting style (parseDocument, loadDocument, load).
   - Biggest edits are following :
      AccessLevels / AdminCommandAccessRight / GmListTable > AdminData
         - AccessLevel uses a StatsSet to feed data, AdminCommandAccessRight model is entirely dropped.
         - All "datatables" are merged under AdminData.
         - All ranks are provided inside the XML (no more hardcoded rank). XML format has been modified.
         - Child access has been simplified (a unique child, instead of a array).
         - Default max rank is now 8, commands are set to 7 (Admin rank) ; all associated configs have been dropped. Colors have been edited to be unique (SweeTs will do a good Support GM ! :kappapride:)
         - A new Config has been added, DefaultAccessLevel, allowing you to set a unique access level to everyone (before, that config was a boolean and could only reward Master rank).
         - //reload acar is edited for //reload admin, which reloads accesses in same time than commands rights.
      TeleportLocationTable > TeleportLocationData
         - TeleportLocation is edited : drop L2 prefix, use a StatsSet to feed infos and extends Location. It doesn't hold anymore id (can be retrieved using the Map).
      FishTable > FishData
         - FishData is renamed Fish, while FishTable is renamed FishData. Use a StatsSet. XML edited.
      SoulCrystalsTable > SoulCrystalData
         - SoulCrystalData is renamed SoulCrystal, while SoulCrystalsTable is renamed SoulCrystalData.
         - Rework successs/fail rates using L2OFF, all chances are now using a base 1000 instead of 100. Ty Marcatu.
         - Data formatting has been edited.
      StaticObjects > StaticObjectData
         - System uses a getInstance(), like his brothers.
         - Store content back in a public List.
      HennaTable > HennaData
         - Edit XML name/parameters.
         - Handle getAvailableHennasFor/canBeUsedBy (previously getAvailableHenna/isForThisClass) differently (no more _hennaTrees).
         - Move the parsing from Characters to Items tab on server loading.
         - Cleanup + Javadoc. getAmountDyeRequire() > getRequiredDyeAmount() - still static.
      HelperBuffTable > NewbieBuffData
         - Edit XML and classes names (NewbieBuff, NewbieBuffData, newbieBuffs.xml).
HTMs / NPCs behavior
   - Karma players can't speak to NPC anymore (default behavior). They STILL can speak when such NPC doesn't have an associated -pk HTM.
   - Add and fix all merchant HTMs (addition of all -pk, -bought, -sold, -empty : something like 300 HTMs). Implemented -empty (when your inventory is empty) and -bought (you just bought an item from a merchant).
   - Fix fisherman -sold behavior (was implemented but dysfunctional).
   - Addition of npcId 31075 HTMs and 5 buylists related to that NPC. Folk > Merchant edition.
   - Toma (the guard) got its real name, Thoma, set on XML.
   - Edit respawn delay / respawn random formulas to avoid warning messages.
   - Rework the Optional uses for better performance, ty Sdw to pointing it out.
   - You can't pickup or use Intention.PICKUP during an attack. Ty IpotoniC.
   - Fix NPE on checkSide / checkSides.
   - Drop fake skills integrity checks. Ty Copyleft.
   - Fix ItemFilter, due to previous logger refactor. Ty Mellion.
   - Fix tax rate on multisell system. Ty vampir.
   - Fix a HTM typo on Q105. Ty Ipotonic.
   - Merge ALT_PARTY_RANGE && ALT_PARTY_RANGE2 configs for PARTY_RANGE. Value is set to 1500 by default (like all checks found on L2OFF AI scripts).
   - Addition of StatsSet.getDoubleArray.
   - Hotfix for skills resistance calculation. Ty Erlandys.

Examples of skills calculation, before / after.
The point is, the accumulation of different similar effects don't impact as much as before (not proportional anymore, follow what could be called a logarithmic curve : "more you got, less you get").

Sleep effect :
NM Set : 16.85% / 16.31%
- : 54.91% / 54.37%
Mental shield : 27.73% / 27.18%
NM Set + Mental shield : 1% / 8.16%

Fire damage :
Elemental resist (20) : 566 / 566
surrender fire (-30) : 920 / 1011
- : 707
surrender fire + elemental resist (-10) : 778 / 808
resist fire + elemental resist (+50) : 353 / 396
valakas passive resist + resist fire + elemental resist (+65) : 240 / 327

PS : most of this patch is part 1 of... 3-4. It's simply too long to make all changes in a single revision. Probably the SpawnManager will be delayed to, at least, the end of the cycle.
Announcements / Re: [Share] L2D Geodata for aCis Project
« Last post by joker90 on May 25, 2017, 07:31:34 PM »
Could you please refresh the URL, it doesn't working
Announcements / Re: Forum Announcements
« Last post by Sido on May 24, 2017, 04:09:06 PM »
A planned maintenance will take place this weekend
Announcements / Re: Last aCis updates
« Last post by Tryskell on April 20, 2017, 10:12:25 PM »
Changeset 368 (712)

Chamberlain Manor's Certificates feature, Cleanup Config, Login, MMOCore, Instance rename && reorganization part II, Logging rework, Misc

Chamberlain Manor's Certificates
   - Implement a missing castle chamberlain feature, the possibility to buy Manor's Certificates. HTMs and behavior is OFF-like.
   - Added "//reset_certificates castleName" admincommand. Integrate it on the castle panel (had to reorganize it a little).

Cleanup Config
   - Drop DATABASE_MAX_IDLE_TIME time (set to 0 by default).
   - Re-order login/server .properties
   - Drop ACCEPT_ALTERNATE_ID / REQUEST_ID from login on (weren't existing on .properties, not used by login)
   - Drop external/internal hostnames system ; only one hostname is allowed.
   - LoginServerThread cleanup :
      - Drop _waitingClients (synchronized, check logic already handled by the other CHMap).
      - Drop some variables (7 were calling Config), some unused methods. Some rename are made.
      - Move some of the security check logic here and there to make it cleaner.
   - ServerStatus content is reorganized in both LS and GS sides. Addition of age limit / pvp server tags.
   - FloodProtectedListener connections are registered on a ConcurrentHashMap.
   - Creation of ServerData class (was part of ServerList packet). Cleanup of ServerList for easier proxy handler implementation.
   - Creation of GameServerInfo class (was part of GameServerTable).

   - Avoid to crash on packet read buffer underflow (client connection is dropped instead).
   - Tweak MMOCore values to process packets x4 faster (5k packets = from 16s to 4s).
Instance rename && reorganization part II
   - L2Object is renamed WorldObject.
   - Character (previously L2Character) is renamed Creature due to class already defined on JDK (and making imports complicated).
   - AI models are renamed to fit with new naming convention (PlayerAI, PlayableAI, CreatureAI, etc).
   - The package is now moved on (best location). ai.model is renamed ai.type (because was redundant).
   - Templates, Stat && Status models are renamed to fit with new naming convention.

Logging rework
   - log.cfg is renamed
   - Drop 'audit' layer && associated IllegalPlayerAction system (all punishements are deleted, DefaultPunish && DefaultPunishParam configs are dropped). Reason : that's the point you write integrity checks.
   - Drop GMAudit, uses the default formatter/handler/filter (all GMs are written on the same file).
   - Whole logging system is moved into commons. Create 'filter', 'formatter' && 'handler' packages on log. Rename package 'log' to 'logging'.
   - All handlers got a limit and a count to avoid to flood server with logs. The log limit is set to 1mo instead of 500ko. The count is setted to 5 files.
   - All logs are now moved in their own folders (those folders are created by default).
   - Logs name pattern has been edited (typeName_count.txt), the extension is now .txt.
   - All formatters are based on same writting style.
   - Merge math methods from Util with MathUtil. Delete Util.
   - banned_ip.cfg is renamed
   - FloodProtectors class is moved from gameserver.util to
   - Addition of SysUtil, holding system related methods.
   - L2Bookmark > Bookmark + basic cleanup of BookmarkTable.
   - Minor cleanup of GameServer and L2LoginServer (don't keep references when not needed, drop of "L2" > LoginServer).
   - MinionList cleanup, replace the CopyOnWriteArrayList (poor performance).
   - Minor cleanup of RaidBoss (drop a double isMovementDisabled() check).
   - Fix a typo error on query prior to sieges rework, ty HaddWik for report. Minor Siege class cleanup.
   - SevenSigns minor cleanup (drop 3 redundant static variables and one method).
   - Slight cleanup of RecipeShopSellList packet (avoid .get on a for loop).
   - villagemaster/30594.htm edit.
PS: if you got better log writting style, I would eventually integrate it.
PS2: build.xml is edited, some .properties are edited.
Announcements / Re: Forum Announcements
« Last post by Sido on March 10, 2017, 08:47:34 PM »
With this new FF update I feel forced to mention that is using COMODO SSL certificate.
Announcements / aCis got a Discord server !
« Last post by Tryskell on February 20, 2017, 10:32:50 PM »
We gonna test the implementation of a Discord server for aCis project, since RHDS suggested it.

Discord is a mix between Teamspeak and Skype, reachable from generic application, web and phones. It can be used for fast chat, getting fast answers, speaking about project, etc. The use is, for now, experimental.

If you got suggestions, notably as channels, consider to feed the initial topic. If the system isn't used, the server will be disbanded (let's give it 3 to 6 months).

Download Discord here :
aCis Discord server (permanent link) :

Discord isn't designed for bugs report, so consider to use FORUMS to REPORT BUGS. Ty in advance.
Announcements / Re: Last aCis updates
« Last post by Tryskell on February 19, 2017, 01:21:23 AM »
Changeset 367 (668)

Reorganization ! You will hate me.

Edit all instance types.

All instances types are shortcuted as following : L2PetInstance > Pet (remove "L2" and "Instance" from naming convention, to shortcut checks and writing style).
Mother classes simply lose the "L2" prefix (L2Attackable, L2Character, L2Playable,...).

The previous rule doesn't apply exactly on following cases :

   - L2BufferInstance > SchemeBuffer (fits better with the role).
   - L2PcInstance > Player (I guess Pc stands for 'player character', so make it more intuitive).
   - L2SummonInstance > Servitor (to avoid confusion between L2Summon and L2SummonInstance ; the first being mother class of all summons and second being summoners servitors).
   - L2XMassTreeInstance > ChristmasTree (because we aren't #1337 #YOLO #Swag #doge).
   - L2WarehouseInstance > WarehouseKeeper (conflict with Warehouse, part of Inventory).
   - L2CastleWarehouseInstance > CastleWarehouseKeeper (to fit with above).
   - L2CabaleBufferInstance > CabalBuffer (cabal in english, not cabale).
   - L2ArtefactInstance > HolyThing (L2OFF naming).
   - L2ObservationInstance > BroadcastingTower (more proper name).
   - L2NpcInstance > Folk (because those are considered as non attackable targets).
   - L2MutedNpcInstance > MutedFolk (because they are based on Folk).
   - L2FriendlyMobInstance > FriendlyMonster (Monster not Mob).
   - L2NpcWalkerInstance > Walker (drop of Npc).
   - L2TeleporterInstance > Gatekeeper (fits better with the role).
   - L2DoormenInstance > Doorman (not plural).
   - L2CastleDoormenInstance > CastleDoorman (not plural).
   - L2ClanHallDoormenInstance > ClanHallDoorman (not plural).
   - L2GoldenRamInstance > GoldenRamMercenary (more informative).
   - L2CastleTeleporterInstance > CastleGatekeeper.

   - All "Manager" ending NPC types are followed by "Npc" to avoid any conflict with instancemanager (ex : L2ClanHallManagerInstance > ClanHallManagerNpc), even if there isn't any conflict (just respect same rule everytime).
   - Rename StaticObject serverpacket to StaticObjectInfo (after all we got CharInfo, PetInfo, UserInfo,...), to avoid conflict with StaticObject instance type.

   - Fix //removecastle admincommand (owner was still listed).
   - Fix Christmas Trees (and cleanup the instance). Ty Azik for report.
   - Deletion of GNU headers. Reasons :
      - aCis uses its own licence.
      - There is more licence than actual code characters in 80% of classes (notably packets).
      - Faster search tool, lighweight-ier sources when distributed.
   - Edit of licence.htm with latest aCis ToA.
PS : Since it's a complete mess, I will share, exceptionally, the complete pack on rev 367. For people who already owns a server, may Elmoroden gods pity you. I'm the best troll ever.
Announcements / Re: aCis - How to get access.
« Last post by Tryskell on February 18, 2017, 05:37:03 PM »
ToA is refreshed to be shorter and cleaner.
Announcements / Re: Last aCis updates
« Last post by Tryskell on February 16, 2017, 08:01:45 PM »
Changeset 366 (664)

Castle, Siege part II, ZoneManager / zones, Clans, Misc

   - Rename _zone > _siegeZone (getter included).
   - Move zones attributions to entity creation (instead of getters).

Siege part II
   - Due to following ZoneManager and zones rework, we now support :
      - PKs are ported in the vicinity of second closest town (and not inside).
      - banished players are ported in the vicinity of the castle (and not on closest town).
   - Cleanup L2SiegeFlagInstance, it works even if clan parameter is broken.
   - Cleanup loadSiegeClan() uses, which were called on numerous useless places (called on startSiege(), approveSiegeDefenderClan(), removeSiegeClan(), startAutoTask()).
   - On castle siege end, if your clan is victorious versus former clan, you gain static 1K CRP instead of calculated amount based on former clan CRPs.
   - All CastleManager.getInstance().getCastle(player) used to only retrieve an ACTIVE siege are now replaced by CastleManager.getInstance().getSiege(player), as it is shorter and cleaner.
   - Drop SiegeClan layer. Siege flag is now registered on L2Clan.
   - Creation of SiegeSide enum. Store it under String format rather than int (similar to CabalType, SealType, etc).
   - CopyOnWriteArrayLists about attackers / defenders / pending defenders are replaced by a single ConcurrentHashMap (better performance and avoid heavy lists manipulations).
   - Creation of checkSide(L2Clan), checkSide(L2Clan, SiegeSide), checkSides(L2Clan, SiegeSide...) methods, which is now the center of sides checks (instead of getAttackerClan / getDefenderClan).
   - Drop the possiblity for a clan to hold numerous headquarters flags (it was producing a IOOBE when the first flag of the list was destroyed anyway).
   - L2Clan.isRegisteredOnSiege() method simply checks memory content rather than making a SQL query.
   - Fix following checks :
      - dissolve alliance now checks if ANY allied clans is registered on a active siege (before was only checking your clan status).
      - create alliance now checks if your clan is registered into an ACTIVE siege (avoid to stuck creation if you're castle lord).
      - join alliance now checks if the invited clan is registered as an opposite clan, on any active siege. The previous check checking both characters are on siege zone is dropped (pointless).
ZoneManager / zones
   - Little cleanup of ZoneManager (drop of getArena(L2PcInstance), getOlympiadStadium(L2PcInstance), checkId(int) and getClosestZone(L2Object, Class<T>) methods).
   - L2SiegeZone zones are now considered L2SpawnZone, and hold following L2OFF lists : other_restart_village_list && chao_restart_point_list. Drop the isGM() exception from banishForeigners. Zones shape match with retail values.
   - L2CastleZone zones now hold banish_point_list. chao_restart_point_list is moved to L2SiegeZone, but still hold owner_restart_point_list. We drop _castle variable, which is pointless. Zones shape match with retail values.
   - L2CastleTeleportZone cleanup (isOnline() check is wrong, it basically means a offline shop can stay here).
   - L2ZoneType _characterList is edited from CopyOnWriteArrayList to ConcurrentHashMap (performance boost). The class is cleaned up (javadocs, comments, organization).
   - ZoneManager _debugItems is edited from List to ConcurrentHashMap (performance boost).
   - L2DynamicZone is deleted (no purpose).
   - //zone_visual adena drop count reflects zone id (for an instant overview). Their step spawn is also cutted by 2.5 (from 20 to 50) to faster the generation process.

   - clans are registered into a ConcurrentHashMap to avoid ConcurrentException. Drop synchronized keywords. getClans() returns a Collection instead of array.
   - destroyClan() is reworked ; parameter is now a L2Clan, the clan is removed of ANY siege (before : only if you had a castle)
   - getClanAllies() returns a Collections.emptyList() if no alliance is found.
   - checkAllyJoinCondition is now static (as variables are setted up as parameters).
   - RequestRestartPoint packet is cleaned up, jail location is now static.
   - Drop ALT_GAME_FREE_TELEPORT config, as HTMs can't scale with that config (were still displaying adena cost).
   - Fix L2TeleportLocation isForNoble() item consumption, ty Heinsenberg.
   - Fix skillId 1402 enchantlevel, ty Anarchy.
   - Fix TownPet instance task. Ty TreasureHuman for report.
   - Fix the merchant NPE due to Castle rework.
   - Random cleanup
      - MapRegionTable.getTeleToLocation renamed getLocationToTeleport (english plz). Method is cleaned up, MDT location is now static.
      - FIXED revive option uses player.getPosition() rather than generating a new Location object based on x/y/z.
      - RequestAnswerJoinAlly packet is secured (transaction is correctly cleaned up).
PS : due to Sieges part II, sieges_clans is edited. I invite you to either drop the whole table and add the new one asking your players to register anew on sieges (castle owners are automatically registered), or you can query it to edit all int values to String values.
Announcements / Re: Forum Announcements
« Last post by Sido on February 13, 2017, 07:50:24 PM »
Maintenance period is over.
If you find anything not working as you expected please contact me >HERE<, >HERE<, >HERE<, or >HERE<.