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Author Topic: [Project] aCis - Interlude  (Read 157971 times)

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OfflineSweeTs

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    Re: [Project] aCis - Interlude
    « Reply #60 on: September 02, 2011, 11:14:44 AM »
    Changeset 188

    Golden Ram Mofos.

    • Addition of Q109 && Q628.
    • Golden Ram crews got their own instance, showing htms following state quest (3 different HTMs for 2 NPCs, 2 diff for 2 others).
    • Addition of a missing NPC (corpse).
    • Mercenaries sentries can't speak. Move the check from "chatWindow" to "onAction" method (avoids stuff such as random animation, and so on).
       
    I'm aware the corpse is flying. All collisions values will be tweaked later, at the same time, during NPCs refactor. From the moment you can click on it at this moment... Not a big deal.

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    OfflineSweeTs

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      Re: [Project] aCis - Interlude
      « Reply #61 on: September 05, 2011, 10:20:26 AM »
      Changeset 189

      2 quests, many misc.

      • Addition of Q276 and Q509, ty fernandopm for initial share.
      • Addition of getClanLeaderQuestState() method (see Q509 for the use).
      • Paagrio -> Pa'agrio typo in all HTMs and quests.
      • Better use of Quest stuff. Now consider to use isCreated() / isStarted() / isCompleted().
      • Fix all NPCs instances who weren't yet invul + immune to effects. If you find a mistake, please tell it fast (so far no issue for Artefact, perhaps signet stuff ? I don't think so.)
      • Fix the sex save at player's restart, ty Vhalior (I don't miss you emo).
      • Added retail-like Dance of Protection core + DP (30% resist to terrain-type damage).
      • Added Plague Golem (activation + some little fixes).
         
      Once again for quest helpers, consider to CHANGE "st.getState() == State.BLABLA" for related stuff (isCreated() / isStarted() / isCompleted()). This is just more clean.

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        Re: [Project] aCis - Interlude
        « Reply #62 on: September 15, 2011, 11:13:02 AM »
        Changeset 190

        ABC Productions is proud to show you the 190th commit !

        ABC stands for "Another Big Commit" ofc ^__^. Here is the patchnote :

        Dyes
        • fix the known (but impossible to test) issue about the 3rd dye which can't be removed.
        • dyes packets are reworked and filled with good data now (2 holes filled).
        • [L2OFF] A message "X adenas disappeared" has been added when you add a dye. No message exists so far for remove option.
        • added GM packet to see dyes of players you check (both inventory and player stats GM windows) :).
           
        Spawnlists refactors.
        • A big rework, in order to clean 2005 coding stuff (never exploited spawn zone system) has been made.
        • Drop L2Territory, Territory, and locations.sql (never used).
        • Changed coding style to allow only fixed spawn points (drop of "loc").
        • Changed coding style to allow only 1 spawn (hardcoded instead of readed) per L2Spawn (that option is never used aswell)
        • Ofc, that mean the //spawn command doesn't allow anymore the count parameter...
        • So far, dropped 4 columns in spawnlist_4s.sql, 3 columns in spawnlist.sql, and one column in raidboss_spawnlist.sql.
        • drop of ram usage is around 5 to 10mo (183 to 193mo used, before it was near 200mo).
           
        Champion mobs
        • they're now loaded at server loading :).
        • some checks have been added (added to existing ones => mustn't be a minion nor a quest mob from now).
           
        Shutdown rework
        • it now correctly save all the crap (if you don't ALT+F4/SIGTERM it, ofc). Work for shutdown or restart.
        • the save process is "de-si-gn" :). printSection() ftw.
           
        Summons
        • correct the issue about "ghost" summons (summon, launch a cast, unsummon before the end of the cast).
        • [L2OFF] add the check about pet window (you now run to your pet if you're too far), both on summons and pets. canInteract() method has been moved from L2Npc to L2Character for that purpose.
        • added an antiexploit check on unSummon (abortCast() && abortAttack()) to avoid to be buffed by the summon you just unsummoned. Weird !
        • [L2OFF] correct PetDelete() packet (reversed data, lol, so far no impact good/bad but still...).
        • [L2OFF] Your own summon can't attack you anymore (both physic attack && offensive skills).

        Raidbosses/NPCs
        • addition of Von Hellman spawn (night/day verified).
        • Anakazel spawns are retrograded from L2GrandBoss to L2RaidBoss.
        • unharcoded L2RaceManager affiliation (before it was hardcoded in L2Spawn... Just wtf).
        • drop of all GrandBosses minions from the minions.sql, causing x2 spawns for Orfen, Queen Ant and Core.
        • addition of Vos spawnlist (ty SweeTs for the good work), and Judge of Splendor minions.
        • deletion of double NPCs spawns at Border Outpost.
        • Change all C5/IL mana values of raidbosses to be less generic/logic (use of L2JFreya for that, as HPs didn't move, I guess that didn't move too).

        Misc
        • [L2OFF] added back (again) the "noquest" html content.
        • Boats are now considered as peace zones during the travel (Ty CSharpRU from L2J forums).
        • refactored shadowsense to be retail-like (final version normally, before there were some issues, it was huge and that wasn't retail).
        • corrected GameTimeController in order to get the real ingame time - fix Day/Night spawns mainly (Ty Tukune from L2J forums).
        • Many typos (on packets && Four Sepu mainly).

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          Re: [Project] aCis - Interlude
          « Reply #63 on: September 19, 2011, 11:43:41 AM »
          Changeset 191

          Misc
          • Better use of inheritance and override stuffs for L2Npc instances.
          • Cancel got only one pass (dances + misc melted).
          • Treasure chests can't be champions anymore (name of variable is modified to fit with the use of that variable).
          • Charm of Corner (4s mobs) don't move anymore.
          • Added Q369 (ty fernandopm).
          • corrected "muted" NPCs to got a retail behavior (you're supposed to got the intention_move)

          Refactor of //ride and //unride commands.
          • Following parameters are available for //ride : 1/strider/2/wyvern (so, //ride 1 = //ride strider).
          • You can now //ride 1 and then //ride 2 directly (even if you're already on a mount/got a summon).
          • //unride is corrected. Old commands (ride_wyvern and ride_strider) are dropped.
             
          Consider report if modified NPCs instances (7 types) got an issue.
          « Last Edit: September 19, 2011, 11:44:49 AM by G4mB1t »

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            Re: [Project] aCis - Interlude
            « Reply #64 on: September 28, 2011, 10:32:20 AM »
            Changeset 193

            Baium Ai, Quests, Misc.

            I commit in order to save current work, it becomes boring to "Compare" as it becomes bigger and bigger.

            Baium AI
            • Addition of Baium AI, based on L2J, with some part of Archid (for the custom Throw effect so far).
            • Some improvements, such as :
            • teleport of the waker near baium, and special action on him (luck to be thrown to the wall and die)
            • use of 3 animations instead of 2.
            • a retail Angelic Vortex
            • Baium doesn't stuck like a o.O when you run from him.
            • The AI is currently working - according to L2J criterias. I wait more infos on behavior to fix it correctly.
               
            Quests
            • addition of Q154, Q234, Q235. Those quests use L2OFF HTMs.
            • Q235 has been remade from 0. The alchemical's part is include inside, as retail.
            • Q234 has been heavily remade from L2J aswell.
            • addition of GrandBossTeleporters teleporter. It leads behavior of Antharas, Valakas and Baium (inheritated from the Baium AI) teleporters.

            Misc
            • Fix some typos on HTMs, delete some useless HTMs.
            • Fix tatoos to be "none" as armorType (avoid armor penalty on those). Ty alkivas2 for the report.
            • correction of Castle warehouse collision radius/weapons. Ty Medson for the share.
            • Addition of 2 serverpackets for trade accept (when you push OK button, it "grays" the window). Ty Kenrix for the fix.
            • Addition of L2MutedInstance (unhardcoded NPCs muted instances). Special instances (guards, etc) still get their own system.
            • Fix the player's rotation to be retail-like (when you're near a NPC and you try to speak to him, now you rotate).
            • fix the location of a NPC (summoned cat in ITower, wrong roof).
            • fix an exception on teleport admincommand (when you type alphabetic stuff).
            • setLastFolkNPC() has been reworked, and is now known as setCurrentFolkNPC(). Avoids exploit based on latest NPC you speak (now it puts null instead of keeping last NPC in memory). Eventually, will be used to check things in future.
            • Quest engine has been reworked to accept multiple IDs on the same event => addStartNpc(ID1, ID2, ID3).
            • Make the way cleaner for some future quests (Repent your Sins, Tutorial).

            I AM AWARE A FOLDER IS MISSING, THE COMMIT HAS FAILED ON THAT PART BECAUSE THAT FOLDER STILL HAD SOME SVN DEPENDENCIES FROM L2J It will be added at next revision.

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              Re: [Project] aCis - Interlude
              « Reply #65 on: September 30, 2011, 12:03:13 PM »
              Changeset 194

              Baium AI (part II), checks, HerbsTable, retail sit, quests.

              Baium AI has been improved, thx to your informations :
              • angels are put invul back.
              • angels attack baium (vice-versa was already working).
              • angels animation, as any other L2Npc animation (if requested), is now shown (ty Treaser for the fix).
              • earthquake is setup to 10secs, not 5secs (verified retail video).
              • no more custom throw effect, but addition of the Baium's gift on the waker (still 60% proba)
              • deletion of the custom speak (all that because of Escalofrios !)
              • corrected Baium's awakening animations (now send correctly the 3 in the good order), and they are correctly temporised to be applied one after one.
              • modified Baium AI castSkill ; Baium will use mainly AoE if 2+ angels are near him, or if too much ppl (20+) surround him.
              • Baium aggro range is 2k (anyway you're not in his knownlist in 9k range, lol) as retail (verified retail video).
              • getRandomSkill() method is optimized (only 1 rnd for the whole method).
              • Baium can now heal himself (with a very low chance and only when he is under 10% HPs).
                 
              Quests
              • addition of Q152 and Q155, ty fernandopm for initial share.
              • replace giveItems for rewardItems for end rewards (allow to correctly use the quest multiplier adena/item rate config).
              • addition of the missing teleport AI from previous commit. Never copy-paste a folder directly from a project to another, ffs.
                 
              HerbsTable
              • Herbs have been un-hardcoded.
              • Herbs data from L2J hi5 has been XMLized in the process.
              • Ty to MySQL and JOIN RIGHT command :).
              • herbs drops have been /5 compared to L2J. They are now "correctly" dropped (no fullbuff anytime like before).
              • you can use that new engine to make your own droplists ! It can handle any drop. Beware of configs such as AUTO_LOOT_HERBS...
                 
              Misc
              • addition of retail sit (ty CSharpRU from L2J forums) and nextAction support.
              • addition of "You cannot pick up or use items while trading." restrictions (added the pickup restriction, and fix the useItem which was closing the trade window instead of cancel useItem action).
              • correct the drop protection : there aren't protection on items you drop AT WILL. Added a restriction for pets too (they can't pickup protected items anymore).
              • addition of getPlayersCountInRadius(), perfect for your events :P. It will return the number of player around a point P in a radius R, you're free to do any check with that (used for Baium AI so far).

                 
              About Baium : there are still errors. So far, angels are not handled at all in L2J. They attack Baium because he is on their enemy clan, but that's all. I must implement their own AI in Baium's to get a random target from players. An other issue is about the teleToLocation. It seems to drop the knownlist of Baium (and of the teleported aswell). So Baium got troubles to kill the player, and the player can't see actions happening during the teleport (so far the last animation). Currently, the fix of that isue could correct another one, based on Porta's getPlayer skill (and where knownlist is cleaned and porta doesn't aggro anymore if you use normal teleToLocation()).

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                Re: [Project] aCis - Interlude
                « Reply #66 on: October 05, 2011, 09:18:22 AM »
                Changeset 195

                WyvernManager?, Sell/Buy? shops, mounts, enchant skills, Misc

                Ty onaHa - L2JFrozen's user - for some issues report.

                WyvernManager? is retail-like* (behavior took from official website)

                • You must be mounted on a strider in order to mount a wyvern.
                • If Dusk owns Spam is not allowed of Strife, CLs can't mount wyverns.
                • Deletion of all custom messages.
                • All HTMs are based on L2OFF, and take in consideration all possibilities
                • 3 configs : required crystals, required strider's level, and feature on/off (won't spawn managers ingame if off).

                Sell/Buy shops

                • Packets have been reworked, to be more secured (multiple added checks, as packet length verification).
                • One exploit has been fixed (casting a skill pushing "start" button of a shop)
                • You now automatically leave buy/sell shop mod if you're under attack.
                • A bug introduced in Tradelist rework has been corrected (x2 ghost adenas).
                • A check is added on shops messages' length.

                Mounts (strider/wyvern)

                • "Wyvern Breath" skill can now only be used mounted on a wyvern, and is correctly removed after wyvern dismount.
                • cleanup mount code && rework of STRSIEGEASSAULT skillhandler (only be used by attackers + retail messages).
                • When you delete a petItem mounted, you are now dismounted (the check is made on npcId).

                Enchant skills have been partially reworked.

                • fix an issue where XP/SP weren't consumed (when you fail).
                • update correctly the skillList and the XP/SP bars after enchant success/fail.
                • delete double messages about XP/SP consumption.

                AdminCommandHandler

                • //ride admincommand now shows you a message if you try to ride while owning a CW.
                • Cleanup && fixed following admincommandshandler :
                • AdminMon? (avoid to send you twice same packets...)
                • AdminSkill? (update correctly the good target lmao, debug //get_skills && //reset_skills)

                Misc

                • Healing potions got now the reuse timer when you put them in shortcut bar (L2OFF).
                • Skills are disabled, and icons in skillList are faded in following stances**:
                • Cursed weapons owner (allow only demonic skills)
                • Strider mount (allow only strider skills)
                • Wyvern mount (allow only wyvern skills).
                • A lot of typos fixes (to better understand, to minimize code length,...).
                • Don't send twice "you joined the clan".

                * miss strider's level check to fix.
                ** I'm kinda sure shortcuts must fade too, but I need to do some tests in order to correct the packet.



                Changeset 196

                Mounts, CharEffectList, typos

                Mounts
                • FeedTask? once mounted have been implemented (green gauge bar).
                • Pet items deletion check "if mounted of pet's linked item" have been enhanced and put retail-like.
                • Wyvern Manager missing check about required strider level has been added (needed core support of that commit).

                CharEffectList
                • cleaned and slight rework following L2J.

                Many typos again on sendPacket. I try to find too regular systemMessage instead of strings when I can.
                • addItem allows now L2Item or L2ItemInstance directly.
                « Last Edit: October 05, 2011, 01:34:33 PM by G4mB1t »

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                  Re: [Project] aCis - Interlude
                  « Reply #67 on: October 24, 2011, 08:00:13 AM »
                  Changeset 197

                  Baium, Archers AI, quests, misc.


                  Baium is now almost retail like*
                  • Angel AI has been implemented. Angels stop to attack when you disarm your weapon, and they got a chaotic behavior (shuffle targets).
                  • angels are put as raid minion (avoid champion behavior for example) and are setted to running mod by default.
                     
                  Archers AI : the behavior of archers is now OFF-like.
                  • They got bigger probability to dodge, they dodge always according to your position (never cross your path), and the new position is not random anymore, they go now farer ("300 fixed" instead of "random 100", leading to *** behavior such as moving near you).
                  • As the behavior is only for archers, the npc_ai_data as been cleaned up of dodge infos (all is hardcoded). Check is only made on the AI Type.
                  • L2J topic : http://l2jserver.com/forum/viewtopic.php?f=69&t=23743
                     
                  Quests
                  • addition of Q158, Q159 && Q160. Ty fernandopm, as always :).
                     
                  Misc
                  • you can now attack NPCs. Restriction is removed as now NPCs are immortal, and skills don't effect them aswell.
                  • canTarget method is moved from L2Npc to L2PcInstance.
                  • the target system of pets as been cleaned up. It was kinda messed.
                     
                  *There's still an issue about teleToLocation (waker doesn't see complete animation).



                  Changeset 198

                  Doors XMLization, doors/siege misc && quests


                  Doors are XMLized from now.
                  • Both castle doors (sql) and general doors (.csv) are now melted in a unique doors.xml. Ty DiNoR for the good work on DP (using L2OFF values) and Treaser for initial patch (including only normal doors).
                  • implementation of isWall (only siege summons can break walls from now). Can be seen through SHIFT + left click door panel.
                     
                  Doors/siege misc
                  • fix of a bug where you could hit a door CTRL + skill it.
                  • walls/doors are now invul when siege isn't available (in case of...).
                  • Flame and normal CTs don't make you buggy anymore if you spam click on them.

                  Quests
                  • addition of Q267, Q271 && Q619.
                  • Q267 needed the move of a NPC spawn (wrong spawn).



                  Changeset 199

                  Formulas fix, quests, misc

                  Formulas fix (skill success)
                  • those formulas are now based on L2JFree, and then tweaked (pure custom following my own tastes). The "pure custom" can afraid you, but both L2JFree and L2J are custom, from IL to hi5. And both don't fit with my own knowledge of L2 (L2JFree doesn't impact enough, L2J impacts *far* too much as some of you correctly warned me - fighterboss :p).
                  • difference of levels got a real impact (negative is even bigger than positive) from now. Enchant and matkModifier doesn't break the harmony of the formula. I can't assure you won't have 10% luck with +500 weapon ofc...
                  • skill success is now 1% to 99% max.
                  • magic success is now heavily affected by level of skill or level of player. You can't do 100% damage using Wind Strike at high level for exemple.
                  • the whole calculation has been seriously reduced for the best performance (as MEN/STR squares precomputed).
                  • calcSkillVulnerability is now a %, not a fockin addition anymore. Previously 50% base - 40%. Now, 50% base * 0,6. Simple.
                     
                  ALL USED FORMULAS ARE FULLY EXPERIMENTAL. I TESTED THEM FOR ONE DAY, BUT PERHAPS I MISSED THE BEHAVIOR OF A SPECIAL SKILL AND SUCH.

                  Quests
                  • use of a new "system" to make quests. Many quests are now faster (avoid to read deeper in quest) and consumes less RAM (avoids int[] uses)
                  • some corrections have been made (3-4 little bugs, some typos).
                  • addition of 6 quests, ty fernandopm for the good work (and me aswell to correct muhaha :P).
                     
                  Misc
                  • fix an eventual rare NPE (ty SweeTs for report).
                  • addition of an AI for speaking NPCs (hit/speak and death/speak types). More NPCs will come with time, and surely that new original AI will be modified (NpcString ?).
                  • fix of quest monsters wrong spawns for noblesse quest (I think ? lol), and fix SoDA spawns on deepest central room (with Merkenis, one of the new speaking NPCs).
                  • deletion of minChance, maxChance && pvpPower from L2Skill (unused stuff and/or hardcoded from now).
                  • fix an issue on admin panel (ty Sikken for little fix)



                  Changeset 200

                  Three new quests, ty Fernandopm.



                  Changeset 201

                  Doormen, misc

                  Doormen
                  • castle doormen are now retail-like (possibility to teleport in and out, drop of "open/close all doors" function).
                  • addition of 56 teleports location.
                  • unhardcode all CHDoormen HTMs.
                  • addition of many missing Doormen (Siegable CHs ones, 2 at Frontier Border) and fix some templates (Doormen of Hell were bugged as hell).
                  • drop of all useless HTMs.

                  Misc
                  • GmListTable is moved on datatable section.
                  • 2 spawns of Squashs have been dropped (in 4s...) Ty Vonak.
                  • TaskPriority is dropped (useless crap).
                     
                  This commit doesn't fix yet CH doors issue.

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                    Re: [Project] aCis - Interlude
                    « Reply #68 on: October 26, 2011, 08:08:31 AM »
                    Changeset 202

                    Auction, spawnlist, misc

                    The commit was long to come because my first idea was to implement siegable CHs. Unfortunately, only 4/6 are actually made on L2J, and BigBoss still work on it. So I prefer to wait and use my time in other things (pointless to do the same he is doing, plus he does it well).

                    Auction system
                    • The structure is corrected, and improved. HTMs are corrected following L2OFF (minus the size problem).
                    • Initial auctions list is off-like. You can directly see actual number of actual bids aswell (number in []).
                    • All bypasses which needed a security check (about clan and/or with warehouse check) are secured.
                    • The maximum of retail messages have been used (which avoids string uses).
                    • One unused table dissapears, and auction.sql got 3 columns dropped.
                    • The lease is correctly removed when you put an auction in sell. As retail, you receive back your lease only if the CH is sold.

                    Spawnlist
                    • Added 12~ spawns (Fortress of the Dead, mainly).
                    • Dropped all mobs initially spawned on Siegable Clan Halls (around 100+). They must be spawned via their own SQLs.
                       
                    Misc
                    • Baium's Archangels aren't invul anymore. After all, they each got 50% Baium's HPs and a heal skill. Who would be *** to kill 3,5 Baium.
                    • Autosoulshot behavior is OFF-like.
                    • CP/HP/MP are correctly filled at character creation (0/max/max).
                    • L2DoorInstance onAction behavior is OFF-like.
                    • mini tweak in L2AttackableAI, I hope it won't fock something.
                    • CharSelected serverpacket cleanup (2 infos added, and 8 empty/useless writeD are dropped).
                    • Addition of formatDate method to format the date as you want on a String (avoid String.valueOf and easier readability).

                    PS : I'm aware there are stills issues on auction (like the 7 days period where you can't put back an auction, missing comment use).Let's say from 80%, I moved to 90%.

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                      Re: [Project] aCis - Interlude
                      « Reply #69 on: October 29, 2011, 05:17:57 AM »
                      Changeset 203

                      Feedable/Tamed Beasts AI rework, 3 quests, misc.

                      Feedable/Tamed Beasts (changes compared to L2J).
                      • drop of the invisible timer (20min). The only timer is the check of 1min to consume food.
                      • Tamed beasts don't attack you when you kill others pets (faction clan lol), nor when you hit them (they still buff themselves, dunno why).
                      • Tamed beasts disappear if they go out the Wild Beast Reserve (13k radius compared to central tower).
                      • Tamed beasts don't buff you if you already got the buff it wanted to buff with. Understand you won't be buffed 4 times with Guidance.
                      • Mana recharge is seperated of the heal condition. There's now a HP and MP condition for each case.
                      • The AI of Tamed Beast is as following : 25% heal, 25% mana recharge, 25% debuff, 25% nothing. It replaces all others random chances. The fact it goes on the "heal" option doesn't mean it will heal you. The pet must have the skill in his skill list. You must be low HP/MP aswell (50%).

                      Quests
                      • addition of Q038, Q039, and Q263. Ty Fernandopm.
                         
                      Misc
                      • addition of "//reload acar", acar stands for "admin command access right" (ty DjSterios).
                      • "quest" option is only for single quest. Previous "//reload quest" has been changed for "//reload scripts".
                      • "server_menu.htm" got a combobox listing all reload options from now. As "quest" need a parameter, I couldn't include on it.
                      • You can now restart during a fight as a GM (ty DjSterios).
                      • Old changes on MyTargetSelected have been reverted.

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                        Re: [Project] aCis - Interlude
                        « Reply #70 on: November 03, 2011, 08:20:14 AM »
                        Changeset 204

                        Quests, misc

                        Quests
                        • addition of Q294, Q403, Q406 && Q508 (ty fernandopm and Alexa).
                        • little corrections on Q401 && Q509.
                           
                        Misc
                        • No more ghost messages between 2 blows (ty RaphaelFersan).
                        • Tamed Beasts correctly debuff (inverted check, I thought it was a npcskills issue but not).



                        Changeset 205

                        Quests, regex pattern, misc


                        Quests - addition of 3 quests.
                        • Q020, Q046 && Q661. Ty fernadopm and M4N0LIS.
                        • numerous typos on Q045, and light typos everywhere (enjoy "replace" tool).
                           
                        Regex - I feel greeks will howl like werewolf at midnight.
                        • Name pattern is now hardcoded (generic regex is replaced by hardcoded pattern). It means related configs have been dropped.
                        • those useful methods (isValidName / isValidPlayerName) have been cleaned up then put on Util, as it can be used on many places.
                        • settitle and setname have been secured using isValidPlayerName method. It means you can't give anymore a *** name with strange characters. You can thank SweeTs. PS : you still can attribute yourself a *** name editing database directly. Well if you decide to pull the trigger, I can do even better (like kicking all QQ with not regular names at Enterworld).
                           
                        Misc
                        • fix CH doors issue (coming with XMLization of doors). I don't get why it works like that and not before, honestly.
                        • addition of an actionFailed packet when you massclick on doors, to avoid to be stucked.
                        • PetNameTable has been dropped (as 50% of that file has been put on Util with regex change, only one method was left... I decided to move it).
                        • the correct message is shown when you create a character with invalid name (before, only "16 characters" message was shown).

                        OfflineSweeTs

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                          Re: [Project] aCis - Interlude
                          « Reply #71 on: November 09, 2011, 08:34:52 AM »
                          Changeset 206

                          Dr. Chaos, KKnD Movie Maker, misc


                          Dr. Chaos - fully revisited (x2,5 code compared to L2J).
                          • addition of a status checker. This status leads the spawn of one or other NPC (Dr Chaos - npc version - or Golem - boss). This timer reset the boss if he isn't killed before 30min. When killed, the regular boss timer is applied, and will respawn the NPC version. Et caetera, et caetera.
                          • addition of 2 ways to make him crazy : staying near him lower a timer (base 30sec, -1sec each time you stand near him). If you speak to him, it reduces that timer too (1-5 seconds). He got 3 different HTMs following crazy state.
                          • complete rework of the animation, the NPC type will show 3 animations in a defined order, and the golem will show one aswell.
                          • addition of 6 out 7 chat speech (3 random when he attacks, 1 at death, 1 when paranoia timer reaches 15secs and 1 when you make him crazy).
                             
                          KKnD's Movie Maker - added to normal code found on L2J forums, here are the changes :
                          • unhardcoded HTMs, and graphically enhanced. A mini-tutorial explains to you the basic behavior.
                          • correction of all typos, both on HTMs/code style.
                          • exceptions are catched when needed (index bound of exception).
                             
                          Misc
                          • fix the "spawn protection" config (ty djSt3rios for report and fix).
                          • modify the way to select player slot (harder, better, stronger, lalalalala~).
                          • A banned player is now really banned (check is made before the L2PcInstance object is loaded).
                          • pets are correctly stored/saved at player's save.
                          • addition of addAttackActId() method. Part of a previous add.
                             
                          PS : Obviously, as there are 0 infos about Dr. Chaos (2 useless topics on official forums, 0 videos, and such), I made an enhanced CUSTOM version. I prefer a custom WORKING version than a custom BROKEN version personally. Actual L2J code is broken (needs server restart to work correctly once dead).



                          Changeset 207

                          SystemMessage rework, misc.


                          This commit needs far more tests than I actually did, anyway I commit it (that's 250+ files edited... 2,5k errors to correct).

                          SystemMessage is refactored following actual L2J. The enum is replaced by an array, and a fast build system is included. Some SystemMessageId descriptions are actually wrong (as it's a raw copy/paste), but that doesn't influence the process, until you use the correct id, whatever name it got, it sends the correct msgId...

                          I decided to use the short version when possible. Aka, you can do "player.sendPacket(msgId)", if "player" is a L2PcInstance it will work. I just generalized to all possible cases that writing system.

                          Misc
                          • siege golems as normal summons are attacked by siege guards from now.
                          • you can't summon a siege golem inside an sieged castle anymore. Tested only on Gludio... No reason it bugs for others until zones ^_^.
                          • CreatureSay got support to use SystemMessageId.
                          • Many typos on multiple files.
                          • a recent L2J commit about .shared() on recipes and quest timers fastmaps (atm, haven't access to L2J timeline).

                          OfflineSweeTs

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                            Re: [Project] aCis - Interlude
                            « Reply #72 on: November 11, 2011, 05:16:01 AM »
                            Changeset 208

                            Retail Newbie system.


                            The first character of an account reaching lvl 6 is considered as a Newbie character. Others characters - even if they're older in term of creation but never reached lvl 6 - aren't considered as newbies. At level 25, the newbie character isn't considered as newbie anymore.

                            System includes :
                            • addition of newbie state (objectId of the "Choosen One") in accounts.sql.
                            • drop of the newbie state of characters.sql.
                            • Modified methods uses :
                            • isNewbie() - boolean type, makes the check about BOTH level (6 to 25) and newbie state. Use it fr regular checks.
                            • getNewbieState() - int, returns the objectId (useful to check player objectId with registered objectId without level check)
                            • updateNewbieState() to register newbie state (happens in PcStat)
                            • restoreNewbieState() to restore newbie state (happens in CharacterSelected)

                            Ty to Alexa for initial patch.



                            Changeset 209

                            Quests slight rework.


                            All quests using a COMPLETED state have been included back in the switch case, due to the "new way" of quests (main switch about states, not anymore on npc). Added to that, some variables are now initiliazed where it's needed (aka in case.STARTED), and not before or after.



                            Changeset 210

                            Shadow weapon restrictions.


                            Ty to RaphaelFersan and Alexa tries.

                            However, that wasn't enough :P. Added to L2J, addition of a link with Coupon Ticket multisell (as L2OFF, surely the same than village masters offer to you). As Alexa suggested, multisells are seperated by grade (btw a black hole in a multisell means you messed it, Alexa ;p).



                            Changeset 211

                            Little summons update


                            • fix the ghost summon issue.
                            • aggro is given to summoner at summon's death (not on pets).
                            • summons are protected at spawn (if spawn protection config is activated).
                            • summons use the correct value of beast ss/sps instead of regular 1 value.

                            Misc

                            • HTMs typos on previous commit.
                            • typos on Q619, ty Vhalior.
                            « Last Edit: November 12, 2011, 06:17:19 AM by G4mB1t »

                            OfflineSweeTs

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                              Re: [Project] aCis - Interlude
                              « Reply #73 on: November 15, 2011, 03:25:05 PM »
                              Changeset 212

                              3 quests, Tutorial core side

                              Quests

                              • addition of Q105, Q116 && Q260, ty EnDmOsT.
                              • fix Q158, ty Vhalior.


                              Tutorial core side

                              • addition of 4 missing clientpackets.
                              • addition of missing events.
                              • name of the quest will be "Tutorial". It will be perhaps even dropped of quests folder if there is no need for it to be here.

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                                Re: [Project] aCis - Interlude
                                « Reply #74 on: November 17, 2011, 02:02:03 PM »
                                Changeset 213

                                Six quests, misc.

                                Quests
                                • addition of Q117, Q262, Q617, Q650, Q652 && Q653. Ty fernandopm && EnDmOsT for the good work.
                                • Q652 && Q653 are partially rewritted compared to L2J. The initial spawn and respawn of NPCs are handled by scripts directly. HTMs have been improved too, as L2OFF itself seems wrong.
                                • Q650 needed a multisell change, as rewards were wrong.
                                • some minor typos on existing quests.
                                   
                                Misc (L2Party)
                                • A bug concerning messages when your party member obtain an item with > 1 amount has been corrected. Ty Sikken for the report.
                                • A message about obtaining enchanted item has been added (missing on current L2J trunk...)
                                • Some eventuals NPEs have been fixed (3-4), and a general cleanup has been made (sometimes coupled with code improvements).



                                Changeset 214

                                Q295, Q297 && Q362 - ty fernandopm && EnDmOsT.

                                OfflineDownUnder

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                                Re: [Project] aCis - Interlude
                                « Reply #75 on: November 26, 2011, 08:09:40 AM »
                                and when the project it's ready for live servers?

                                OfflineSweeTs

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                                  Re: [Project] aCis - Interlude
                                  « Reply #76 on: November 28, 2011, 11:00:13 AM »
                                  and when the project it's ready for live servers?

                                  Let's say, when main quests, GBs and olys (is reworking now, in couple of days should be done) will be ready :)



                                  aCis economic model moves on!

                                  So, here we are. Those are the links to bookmark from now :

                                  aCis YouTube channel : new implemented features in videos
                                  faCebook fan page : unique infos sometimes.
                                  That forum



                                  I guess you discovered the new organization of forum with some "surprise eyes" (if you're a normal user). Reason is simple, I decided to change the "economic system" of the pack. The fact is, between leechers removing credits feeding their own PRIVATE pack and ghosts users which never send back feedbacks on my commits, I had to act.

                                  aCis will use a L2DC system, where people contributing for the pack will have access to it. I think it's quite fair than not only me work on that project. From a one man project, it became a community project. The problem is, the community is quite passive, and to make things move, I decided to change of system.

                                  So, here is a little FAQ about how things are going to be for the next months.



                                  Q : how the system will work ?
                                  A : The system is quite simple : you help me, and I help you. I already said it a lot of time, but you can contribute for the project in really simple ways :
                                  • searching issues and report them.
                                  • sharing things : (in that case, DP side such as SQL, HTMs, scripts are welcomed), others timelines patches, part of codes if you think it's not working.
                                  • contribute to forum life like answering questions, promoting project on others forums, doing tutos and such.
                                  Q : What about old timeline ? You dropped it entirely ?
                                  A : Ofc not, it has been exported first then imported to another timeline. The previous Assembla timeline has been then dropped.

                                  Q : what about commits and timeline "write" right ? Any changes ?
                                  A : Nope, nothing will change. Commits quality will be the same, and I still got all powers about what is commited. Until someone with around same level of knowledge than me join us, I will be alone committing.

                                  Q : I'm lazy or don't want to share my awesome codes, how can I ninja your timeline ?
                                  A : I will allow a monthly fee financial support, 20€ for one (1) month read timeline. You will be granted access to the timeline and the SVN checkout for the whole month, added to updates of that month and of previous months. The amount of updates can be different per month, I can't guarantee there will have any update in one particular month. I will eventually give back money if I judge I took your money for nothing. The money will be injected in the pack (my thoughts are actually secret :p). Donators AREN'T considered as Inner Circle members. I give access to timeline, that's all. You won't see any inner discussions, beta patches, etc about actual developement. The amount of money seems high, but you will have access to the whole timeline, sources, old updates and make your market for your private pack as you want. Now if you sell your pack 40€, you make more money than me for sure. I don't recommend normal users to use that function, but to invest their time on it. The timeline is mainly for ppl who know what they want to leech.

                                  I accept only Paypal, on the following address (which is my MSN aswell) : dragonlords|at|hotmail|point|fr
                                  Consider PMing me / add my MSN for more infos.


                                  Q : I'm afraid you scam my money.
                                  A : So contribute actively to project. You're encouraged to share your TIME more than your MONEY (more benefits for you and for me).

                                  Q : What are the different groups, their boni/mali ?
                                  A : Here is a short review of the different groups :
                                  • Guests on forum got access only to Announcement section.
                                  • Normal members got access to public section. They got access to the latest "free" revision (release 214) sources, and to the latest precompiled pack (core + DP).
                                  • Inner Circle are chosen people who help me. They got access to source + timeline, plus the private section.
                                  Q : I'm an Inner Circle member, what's now ?
                                  You got more details on Private section in order to access the timeline. Some ppl of Inner Circle are considered as lifetime users, as they decided by their will to help the project. That state can be canceled if bitchy things are found (infos leaks, and such).

                                  Q : I want to be a Inner Circle member !
                                  A : See higher for the answer. I must add the position of "Inner Circle member" isn't FOREVER. If I judge this member doesn't help anymore, he/she will be demoted without warning. He/she could access it back speaking with me (on MSN / via PM) for exemple. If I find you play a double game (infos leaks and such), you will be demoted aswell.

                                  Q : But I'm really a pro Java dev, I dev since 6 years ! You can trust me !
                                  A : So you're probably an arrogant young greek, and I hate the "you can trust me" part. You will join Inner Circle if I decide you worth to join it. Make your way in "shares" section, and we can discuss after.

                                  Q : I shared 10+ shares, but I got nothing in return ! Wtf ?
                                  A : It's not about the quantity, it's about the quality. If you share 10 or 100 useless things, nothing is commited, so you got the picture... I prefer 10 verified shares than 100 custom/copy-pastes ones.

                                  Q : But how can we help if we don't have access to the latest sources ?
                                  A : Normal members got access to latest precompiled pack (to search eventual bugs) and to the latest release (214). The DP is big enough to get endless shares (both about scripts such as quests/Ais or even HTMs / XML / SQLs fixes), so take your luck where you can and join aCis.

                                  Q : does aCis will be free as before in future ?
                                  A : If that new model is a success, it will surely stay as long as the pack needs it. Understand that system is made for normal users to react and to avoid leeching.

                                  Q : does it mean L2JBroken* is the latest free IL pack ?
                                  A : answer is yes if you don't want to care about what you use. aCis is still free for people willing to help the project to move on. For others, it has no reason to be free, and will stay hidden.

                                  * Replace 2 letters for the correct name !

                                  OfflineSweeTs

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                                    Re: [Project] aCis - Interlude
                                    « Reply #77 on: November 30, 2011, 05:43:44 AM »
                                    I decided to let anyone check detailed version of that topic, like that eventual testers can test things more accurately. I'm a whore, but not a sadist.

                                    Changeset 215

                                    Olympiads (part I), misc


                                    Olympiads

                                    Well that was kinda long and I'm fed up to test all again and again (tri-boxing). Part I will be followed in future by part II when/if problems are found. For the moment, I know one "major issue": one of player (the second registering so far) see his own HP bar instead of enemy's.

                                    The implementation is supposed to be FINAL. Report anything which isn't retail-like in order I correct it. If you're Inner circle member you got access to my notes about Olympiads. So consider to use them, and try to find infos on others websites if you think something is wrong.

                                    So here is a mini list of features :
                                    • Freya Olympiads downgraded to IL, including damage amount count (summons too), retail uses of olympiad zones, improved timing system, pretty organization splitting.
                                    • retail olympiads observation system, with updated state (in progress, counting time, terminated,...)
                                    • heroes diaries and hero message (@Monument of Heroes).
                                    • retail items usage (firecrackers / echoes crystals / energy stones allowed - addition of isOlyAllowedItem() -, autosoulshot/manual BSS are forgiven).
                                    • retail Hero pickup at the Monument (leeched from Sigmo, which leeched from another pack surely).
                                    • reorganization of admin commands based on Olympiads in a particular handler, AdminOlympiad. Some commands are refactored (setnoble, sethero) to be far lighter.


                                    Misc

                                    • the pet's name on summon item is now updated when you choose a pet's name.
                                    • improvement about clientStartAutoAttack (when your summon hits an enemy, you're in attack stance ; now it sends far lesser packets)
                                    • more uses of getActingPlayer().
                                    • logout packet doesn't update items anymore. It seems it wasn't needed at all (even crashing client, that was saving amounts).
                                    • IdFactory deletes many more infos if character was previously deleted (so better cleanup is made).
                                    • addition of dropAllSummons() in L2PcInstance - do as the name says.
                                    • correction of a couple of SystemMessageId (hi5 => back to IL).
                                    • fix the problem with sendPacket(SystemMessageId) from L2PcInstance.
                                    • L2SkillTeleport cleanup.

                                    OfflineSweeTs

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                                      Re: [Project] aCis - Interlude
                                      « Reply #78 on: December 03, 2011, 05:44:37 AM »
                                      Changeset 216

                                      4 quests, many misc. Ty to FighterBoss, Sikken, EnDmOsT, dEvilKinG, Vhalior && SweeTs.


                                      4 quests
                                      • addition of Q296, Q636, Q640 && Q659.


                                      Misc

                                      • Fix many skill reuses and hitTime to follow L2OFF. Some skills are more balanced, and globally classes which ^_^, ^_^ less.
                                      • Corrected 2-3 HTMs typos.
                                      • Fix some items (Potion of Revenge && Endeavor potion, Shining Bow reuse delay,...).
                                      • Unhardcoded Olympiads item restriction. Drop of the previously added isOlyAllowed system, to use "is_oly_restricted", added long time ago by DiNoR. Understand now any item can be used on Olympiads, but is limited by "is_oly_restricted" when setted to True. If you find an item with/without that check when he should haven't/have it, consider to share diff patch about it. The related config is dropped.
                                      • Added "Blessed spiritshot for pets" in the restriction list, aswell as the autoactivation. Removed Star Shard (elven firework) from restrictions.
                                      • Fix Pagan Teleporter about Faded item.
                                      • Fix Linux DB installer (missing from previous commit). Ty DarthVader to pointing it.


                                      Changeset 217

                                      Addition of 6 quests.


                                      Q264, Q338, Q356, Q621, Q649 && Q651. Ty to sharers.
                                      HTM typo fix, ty vl4d to pointing it.

                                      Offlinebakr

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                                        Re: [Project] aCis - Interlude
                                        « Reply #79 on: December 08, 2011, 05:11:14 AM »
                                        i need Acis Pack Turkey 4 Shared Not Work .. upload is not allowed -rapshared ..

                                         

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