[Interlude] Скачать сборку сервера Lineage от Acis Project (rev.70)
![[Interlude] Скачать сборку сервера Lineage от Acis Project (rev.70) [Interlude] Скачать сборку сервера Lineage от Acis Project (rev.70)](https://androidnewgames.ru/uploads/posts/2011-04/1301689270_1299771807_acis61.jpg)
Описание: Скачать сборку сервера Lineage от команды Acis Project
Разработчик: Acis
Хроники: Interlude
Версия: rev 70
Размер: 20 MB
Fix 30 warnings and added back the missing lib.
- 30 warnings fixed, going from "not used variables" to "private -> protected".
- activated the curse raid feature (higher than 9 lvl, blabla). Don't cry for missing skill 4515, it's not done yet.
- added back the .jar deleted on rev 69, sry about it, and ty for fast intervention.
- added back the recommendation system. IL used it as an alternative config, and in my "gogo, deleted them all" frenzy, I deleted what I think it is retail (at very beginning of the project, around rev 10). Currently and from now, player and target are stored in a table, which is cleaned up everyday at 13 (from what I rem lol). So you can't give all your rec to one people relogging everytime.
Cleaned code, optimizations, and 3 XMLs.
- Deleted WHCacheManager;
- Cleaned up CrestCache?;
- Deleted useless class/package;
- "commons-logging" implementation switched back to "java logging";
- config + cfg moved to separate source folder;
- Cleaned useless imports;
- Cleaned up around 350 warnings;
Thanks Intrepid for core patch, and ty to DarthVader? for 2/3 XMLs.
Note : the 3 apella sets are supposed to have a 80% debuff (root for Heavy, slow for Light and Wind shackle for Robe) casted on target. When in Freya the used skills are in 5600-5699.xml (and it's not debuffs anymore, it's buffs), this xml doesn't exist at all on IL.
I didn't manage to find the right effects aswell (they're supposed to don't use mana, so we must take particular skills). So this part is quoted in XML, the time the good skills IDs are found, if they exist.
If someone find the good IDs, PM me in order to correct those 3 sets boni.
2 XMLs and associated core support.
Thx Vrugar for 4100-4199.
Doors / StaticObjects? refactors.
Doors / StaticObjects?
- optimized and clean both instances and loading tables;
- added/cleaned shift-clicking panels for both of those instances;
- doors (from a CH you own) can now be opened like retail;
XMLs skills
- corrected 0-99 skills values and some skills behaviors;
SQLs
- corrected a critical issue where NPCs templates provoke a 100% client critical error. Ty SweeTs? for report, and FighterBoss? for ollllddd one too. Some NPCs still got a template with 0 run/walk speed (less than 20 NPCs, before 77). Don't try to spawn them, you will got a direct disconnection, and couldn't log back with this character until you cleaned the NPC.
Misc
- normally (only suggestion, as it's not a 100% issue) corrected an issue when you try to revive.
- added missing accept button result for summoning friend action. It couldn't work without.
Knownlists, AIs, misc
Well, it fixes a critical issue came around geodata/move refactor. Basically, knownlists (lists which list surrounding objects) were called during move and stop actions. Refactoring geodata, I deleted the move part. So you could only see people/monsters when you stop to run.
Now knownlists are refreshed using a single task. Knownlists have been refactored aswell.
Misc part :
- Some AIs improvements, like guards can now hit invulnerable people (before, they just didn't care).
- GeoEditor? clean;
- SiegeManager? uses a singleton;
- Some cleaning and code move from L2Character to L2PcInstance. Use of Collection when possible.
- dropMe() refactor + geodata checks.
- NpcInfo? packet rework.
- added back engine=myISAM for etcitems.sql. Hope it will stop database installer problems. You have to know this table will disappear in a next future.
- cleaning the .classpath
Xmls, refactors & misc
- Three more XMLs & core support (valakas stuff, EffectRecovery? and ).
- You can now //play_sound using packages (try "//play_sound systemmsg_e.char_creation" to understand).
- CrestCache? refactor.
- L2GuardInstance && RaidBossInstance? use a simplier code to return to initial position. No more "anti-exploit" full heal for bosses.
- Added support to mobs which mustn't random move (guards, raids, chests, etc).
Thanks Wdemon for systemmsg sounds initial idea. All will come with time.
Tanks to SweeTs? for XML rework.
IMPORTANT : many skills we're doing right now are not used. In fact, an item is supposed to be attached to a skill. An skill can be itself attached to another skill (like active augments skills or signets). L2J IL made it differently, hardcoding skills effects directly on itemhandlers (SoEs? for example). For backward compatibility, I use all old code, but refactor skills the new way.
Once the time of items refactor will come, each item will use its own skill. For the moment all (or near, as some hardcoded code already dissapeared) is supposed to work IL way on this side.
So if you understand all right, some stuff I'm doing actually is pointless until items are refactored. Still, it's a lot of work, and once items are refactored the right way, all should be working. For stuff like SAs and augments, it's already working.
1400-1499.xml and core support.
AdminCommands? && L2Party refactors
L2Party
- Position is now broadcasted using a task, which send position of everyone every 10 seconds. Position code in clientpackets dissapeared;
- Many null checks added, both for party and CommandChannel?;
- add of some retail messages (party and CC);
- the update of partyleader icon is now fine;
- the pending invitation formula have been changed. Now, only one invitation can be sent. You have to wait this invitation ends to send another one. Before you could spam invitations, so it was ugly.
AdminTeleport?
- added //sendhome && //instant_move (alt+G panel);
- cleaned commands I judged useless (gonorth/south/west, etc). //walk, what a joke command...
- "//teleto" renamed for "//runmod". //runmod port you once, //runmod tele port you anytime, //runmod norm stop the porting state. Why a rename, it's simple : too many commands begins with "//tele" and it's hard to remember them all.
AdminMenu?
- drop of 80% of code. All those commands are already existing in another files, and as they are outdated in this one, it's stupid to have same methods twice. So HTMs use updated commands.
HTM admin part
- drop of castles and towns positions HTMs. Only one port for each (to simplify).
- esthetic of many files.
- merge of move.htm & teleports.htm, drop of useless parts.
Misc
- CW karma is now 9999999. I know, I know...
- some packets typos & spring clean.
- 30 warnings fixed, going from "not used variables" to "private -> protected".
- activated the curse raid feature (higher than 9 lvl, blabla). Don't cry for missing skill 4515, it's not done yet.
- added back the .jar deleted on rev 69, sry about it, and ty for fast intervention.
- added back the recommendation system. IL used it as an alternative config, and in my "gogo, deleted them all" frenzy, I deleted what I think it is retail (at very beginning of the project, around rev 10). Currently and from now, player and target are stored in a table, which is cleaned up everyday at 13 (from what I rem lol). So you can't give all your rec to one people relogging everytime.
Cleaned code, optimizations, and 3 XMLs.
- Deleted WHCacheManager;
- Cleaned up CrestCache?;
- Deleted useless class/package;
- "commons-logging" implementation switched back to "java logging";
- config + cfg moved to separate source folder;
- Cleaned useless imports;
- Cleaned up around 350 warnings;
Thanks Intrepid for core patch, and ty to DarthVader? for 2/3 XMLs.
Note : the 3 apella sets are supposed to have a 80% debuff (root for Heavy, slow for Light and Wind shackle for Robe) casted on target. When in Freya the used skills are in 5600-5699.xml (and it's not debuffs anymore, it's buffs), this xml doesn't exist at all on IL.
I didn't manage to find the right effects aswell (they're supposed to don't use mana, so we must take particular skills). So this part is quoted in XML, the time the good skills IDs are found, if they exist.
If someone find the good IDs, PM me in order to correct those 3 sets boni.
2 XMLs and associated core support.
Thx Vrugar for 4100-4199.
Doors / StaticObjects? refactors.
Doors / StaticObjects?
- optimized and clean both instances and loading tables;
- added/cleaned shift-clicking panels for both of those instances;
- doors (from a CH you own) can now be opened like retail;
XMLs skills
- corrected 0-99 skills values and some skills behaviors;
SQLs
- corrected a critical issue where NPCs templates provoke a 100% client critical error. Ty SweeTs? for report, and FighterBoss? for ollllddd one too. Some NPCs still got a template with 0 run/walk speed (less than 20 NPCs, before 77). Don't try to spawn them, you will got a direct disconnection, and couldn't log back with this character until you cleaned the NPC.
Misc
- normally (only suggestion, as it's not a 100% issue) corrected an issue when you try to revive.
- added missing accept button result for summoning friend action. It couldn't work without.
Knownlists, AIs, misc
Well, it fixes a critical issue came around geodata/move refactor. Basically, knownlists (lists which list surrounding objects) were called during move and stop actions. Refactoring geodata, I deleted the move part. So you could only see people/monsters when you stop to run.
Now knownlists are refreshed using a single task. Knownlists have been refactored aswell.
Misc part :
- Some AIs improvements, like guards can now hit invulnerable people (before, they just didn't care).
- GeoEditor? clean;
- SiegeManager? uses a singleton;
- Some cleaning and code move from L2Character to L2PcInstance. Use of Collection when possible.
- dropMe() refactor + geodata checks.
- NpcInfo? packet rework.
- added back engine=myISAM for etcitems.sql. Hope it will stop database installer problems. You have to know this table will disappear in a next future.
- cleaning the .classpath
Xmls, refactors & misc
- Three more XMLs & core support (valakas stuff, EffectRecovery? and ).
- You can now //play_sound using packages (try "//play_sound systemmsg_e.char_creation" to understand).
- CrestCache? refactor.
- L2GuardInstance && RaidBossInstance? use a simplier code to return to initial position. No more "anti-exploit" full heal for bosses.
- Added support to mobs which mustn't random move (guards, raids, chests, etc).
Thanks Wdemon for systemmsg sounds initial idea. All will come with time.
Tanks to SweeTs? for XML rework.
IMPORTANT : many skills we're doing right now are not used. In fact, an item is supposed to be attached to a skill. An skill can be itself attached to another skill (like active augments skills or signets). L2J IL made it differently, hardcoding skills effects directly on itemhandlers (SoEs? for example). For backward compatibility, I use all old code, but refactor skills the new way.
Once the time of items refactor will come, each item will use its own skill. For the moment all (or near, as some hardcoded code already dissapeared) is supposed to work IL way on this side.
So if you understand all right, some stuff I'm doing actually is pointless until items are refactored. Still, it's a lot of work, and once items are refactored the right way, all should be working. For stuff like SAs and augments, it's already working.
1400-1499.xml and core support.
AdminCommands? && L2Party refactors
L2Party
- Position is now broadcasted using a task, which send position of everyone every 10 seconds. Position code in clientpackets dissapeared;
- Many null checks added, both for party and CommandChannel?;
- add of some retail messages (party and CC);
- the update of partyleader icon is now fine;
- the pending invitation formula have been changed. Now, only one invitation can be sent. You have to wait this invitation ends to send another one. Before you could spam invitations, so it was ugly.
AdminTeleport?
- added //sendhome && //instant_move (alt+G panel);
- cleaned commands I judged useless (gonorth/south/west, etc). //walk, what a joke command...
- "//teleto" renamed for "//runmod". //runmod port you once, //runmod tele port you anytime, //runmod norm stop the porting state. Why a rename, it's simple : too many commands begins with "//tele" and it's hard to remember them all.
AdminMenu?
- drop of 80% of code. All those commands are already existing in another files, and as they are outdated in this one, it's stupid to have same methods twice. So HTMs use updated commands.
HTM admin part
- drop of castles and towns positions HTMs. Only one port for each (to simplify).
- esthetic of many files.
- merge of move.htm & teleports.htm, drop of useless parts.
Misc
- CW karma is now 9999999. I know, I know...
- some packets typos & spring clean.
Рубрика: Lineage2 / Java. Сервера
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