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Posts posted by Miami
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Example of columns from L2OFF ('Clan' column might be a 'ClanHall')
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There is no 'Hot Springs Lure' item in Goddard fisherman store so it is impossible to contest the clanhall (not sure if it is working at all here)
Expected result (L2OFF):
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Actual result:
When aggressive mob appears and character is in aggro range the mob starts to attack immediately on spawn. The same situation with social mobs. If you're attacking mob-1 and then mob-2 (social to 1) appears nearby it starts to attack immediately.
Expected result:
Aggro/social mob should have some inner cooldown on "scanning" the targets to attack in aggro radius. For example, if character stand in position and aggro mob appears rightΒ at chaacter so it shouldn't attack until character moves out of aggro radius and come back to it. Social mob also should "scan" the social radius with cooldown to see if any social mob is being attacked or not and this "scanning" should start happenning not on mob's spawn, but some time after.
You can see the comparison of behavior between L2OFF and L2jOrion on videos below:
L2OFF (AdvExt)Β aggro -
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L2jOrion aggro -You must be signed in to view the link content in this post. Please Sign In or Sign Up.- 1
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Yes. I doublechecked it on L2OFF (AdvExt) as well. Works as expected there
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I noticedΒ the issue when your skill could be used even if you actually have not activated it via clicking it's icon or pressing a key.Β
So the steps to reproduce are:
- Target any mob
- Press key to activate it and hold it pressing until mob dies
- target another mob
- do the autoattack and DO NOT press any other skill keys
Actual result:
Skill is included in attack sequence order for the second mob as well even if it is not needed
Expected result:
Attack sequence of skills/actions (which have been activated while mob-1 was alive)Β should be wiped after the first mob dies. I've checked this behavior on C4 PTS and it works as expected.
You must be signed in to view the link content in this post. Please Sign In or Sign Up.- here you can see I pressed and held the key for the first mob, but then I have not pressed any skill for the second one and IronPunch has been used after couple of autoattacks (so it is even was not the first action in attack sequence)P.S. it is not related to the latest fix of soulshots sequence. I've checked with old and new core files and issue is present in both versions.
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Here is the manually cleanedΒ namelist.txt for bots
I've removed the following:
- weird names like `11111`,Β `sdfsdfsdf`
- doubling names like `name1`, `name2`, `name3`
- restricted names like `nigger`, `nazi`
Almost 4kΒ names removed so now the list looks more real names like. Ofc not all weird names removed, but I tried my best to walk through all 32k names and clean everything weird.
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Thanks. This file works good for me.
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Hey guys. Sharing myΒ botRandomWalk.xml file with added a lot of coordinates for walkers
There are coords for
- Talking Island Village
- Elven Village
- Dark Elven Village
- Dwarven Village
- Orc Village
- Gludin Village
- Gludio Town
- Dion Town
- Giran Town
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Fix confirmed
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Fix confirmed
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Ok, got it. thanks!
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Yeah, that works. Thanks!
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Why that config should affect the very first created character on account? I have checked on fresh accounts and as you can see on vide and screenshots I have the only one character on account
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It shouldn't be related to AutoSaveManager cuz I tried that on 3-4 characters (I couldn't be so "lucky" to catch that autosave perfect timing for each char with the same steps lol)
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Epic bosses random respawn just takes RESP_FIRST and random RESEP_SECOND without random of minutes and seconds. So basically if we have the following config for Baium respawn
# Hours: BaiumRespFirst = 120 # +Random Hours: BaiumRespSecond = 8
in this case the random respawn will be one of these: 120 hrs / 121 / 122 / 123 / 124 / 125 / 126 / 127 / 128 hrs, but it should take into account the random minutes and seconds within hours so we could have 122 hrs, 14 minutes and 48 seconds of random.
Screenshot for reference:
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Soulshots activating order sequence does not match the L2OFF. Shots should be activated after each hit, but not the before hit.
Lets check how the shots are working , for example, when you try to kill two mobs and compare the behavior with L2OFF. So you can see that order sequence of shots enabling is slightly different.
L2jOrion (
You must be signed in to view the link content in this post. Please Sign In or Sign Up.Β )- Autouse soulshots activated
- Attack mob-1
- Damage done
- Shots enabled
- Damage done
- Shots enabled
- Damage done
- Mob-1 killed
- Attack mob-2
- Shots enabled
- Damage done
- Shots enabled
- Damage done
- Shots enabled
- Damage done
- Mob-2 killed
L2OFF (
You must be signed in to view the link content in this post. Please Sign In or Sign Up.Β )- Autouse soulshots activated
- Attack mob-1
- Damage done
- Shots enabled
- Damage done
- Shots enabled
- Damage done
- Mob-1 killed
- Shots enabled
- Attack mob-2
- Damage done
- Shots enabled
- Damage done
- Shots enabled
- Damage done
- Shots enabled
- Mob-2 killed
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There are a lot of errors appeared when I enabled and configured bots for my server.
Bots are created and looks functioning, but that flood in error log is annoying.
Here are the examples of errors
java.lang.NullPointerException: Cannot invoke "l2jorion.game.model.L2Skill.getEffects(l2jorion.game.model.L2Character, l2jorion.game.model.L2Character)" because the return value of "l2jorion.game.datatables.SkillTable.getInfo(int, int)" is null at l2jorion.bots.ai.FakePlayerAI.applyDefaultBuffs(FakePlayerAI.java:88) at l2jorion.bots.ai.classes.newbie.ElvenMageAI.thinkAndAct(ElvenMageAI.java:34) at l2jorion.bots.task.AITask.lambda$run$1(AITask.java:27) at java.base/java.util.stream.ForEachOps$ForEachOp$OfRef.accept(ForEachOps.java:183) at java.base/java.util.stream.ReferencePipeline$2$1.accept(ReferencePipeline.java:179) at java.base/java.util.ArrayList$SubList$2.forEachRemaining(ArrayList.java:1481) at java.base/java.util.stream.AbstractPipeline.copyInto(AbstractPipeline.java:509) at java.base/java.util.stream.AbstractPipeline.wrapAndCopyInto(AbstractPipeline.java:499) at java.base/java.util.stream.ForEachOps$ForEachOp.evaluateSequential(ForEachOps.java:150) at java.base/java.util.stream.ForEachOps$ForEachOp$OfRef.evaluateSequential(ForEachOps.java:173) at java.base/java.util.stream.AbstractPipeline.evaluate(AbstractPipeline.java:234) at java.base/java.util.stream.ReferencePipeline.forEach(ReferencePipeline.java:596) at l2jorion.bots.task.AITask.run(AITask.java:27) at l2jorion.game.thread.ThreadPoolManager$RunnableWrapper.run(ThreadPoolManager.java:57) at java.base/java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1136) at java.base/java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:635) at java.base/java.lang.Thread.run(Thread.java:833)
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java.lang.NullPointerException: Cannot invoke "l2jorion.game.model.L2Skill.getCastRange()" because "skill" is null at l2jorion.bots.ai.CombatAI.waitAndPickAvailablePrioritisedSpell(CombatAI.java:526) at l2jorion.bots.ai.CombatAI.getRandomAvailableMageSpellForTarget(CombatAI.java:514) at l2jorion.bots.ai.CombatAI.tryAttackingUsingMageOffensiveSkill(CombatAI.java:33) at l2jorion.bots.ai.classes.newbie.ElvenMageAI.thinkAndAct(ElvenMageAI.java:37) at l2jorion.bots.task.AITask.lambda$run$1(AITask.java:27) at java.base/java.util.stream.ForEachOps$ForEachOp$OfRef.accept(ForEachOps.java:183) at java.base/java.util.stream.ReferencePipeline$2$1.accept(ReferencePipeline.java:179) at java.base/java.util.ArrayList$SubList$2.forEachRemaining(ArrayList.java:1481) at java.base/java.util.stream.AbstractPipeline.copyInto(AbstractPipeline.java:509) at java.base/java.util.stream.AbstractPipeline.wrapAndCopyInto(AbstractPipeline.java:499) at java.base/java.util.stream.ForEachOps$ForEachOp.evaluateSequential(ForEachOps.java:150) at java.base/java.util.stream.ForEachOps$ForEachOp$OfRef.evaluateSequential(ForEachOps.java:173) at java.base/java.util.stream.AbstractPipeline.evaluate(AbstractPipeline.java:234) at java.base/java.util.stream.ReferencePipeline.forEach(ReferencePipeline.java:596) at l2jorion.bots.task.AITask.run(AITask.java:27) at l2jorion.game.thread.ThreadPoolManager$RunnableWrapper.run(ThreadPoolManager.java:57) at java.base/java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1136) at java.base/java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:635) at java.base/java.lang.Thread.run(Thread.java:833)
Attaching also my bot.ini file.
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Steps:
- Open admin panel > Game > Castles/CH > any castle
- Click 'Set Siege Time' button
Actual Result:
Window with message 'Html was too long`
Expected Result:
There should be window with ability to set day/hour/minute for castle siege.
Screenshot:
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Affected functionality:
ClanHall auction bidders list window
Actual result:
Anyone can open bidders list and see the bid value of any clan for clan hall
Expected result:
Only clan member and academy member can see current clan's bid and should not see other clans bid values.
Screenshot for reference:
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