Jump to content

Miami

Member
  • Content Count

    30
  • Joined

  • Last visited

  • Days Won

    5

Everything posted by Miami

  1. I noticed 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. 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) should be wiped after the first mob dies. I've checked this behavior on C4 PTS and it works as expected. VIDEO RECORDING - 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.
  2. 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:
  3. 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 right 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) aggro - https://somup.com/c3fDQyOZlR L2jOrion aggro - https://somup.com/c3fDQvOZl8
  4. 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):
  5. The model of boss Core should be on the floor platform, not in the air Actual Result: Expected Result (L2OFF AdvExt):
  6. Miami

    Now Download

    Get a Real Member status from here: https://www.l2jorion.com/index.php?/store/category/1-real-member/
  7. Example of columns from L2OFF ('Clan' column might be a 'ClanHall')
  8. Yes. I doublechecked it on L2OFF (AdvExt) as well. Works as expected there
  9. Here is the manually cleaned namelist.txt for bots I've removed the following: weird names like `11111`, `sdfsdfsdf` doubling names like `name1`, `name2`, `name3` restricted names like `nigger`, `nazi` Almost 4k 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. namelist.txt
  10. 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:
  11. Thanks. This file works good for me.
  12. Hey guys. Sharing my 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 botRandomWalk.xml
  13. 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 (VIDEO RECORDING ) 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 (VIDEO RECORDING ) 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
  14. 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) 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. bot.ini
  15. 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:
  16. When character is created there is no newbie status for it until you get the newbie weapon from cat. VIDEO RECORDING Screenshots:
  17. Yeah, that works. Thanks!
  18. 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
  19. Yeah, I noted that already and tried to fix, but still throwing errors
  20. 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)

Γ—