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View Code? Open in Web Editor NEWl1j-en source for the last American client release
License: GNU General Public License v2.0
l1j-en source for the last American client release
License: GNU General Public License v2.0
Giant - Light and Giant - Tan are already 2-cell, and we're pretty sure Giant - Dark should be too. Currently, it hits 1-cell.
Submitted via email:
"notice in the pic i am wearing 3 rings.
it seems that i am getting the advantage of all three rings from what i could tell. poly and the MR for both rings.
logged off and back on and still the same thing. once i take off a ring i can't wear 3 again. the 3rd and forth pick show my MR and poly menu."
I've also had reports of people wearing 2 helmets and some other stuff. Simple fix would just be to add a check on login, but definitely need to find the underlying issue.
on live these rings changed stats periodically. It's come up several times over the years but always gets ignored.
imo it'd be a fun thing to code, and a fun thing for players
Best I can tell nothing really checks for valid client movements compared to the map, blocked cells etc.
Smitty attempted to fix this and realized the map data we have is too inaccurate to use for this purpose. NPC's can get away with it but it really screws players.
I assume the older map dumping tools we used to have were inaccurate or flawed and can't be used to fix this. I also question the legality of doing it that way.
I think I have a plan to mostly automate the rebuilding of perfectly valid map data without dumping anything from the client. This isn't at the top of my priority list yet but will be. For a fully functional server, this is a necessity
tricid @tricid · 1 year ago
Owner
partial confirmation of generating newer more accurate data to use for this purpose
It'll be a while before I can give this any real focus though
tricid @tricid · 1 year ago
Owner
Most of my tests confirm that the maps and changes in the dev branch fix our map inaccuracies. Remaining issues aren't there.
What I'm pretty sure is still broken falls in to two categories. The first being that nothing checks player movements against map data. This is why wall hacking is possible. I think at this point we can implement similar logic to what npc's use and stop this outright, with a few obscure remaining possibilities to wall hack.
Which brings me to the pathing flaw that remains. Time for sexy ascii art! <><> If those are two map tiles that are both impassible, I think you can still pass north between them if that tile is considered passible. It's not seen as an unbroken wall left to right. Probably similar on other directions too. That would mean Up, Down, Left and Right movements all potentially have that flaw. (directions where you are walking towards "corners" of the diamond shaped terrain tiles)
For NPC's this means they pass through a few locations they shouldn't. I know this happens in at least one place in DVC. For players, if wall checks were implemented, it'd mean they'd still have a few (but not many imo) places they could wall hack their way through.
If I'm right on all of the above, I haven't tested it thoroughly, the fix is probably as easy as "if moving north, check the north west and north east tiles. If both are impassible, block the movement even if the next tile directly north is passable". Same for Down, Left, Right.
L1J Smitty @smitty · 1 month ago
Owner
Was the 2nd point fixed with Bruce's commit here?: 625a1a1
All candles and everything for towns and everything need to be updated. Could probably rip this from an existing 3.63 server
L1J Smitty @smitty · 1 month ago
Owner
Note for myself:
spawnlist_light is for lights that should turn on/off with the daylight cycle. IE above ground
Lights in dungeons should be added to the spawnlist_npc table
If we receive the disconnect packet from the client, we disconnect. The player does not stay in game at all.
When implemented in tikal/antharas, they didn't have all the sprites, so I just used whatever was available.
Kennel Master in SKT Missing all together.
Missing the Pets inside Giran & Oren & Gludio & SKT & Aden & Orc Town - Kennel
It looks alive until you reload.
Raiunjo @Raiunjo · 1 month ago
Reporter
same happens with a mob who sees you for a sec and then goes off screen .. it really come to get you but your client cannot see it, till you notice your HP going down and do a .reload .... POOF !! there it is, beating on you.
L1J Smitty @smitty · 1 month ago
Owner
hmm I can't seem to reproduce this anymore.. it only happened on the test server so maybe we fixed whatever was causing this.
Anyone still able to reproduce this?
Some illu and I think DK skills have the probabilty figured in L1SkillUse. For the sake of consistency, I'm pretty sure this should be handled in L1Magic, then called with L1Magic.calcProbabilty().
Best case it has no functional difference, worst case we're accidentally figuring it twice for no reason, worst worst case, its giving players a double roll for probability (I think something like that was already fixed once for an illu skill)
I've been told live eventually made "class skills" immune to cancel. Whether that is true or not, and regardless of what version did it, I think I like it. It's possible others would too. (I'm not speaking for zelgo, but the code base, as a feature)
I think we should add it in as a configurable option. I'll likely do this in a bit if no one else jumps on it.
Kickout works, just doesn't match the client text. I think 15 is correct, so we could just fix the client.
HV/SI tele NPC correctly doesn't let you back in after 15.
Add item id to relevant log tables (LogShop LogPrivateShop etc, not sure where else its missing)
Reason: Names aren't unique (blessed, non blessed, cursed all have the same name) and objectid's can't be used for historical data reliably, the item may no longer exist
Teleport scroll - resistance village, teleport scroll - diad fortress and teleport scroll - lastabad all teleport to resistance village rather than the correct location (resistance village, diad fortress and lasta 1f escape scroll landing location).
Additionally, using an escape scroll anywhere in lasta returns you to the 1f escape location rather than the rest ledge of the current floor (restarting returns you to the location escape scrolls should place you at).
I came across an old forum post or something that suggested US Live put in x2 XP as a permanent mechanic for anyone under level 50. I'm pretty sure we never did that in l1j-en, even if several pservers customized things similar to it themselves.
I'm thinking of adding a second "xp rate" option to cover it. It'd be a multiple for whatever the base XP is set to but only applied to levels < 50
If you party a char < level 5 and the < lvl 5 char hits a dummy, the exp goes to the higher lvl char.
Now that the npc table is updated, should be able to do the same with spawnlist_npc. These should be safe to update, since they don't need droplist or the item tables updated.
Some of them probably still won't work until we get the XML files, code that handles NPC interactions, and probably some other stuff updated too though.
The npc table update changed the impl types for these, so they don't move now.
If redoing npc spawns doesn't fix this, put those back to the way they were. A side effect of the current approach is they are no longer killable.
He is still Located in his House - With the Door Blocked off (You can talk to him through the wall, but he is supposed to be in town now)
Bruce C. Miller @bcmiller · 1 month ago
Maintainer
Will fix this after NPC table update.
Every once and a while a mob will be attacking a player and be invisible.
It's a pain in the ass to reproduce
tricid @tricid · 2 years ago
Owner
I think that is not so dificult to reproduce. Go to toi floor 24 (where unicorns, and cerberus and fire egs are), try to group a lot, and for sure in a while u will see that something is attacking you and you can not see the mob.
By Rafael Sanchez Costa on 2017-08-19T20:30:35 (imported from GitLab project)
From Lineage.com (https://web.archive.org/web/20110501050746/http://www.lineage.com:80/news/aden_army.html) i found this change that seems to be not implemented:
Join the war against all those that wish to thwart peace and prosperity in Aden! Visit General Marcal in any major town to enlist now! Defeat the foes of Aden and bring back proof of your victories for a reward.
A new NPC, General Marcal, is now available in Giran, Gludio, Silver Knight Town, Weldern, Oren, Aden, Kent, Windawood, Talking Island, and Orc Town. He will ask you to join the Aden Army.
All monsters will now have the chance to drop 'Blood of Fallen Foe' at a low rate. Bring these to General Marcal and he will reward you with an 'Aden Army Supply Crate'.
Level 1-40 will exchange 5 Blood of Fallen Foe for a low level supply crate. Low level supply crates can not be opened after level 42.
Level 41-49 will exchange 10 Blood of Fallen Foe for a mid level supply crate. Mid level supply crates can not be opened after level 50.
Level 50+ will exchange 20 Blood of Fallen Foe for a high level supply crate.
Supply Crates are not tradeable. Remember to open any crates that you receive before you level up to a level where you cannot use them.
tricid
tricid @tricid · 2 years ago
Owner
Looks cool, but it doesn't list what come out of the crates...
By Smitty on 2017-08-12T17:12:21 (imported from GitLab project)
tricid
tricid @tricid · 2 years ago
Owner
Yes, this is a shame, so maybe is better to forget this thing :/
By Rafael Sanchez Costa on 2017-08-14T13:40:25 (imported from GitLab project)
tricid
tricid @tricid · 1 year ago
Owner
I think this should be looked at even if we just wing it/guess at what the rewards are. Sounds fun
As reported by user on forum:
There is a bug where if your friend list is "full," and you click the list to view the friends, you get dced (or game crashes... not sure which one).
I talked with my friend and it doesn't seem to be due to # of people on the list, ,but rather # of letters from all the friend list names.
Maybe there is an overflow in something that is causing this crash...
Clicked on message and ranking boards in Oren at -warp 5.
I noticed a bug the other day when we were testing the illusionist stun. If the illusionist stuns a target using spell Bone Break, when a knight stuns immediately after, it doesn’t register and the target can walk around and walk out of the stun.
Tested multiple times and even when I landed a maximum stun of 4 seconds, the target was able to move around even when the stun animation was still up, provided that bone break landed first.
I’d be happy to test and show you, my character in game is Zack.
Characters we tested with were Jihad, Zack and Alina.
Char with title can retrieve items from BP storage, but can't put them in.
Storing gives the "Only members with titles can use the Blood Pledge storehouse" message when attempting.
L1J Smitty @smitty · 1 month ago
Owner
A bunch of bugs should be fixed on the test server now, but I was unable to reproduce this one.
What I could find was: I could store items without a title, but not take them out. That is working as intended I believe.
Can you give the latest changes a test and see if it looks good?
I forget which bug this was fixing.. soren may know.
We'll definitely want these for the new polies at least. Tricid has some script output that updates timings too. Will review those against a merged table to see if they make more sense. Those might be outdated vs. the current client though.
GM Shop Prices for Potion, Scrolls and Tele Scrolls are not set to 1 Adena as are all other GM Shop Items.
making it darn expensive to + up your shit. Get Pots and go somewhere to find bugs.
Raiunjo @Raiunjo · 1 month ago
Reporter
Can I get Fruit of Evolution made available for sale also please.
At Loc 32549, 33006 on Talking Island Map : 3 NPCs standing at edge of woods. Vandriss (Seal Merchant), Colosseum Manager and the Assistant Manager of the Colosseum.
Bruce C. Miller @bcmiller · 1 month ago
Maintainer
Will do a full spawnlist update.
Boat Ride ends in Lock up rather than a disembark.
There are Tele Scrolls for Sale on GM Shop.
Raiunjo @Raiunjo · 1 year ago
Reporter
You sail towards the Pirate Island (can see the water moving beneath the boat). When the timer expires and your supposed to be ported onto the PI side Docks, the Water stops flowing and nothing else happens. The UI becomes unresponsive, cannot open System Menu to Restart/Quit (you can hear the door noise but no response), Cannot use F key or open inventory. Only option was to Ctrl-Alt-Del and use Task Manager to shut Lineage Client down. Upon Re Logging, you are ported back to the Orc-Town Docks, where you bought your ticket (which you still have) from Duran and started the Boat Ride (to no where). In case anyone is wondering, at the time of this test I also tested the FI Boat and the TI to Gludio Boat and both of them functioned as intended. Also - Access to the Upper Deck of the Boats is broken, you cannot go up there as you could on Live. The Cursor shows an open hand on the port but you get the "You cannot transport to that place from here" message.
It should just say skill failed, but instead it takes up MP and lets you try and cast.
tricid
tricid @tricid · 2 years ago
Owner
I have tried and directly is not possible, it says "The spell has no effect" and no MP consum, but it's true that if you press CTRL then you are able to cast into a dead target, it consumes MP but it does not launch the fire ball. Is this the bug?
By Rafael Sanchez Costa on 2017-07-31T08:14:36 (imported from GitLab project)
tricid
tricid @tricid · 2 years ago
Owner
I have seen also that is the same for other spells like Fire Arrow, Ice Dagger, etc, so maybe is not this bug... I wait for more instructions :D
By Rafael Sanchez Costa on 2017-07-31T08:22:26 (imported from GitLab project)
tricid
tricid @tricid · 2 years ago
Owner
Yeah it shouldn't happen. The client is stopping it when you do it on a corpse, but for some reason not when the corpse is a player or you're holding ctrl.
Preferred would be that it doesn't allow it if the initial target is dead.
By Smitty on 2017-07-31T12:22:14 (imported from GitLab project)
I was told dice dagger doesn't show you actually getting hit. I'm not sure if they meant the non explosive hit, the explosive hit, or both, but adding
tricid @tricid · 2 years ago
Owner
I believe I reproduced the issue:
If you hit someone with a dice dagger, and it does 0 damage, it "hits" the target, but then re-calculates and says it missed because it did 0 damage. So some of the "hit" code runs, but the hit animation does not go off.
Not sure I want to fix it, as removing that 0 = miss check may affect other things
By Smitty on 2018-06-23T00:52:40 (imported from GitLab project)
Reported that (via email):
"Pet chaomaking - I thought this was resolved before not sure if it was only for summons and not pets. But when pets attack someone that attacks them and said person dies. The owner of the pet goes chao. This only works for pets you summon with collars, not summons itself. I believe on live they had dual pink working for pets as well. So said person hits your pets, they’ll turn pink, and if pets attacks back, pets turns pink as well. Similar to player vs player."
IE firestorm is 400ms right now when it should be closer to 2500ms.
Should set aside some time to go through all skills and make sure the cooldown timers are set properly
line 1220 of C_NPCAction returns nothing if they're carrying items they are not supposed to be.
Should let them know that!
Easy fix, but making a bug so I don't forget about it
Played around with some houses and couldn't bookmark... It must be a few specific ones, or maybe a cell in specific ones.
Need more detail
Raiunjo @Raiunjo · 1 year ago
Reporter
Buff Icon descriptions for : Level 1 foods are correct. : level 2 foods are all wrong : level 3 foods -still testing
Need to test to reproduce, but it was reported by Dreameater that players can use firewall in safety zone and have it stretch into a combat zone hitting players.
Rebalance deathmatches so what giran is right now, it is the "lowest" level dm, and the rest get harder from there.
I imagine this would need to stay in a seperate branch to keep the main one vanilla. But I also imagine this would be useful to most private servers. No one spends hardly any time < level 50 on a private server, so most of the deathmatches are completely pointless
Currently named "Spell (Greater Haste)".
This properly references a string ID on the client side, so maybe check the client to see if there's one that is appropriate. Maybe this is broken on the client though.
Check with Raiunjo
No idea how it happened yet, but multiple houses have multiple owners.
Reports that 50% chance to reflect and even sunburst can take 200-600HP from people.
I added the new constructor to get a new npc instance type supported, but it probably won't work since it'll ignore the new param.
Also added addEvilAttack() but commented out body.
I don't think we ever did much in this file (check history to be sure), and can probably just pull over this and supporting code in other files wholesale. Might fix a few lingering bugs with newer content.
When trying to spawn the final mob, if you have additional fragments (fragment of piece time was the specific one) in your inventory, nothing happens. No message or anything.
None of the hunting ground teleport options work.
When using a poison buff on your weapon it doesn't show you that you've poisoned npc's in town until a reload
Seems to work fine in actual combat though so this is probably nothing major
L1J Smitty @smitty · 1 month ago
Owner
looks like this is an explicit check causing it not to render right away. It happens with Guards as well.
Question is: should NPCs be poisonable? Obviously it is easy enough to add Guards and everything else that is missing to the check, but it seems more to me that NPCs being poisoned shouldn't happen in the first place
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