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Aion 5.8 emulator improvement community project

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Good job everyone with these files.
I'm glad so many people can help!!, i wasn't so lucky :unsure:
i'm a noob compared to everyone here.
I'm leaving, you'll all be fine :)

Cheers!!
Friends, let's include our friend Robyson and his family in our prayers, wishing them protection and care. May divine light surround you, protecting you and keeping everyone safe. 🙏
 
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Anyone have a decent droplist? As most are aware the current one is crazy.
Adjust the drop rate to 0.2 and see if it is acceptable. Or try with 0.1. I'm still testing it, as I didn't have time to review the drops completely, as there are many lines to edit, requiring several hours of work. For now, I'm focusing on editing the 'decomposable_items' and 'decomposable_select_items' items.
 
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Adjust the drop rate to 0.2 and see if it is acceptable. Or try with 0.1. I'm still testing it, as I didn't have time to review the drops completely, as there are many lines to edit, requiring several hours of work. For now, I'm focusing on editing the 'decomposable_items' and 'decomposable_select_items' items.

My actually 3.9 and 2.4 classic Disassembly Items, maybe it will help a bit to find some stuff for the 5.8. You can compare whats inside with the clientFiles over the Item Name, only rates are missing inside.
Both files are parsed against 4.6pts, on classic i set an boolean custom="true", that means that these values are missing inside pts and i set i by my own inside the client xml.

And as info, dont go over ItemId, NCSoft has changed some ItemId´s over the years, but the Names are still the same, but also not for anything. Rebuild Aion stuff is not so easy XD

if there is no Value in the classic file, its an SelectBox on classic. My parser dont set the Value if this is an selectBox
Code:
// 0 is SelectBox, we didnt need to set it, there is no chance, you can select
if (!itemRate.equals("0"))
    eachItem.setItemProb(itemRate);
 
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I can't find the place "Alv's Garden"

quest:


---------------------------------------------------------
no damage

NPC has an infinite buff

NPCs do not have such a buff
skill id: 17753
<npcskills npcid="246431">
<npcskill probability="70" skilllevel="1" skillid="19599"/>
<npcskill probability="70" skilllevel="1" skillid="19597"/>
<npcskill probability="70" skilllevel="1" skillid="19577"/>
<npcskill probability="70" skilllevel="1" skillid="19576"/>
<npcskill probability="70" skilllevel="1" skillid="19595"/>
<npcskill probability="70" skilllevel="1" skillid="19598"/>
<npcskill probability="70" skilllevel="1" skillid="19596"/>
</npcskills>
 

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Anyone have a decent droplist? As most are aware the current one is crazy.
is another one I was testing for a while. It's much, much smaller, fairly close to retail at 1x rates.

And as info, dont go over ItemId, NCSoft has changed some ItemId´s over the years, but the Names are still the same, but also not for anything. Rebuild Aion stuff is not so easy XD
I was surprised when I first discovered this. Several of the quests I have fixed here were just monster IDs that changed in an update even though the name was still the same.

Parting Shot

I changed one parameter and the skill works :)

What is this?
Added, thanks.

is what I found about the carriage.
 
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where is the duration of the skill?
duration="0" - I change it but it doesn't change in the game
<skill_template skill_id="17753" name="IDEternity_03_Guard_Buff" nameId="4580369" stack="IDETERNITY_03_GUARD_BUFF" lvl="1" skilltype="MAGICAL" skillsubtype="BUFF" tslot="BUFF" dispel_category="NPC_BUFF" activation="ACTIVE" cooldown="0" duration="0" name_desc="IDEternity_03_Guard_Buff">
<properties first_target="ME" first_target_range="2" target_relation="FRIEND" target_type="ONLYONE" target_maxcount="1" />
<useconditions>
<playermove allow="false" />
</useconditions>
<effects>
<statup effectid="10229131" e="1" basiclvl="100" noresist="true" element="WATER" hoptype="SKILLLV" hopb="60" hopa="60">
<change stat="ATTACK_SPEED" func="PERCENT" value="80" />
<change stat="PHYSICAL_ATTACK" func="PERCENT" value="80" />
<change stat="MAGICAL_ATTACK" func="PERCENT" value="80" />
</statup>
</effects>
</skill_template>
 
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do these stones need special slots, they don’t exist in our version?

where is the duration of the skill?
duration="0" - I change it but it doesn't change in the game
<skill_template skill_id="17753" name="IDEternity_03_Guard_Buff" nameId="4580369" stack="IDETERNITY_03_GUARD_BUFF" lvl="1" skilltype="MAGICAL" skillsubtype="BUFF" tslot="BUFF" dispel_category="NPC_BUFF" activation="ACTIVE" cooldown="0" duration="0" name_desc="IDEternity_03_Guard_Buff">
<properties first_target="ME" first_target_range="2" target_relation="FRIEND" target_type="ONLYONE" target_maxcount="1" />
<useconditions>
<playermove allow="false" />
</useconditions>
<effects>
<statup effectid="10229131" e="1" basiclvl="100" noresist="true" element="WATER" hoptype="SKILLLV" hopb="60" hopa="60">
<change stat="ATTACK_SPEED" func="PERCENT" value="80" />
<change stat="PHYSICAL_ATTACK" func="PERCENT" value="80" />
<change stat="MAGICAL_ATTACK" func="PERCENT" value="80" />
</statup>
</effects>
</skill_template>
So?
<skill_template skill_id="17753" name="IDEternity_03_Guard_Buff" nameId="4580369" stack="IDETERNITY_03_GUARD_BUFF" lvl="1" skilltype="MAGICAL" skillsubtype="BUFF" tslot="BUFF" dispel_category="NPC_BUFF" activation="ACTIVE" cooldown="0" duration="0" name_desc="IDEternity_03_Guard_Buff">
<properties first_target="ME" first_target_range="2" target_relation="FRIEND" target_type="ONLYONE" target_maxcount="1" />
<useconditions>
<playermove allow="false" />
</useconditions>
<effects>
<statup duration2="86400000" effectid="10229131" e="1" basiclvl="100" noresist="true" element="WATER" hoptype="SKILLLV" hopb="60" hopa="60">
<change stat="ATTACK_SPEED" func="PERCENT" value="80" />
<change stat="PHYSICAL_ATTACK" func="PERCENT" value="80" />
<change stat="MAGICAL_ATTACK" func="PERCENT" value="80" />
</statup>
</effects>
</skill_template>
 

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- they use magical plate armor and create weapons with their mounts
dezalmado this must have changed at some point since 5.8, because in this code it's definitely magic chain that they use. Since I somehow completely corrupted my level 60 gladiator db entry, I am testing aethertech out now. It's the first time I've ever played one, it's pretty fun so far.
 
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dezalmado this must have changed at some point since 5.8, because in this code it's definitely magic chain that they use. Since I somehow completely corrupted my level 60 gladiator db entry, I am testing aethertech out now. It's the first time I've ever played one, it's pretty fun so far.
was it me? or was it corrupted for another reason?


My actually 3.9 and 2.4 classic Disassembly Items, maybe it will help a bit to find some stuff for the 5.8. You can compare whats inside with the clientFiles over the Item Name, only rates are missing inside.
Both files are parsed against 4.6pts, on classic i set an boolean custom="true", that means that these values are missing inside pts and i set i by my own inside the client xml.

And as info, dont go over ItemId, NCSoft has changed some ItemId´s over the years, but the Names are still the same, but also not for anything. Rebuild Aion stuff is not so easy XD

if there is no Value in the classic file, its an SelectBox on classic. My parser dont set the Value if this is an selectBox
Code:
// 0 is SelectBox, we didnt need to set it, there is no chance, you can select
if (!itemRate.equals("0"))
    eachItem.setItemProb(itemRate);
Yes, I will use it. Additionally, I plan to use it in step 2, after I finish modifying and updating both files to the corresponding 5.8 items. I will use the values you submitted as a basis for calculating the percentages and number of items. The code writing you did provides a very concise and easy to understand way.
 
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do these stones need special slots, they don’t exist in our version?


So?
<skill_template skill_id="17753" name="IDEternity_03_Guard_Buff" nameId="4580369" stack="IDETERNITY_03_GUARD_BUFF" lvl="1" skilltype="MAGICAL" skillsubtype="BUFF" tslot="BUFF" dispel_category="NPC_BUFF" activation="ACTIVE" cooldown="0" duration="0" name_desc="IDEternity_03_Guard_Buff">
<properties first_target="ME" first_target_range="2" target_relation="FRIEND" target_type="ONLYONE" target_maxcount="1" />
<useconditions>
<playermove allow="false" />
</useconditions>
<effects>
<statup duration2="86400000" effectid="10229131" e="1" basiclvl="100" noresist="true" element="WATER" hoptype="SKILLLV" hopb="60" hopa="60">
<change stat="ATTACK_SPEED" func="PERCENT" value="80" />
<change stat="PHYSICAL_ATTACK" func="PERCENT" value="80" />
<change stat="MAGICAL_ATTACK" func="PERCENT" value="80" />
</statup>
</effects>
</skill_template>
The validity period has disappeared, should this now be corrected in the client?

The duration of skills is not configured
 

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The validity period has disappeared, should this now be corrected in the client?

The duration of skills is not configure
No

regarding the damage, but is it a physical defense or does it work differently?

<npc_template npc_id="246431" level="75" name="IDEternity_03_Guard_Boss_Da_Kn" name_id="339440" title_id="339508" npc_type="NON_ATTACKABLE" height="2.0" rank="SEASONED" rating="ELITE" race="ASMODIANS" tribe="GUARD_DARK" type="MONSTER" ai="aggressive" sensory_range="20" attack_range="2" attack_delay="2100" attack_rate="1000" hpgauge_level="21" name_desc="IDEternity_03_Guard_Boss_Da_Kn">
<stats maxHp="3247042" maxXp="0" main_hand_attack="3284" pdef="472418" mresist="2143" power="1232" evasion="0" accuracy="2370" walk_speed="1.457" run_speed="6" run_speed_fight="6" main_hand_crit_rate="150" block="3887" parry="0" mdef="476977" hp_regen="1623521" mboost="0" crit_spell="109" mboost_resist="1512" main_hand_accuracy="3972" />
<equipment>
<item>110000042</item>
<item>100002122</item>
<item>115001939</item>
</equipment>
<bound_radius front="0.5" side="0.7" upper="2.0" />
</npc_template>
 
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regarding the damage, but is it a physical defense or does it work differently?

<npc_template npc_id="246431" level="75" name="IDEternity_03_Guard_Boss_Da_Kn" name_id="339440" title_id="339508" npc_type="NON_ATTACKABLE" height="2.0" rank="SEASONED" rating="ELITE" race="ASMODIANS" tribe="GUARD_DARK" type="MONSTER" ai="aggressive" sensory_range="20" attack_range="2" attack_delay="2100" attack_rate="1000" hpgauge_level="21" name_desc="IDEternity_03_Guard_Boss_Da_Kn">
<stats maxHp="3247042" maxXp="0" main_hand_attack="3284" pdef="472418" mresist="2143" power="1232" evasion="0" accuracy="2370" walk_speed="1.457" run_speed="6" run_speed_fight="6" main_hand_crit_rate="150" block="3887" parry="0" mdef="476977" hp_regen="1623521" mboost="0" crit_spell="109" mboost_resist="1512" main_hand_accuracy="3972" />
<equipment>
<item>110000042</item>
<item>100002122</item>
<item>115001939</item>
</equipment>
<bound_radius front="0.5" side="0.7" upper="2.0" />
</npc_template>
Everything figured out duration 2="86400000" change to duration 2="10000".
But this is interesting to me: the NPC doesn’t have such an id skill, but in the game it is there, how is that even possible?

<npcskills npcid="246431">
<npcskill probability="70" skilllevel="1" skillid="19599"/>
<npcskill probability="70" skilllevel="1" skillid="19597"/>
<npcskill probability="70" skilllevel="1" skillid="19577"/>
<npcskill probability="70" skilllevel="1" skillid="19576"/>
<npcskill probability="70" skilllevel="1" skillid="19595"/>
<npcskill probability="70" skilllevel="1" skillid="19598"/>
<npcskill probability="70" skilllevel="1" skillid="19596"/>
</npcskills>
 

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Skilled Illusionist
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Everything figured out duration 2="86400000" change to duration 2="10000".
But this is interesting to me: the NPC doesn’t have such an id skill, but in the game it is there, how is that even possible?

<npcskills npcid="246431">
<npcskill probability="70" skilllevel="1" skillid="19599"/>
<npcskill probability="70" skilllevel="1" skillid="19597"/>
<npcskill probability="70" skilllevel="1" skillid="19577"/>
<npcskill probability="70" skilllevel="1" skillid="19576"/>
<npcskill probability="70" skilllevel="1" skillid="19595"/>
<npcskill probability="70" skilllevel="1" skillid="19598"/>
<npcskill probability="70" skilllevel="1" skillid="19596"/>
</npcskills>
it is written in this file
AggressiveNpcAI2
 
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