Glossary
This glossary fixes the terms of the Lineage 2 object model, the game engine and the client protocol. It exists so that the feature map, the engine documentation and the code of this repository use one name for one thing, even though the public server families (Mobius, the L2J lineage, aCis, L2Emu and others) each name things differently. A term here is a model or engine concept, not a feature.
Kinds of entity
Section titled “Kinds of entity”Every term carries one mark. Four kinds name entities; the fifth mark is for things that are not entities.
| Kind | Criterion | Name | Examples |
|---|---|---|---|
| template / instance | A world object with its own object id, and one definition creates several at once | <x>-template for the definition, <x> for each object |
item-template / item, npc-template / npc, reflection-template / reflection, vehicle-template / vehicle |
| unique entity | Own identity and one record per entity: a world object with its own data record, or a group the game keeps with live state | bare <x> |
door, castle, clan, party, siege, zone, olympiad-match |
| owned state | Not a world object; held by an owner (character, account, clan) with its own state: level, timer, expiry | <owner>-<x> or a state noun |
character-skill, premium, inventory, abnormal |
| reference data | Data looked up by id, never instantiated | bare <x> |
skill, class, recipe, cubic, premium-plan |
| concept | Not an entity: a process, mechanic, rule or protocol notion | bare <x> |
aggro, pathfinding, packet, bypass, event |
Naming procedure
Section titled “Naming procedure”Answer the questions in order; the first “yes” decides the kind and the name.
- Does the thing exist in the world as an object with its own runtime identity (an object id), and can one data
definition produce several such objects at the same time? Then the definition is
<x>-templateand each object is the instance<x>. Monsters, pets, summons and guards are allnpcinstances; herbs, shots and quest items are alliteminstances. - Is it a game entity with its own identity where one record is one entity — a world object described by its own data record, or a group the game creates and keeps with live state (it owns things rather than being held)? Then it is a unique entity with a bare name; its data and its live state belong to the same entity.
- Is it not a world object, but something an owner holds with its own state — level, timer, expiry? Then the held
thing is owned state, named
<owner>-<x>or by a plain state noun, and its definition is reference data<x>(character-skillholds askillwith level and reuse). - Otherwise it is reference data with a bare name.
Concept test. An entity has an identity and a record, so one can point at “this X” (this clan, this door, this
match); a concept has neither (there is no “this aggro” or “this pathfinding”). The procedure does not apply to
concepts. Abstract levels of the object hierarchy that span several kinds (world-object, creature, playable) are
concepts too. The procedure names game-domain entities; runtime structures of the engine (partitions, passes, threads,
timers) are concepts as well.
Conventions
Section titled “Conventions”- Canon. The canonical term is the name already used by the L2NX servers when they have one; otherwise the Mobius
High Five vocabulary; otherwise the game term, when that is clearer. The canon is written in kebab-case
(
item-template); identifiers of a family, of the client or of a packet are quoted verbatim. - Sale variants, schedules and lists are named for what they are, never
-template:premium-plan(a subscription variant: term, bonuses, price),item-mall-product(a product of the shop),item-auction-schedule(a timetable record),multisell-list(an exchange table). - Build names do not decide the canon. Families call many reference-data holders
*Template(CubicTemplate,TransformTemplate,PremiumTemplate); such names are recorded in the family column only. - No key-value bags. Key-value stores of the families (Mobius
PlayerVariables,AccountVariables,GlobalVariables) are not canon: every value becomes typed state of its owner (a field ofcharacter,game-accountor a server-level owned state). Their names stay in the family column only. - Instanced zone. An instanced zone is a
reflection. The word instance means only “an object created from a template” and is never used for a zone. - Families. “Mobius” is L2J Mobius (Interlude, High Five and Essence lines; High Five is the line refactored in
this repository). “L2J lineage” groups the L2-prefixed class names shared by L2J Server, L2jEternityWorld
(
l2e), L2jFrozen and L2Emu. aCis, Sunrise, L2JPremium, L2_Advanced, lunaris and other public families are named where they differ. A dash means the family has no such term or it is not known.
Using this glossary
Section titled “Using this glossary”- One canon for the game server and the platform. Code, data, APIs and docs of this repository and of the L2NX platform services use the canonical terms of this file; this file is the source of truth.
- Look up before naming. Before naming an entity, table, column, class, DTO, REST resource, event or config key that carries a Lineage 2 concept, find the term here; if it is missing, apply the naming procedure.
- Add new terms in the same change that introduces them, with their kind and a one-line definition.
- No new divergence. A non-canonical name in existing code stays until that code is touched; a change that owns the contract renames it toward the canon. A new non-canonical name is never introduced.
Row format
Section titled “Row format”| Column | Meaning |
|---|---|
| Term | Canonical term with its kind mark |
| Definition | One sentence |
| Names in build families | Class or data names per family |
| Client / protocol | Packet, .dat or protocol name |
| Game term | Name used by players in English |
| Collisions | Other meanings or conflicting names |
The glossary has 297 terms in 10 areas; the collisions of widely reused words are collected at the end.
1. World objects and hierarchy
Section titled “1. World objects and hierarchy”2. Items and inventory
Section titled “2. Items and inventory”3. Skills and effects
Section titled “3. Skills and effects”4. Combat and stats
Section titled “4. Combat and stats”5. NPC and AI
Section titled “5. NPC and AI”6. Social
Section titled “6. Social”7. Conflict
Section titled “7. Conflict”8. World and zones
Section titled “8. World and zones”9. Content
Section titled “9. Content”10. Protocol and client
Section titled “10. Protocol and client”Collisions
Section titled “Collisions”Words that carry several meanings in code, data or the client, and the meaning this glossary chooses.
| Word | Meanings found | Chosen meaning |
|---|---|---|
| instance | (1) an object created from a template (item, npc, reflection); (2) an instanced zone (Mobius Instance); (3) the *Instance suffix of L2J class names; (4) a schedule record in Mobius item auctions; (5) “inventory instance id” of an item. |
instance means only an object created from a template (see item, npc, reflection). An instanced zone is reflection and its definition reflection-template. |
| zone | (1) a world area with a type and shape (zone); (2) an instanced zone; (3) the ZoneId flag a creature carries; (4) an area a ban applies to. |
zone is a geometric area of the world with a type. Instanced zone is reflection; the creature flag is a zone flag; a ban area is a ban scope. |
| session | (1) a character’s game session; (2) a login session of the identity provider; (3) an application (app) session; (4) the login session-key; (5) the client-session of a connection (Session). |
Always qualified: game session, login session, app session, client session. session-key is only the login-to-game key pair. |
| warehouse | (1) a character or clan item storage; (2) freight (account-wide delivery box); (3) a stock of an external portal. | warehouse is the in-game character or clan storage; freight is freight; external stocks are named after their system. |
| player | (1) the human who plays; (2) the engine class of a character (Player, L2PcInstance); (3) a user type; (4) the sender of an in-game mail. |
player is the human; the in-game entity is character. |
| effect | (1) the action handler of a skill; (2) an applied continuous effect on a creature (L2J L2Effect); (3) a visual effect; (4) a name some systems use for an applied abnormal. |
effect is the handler or definition inside a skill; an applied effect on a creature is abnormal; a purely visual one is abnormal-visual-effect. |
| territory | (1) Territory War (dominion); (2) the polygon where an NPC spawns; (3) a clan territory of a residence. |
territory alone is avoided: the war is territory-war; the spawn polygon is the spawn territory. |
| template | (1) a definition from which several world objects are created at once; (2) a reference-data holder that some families name *Template (Mobius PlayerTemplate, Transform; aCis Item as template). |
-template only by step 1 of the naming procedure (item, npc, reflection); everything else is a unique entity, owned state or reference data with a bare name. |
| item id | (1) the template id (itemId in packets); (2) the instance id (objectId); (3) an API field item_id, which can be either. |
Template id is item_template_id; instance id is item_id / object id. |
| class | (1) a character profession; (2) a programming class; (3) item grade is sometimes called class; (4) ItemClass (weapon, armor, etc). |
class is the character profession (reference data); item kinds are kind, item ranks are grade. |
| region | (1) world-region (grid cell); (2) map-region (restart area); (3) a zone region; (4) a location with mechanics of its own (Hellbound, seeds). |
Qualify the word: world-region or map-region. |
| flag | (1) PvP flag; (2) siege flag (headquarters); (3) a creature zone flag; (4) an effect flag. | pvp-flag and siege-flag always carry their qualifier. |
| attribute | (1) an element (fire..dark); (2) a generic property; (3) Mobius Interlude item_attributes, which holds an augmentation. |
attribute is the element of an item, skill or creature. |
| enchant | (1) item enchant level; (2) skill enchant route; (3) the Essence compound action (NewEnchant packets). |
enchant-level for items, enchant-route for skills, compound for combining items. |
| summon | (1) the base class of servitor and pet; (2) the Essence servitor packet; (3) the act of summoning. | summon is the base term for servitor and pet; the skill-created one is servitor. |
| event | (1) a game event (world event, fight event); (2) an integration event on a message bus; (3) a database event row. | In this glossary event is a game event; integration events are not covered here. |
(1) the postbox mail; (2) a Community Board message (Interlude and aCis MailBBSManager). |
mail is the postbox mail; board messages are forum posts. |
|
| store | (1) private store; (2) warehouse; (3) manufacture (craft shop); (4) a shop of an NPC. | private-store for the player shop, warehouse for storage, buy-list for an NPC shop. |
| hero | (1) the olympiad status; (2) the hero chat channel; (3) Essence legend rank. |
hero is the olympiad status granted for one cycle. |
| phantom | (1) a server-controlled imitation character; (2) the L2J classes Phantom Ranger and Phantom Summoner. | fake-player for the imitation; Phantom classes keep their class names. |
| script | (1) any game script (AI, handler, quest); (2) a quest script. | script is the general term; a quest is quest. |
| ban | (1) an in-game punishment; (2) an account ban on a web service. | punishment for in-game; web-service bans are out of scope. |
| recipe | (1) a recipe item that teaches a recipe; (2) the recipe record. | recipe is the record; the teaching item is a recipe item. |
| trade | (1) player-to-player exchange; (2) the trade chat channel; (3) merchant trade. | trade-list for exchange and shop lists, chat-type for channels. |
Synonyms collapsed
Section titled “Synonyms collapsed”Names that families or the client use for a concept that has a different canonical term.
| Used name | Canonical term | Reason |
|---|---|---|
| pledge | clan |
Naming decision 1: the established game term clan |
| agit | clan-hall |
Naming decision 1 |
| dominion | territory-war |
Naming decision 1 |
| prime shop, BR product | item-mall-product |
Naming decision 1 |
| refine, variation | augmentation |
Naming decision 1 |
| accessory (neck, ear, finger) | jewelry |
Naming decision 1; “accessory” also names hair accessories |
| abilities, special abilities | ensoul |
Naming decision 1 |
| instance (zone) | reflection |
Project decision |
| grand boss | epic-boss |
Project canon |
| ally | alliance |
Project canon |
| fort | fortress |
Canon id |
| subpledge | clan-subunit |
Mobius constants Clan.SUBUNIT_* |
| announce (Essence clan) | clan-notice |
Canon id |
| nobless | noblesse |
Canon spelling |
| sayha, vitality | vitality |
One mechanic |
| PC Bang, PC Cafe | pc-cafe-points |
One mechanic |
| olympiad game | olympiad-match |
Canon id: L2NX servers and players say match |
| aggro info, hate list | aggro |
Game term for the mechanic |
