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  1. This package is based of aCis 408/409 and has been prefilled with server & client modifications for your convenience. A detailed list of the features (including images/videos) in this package can be found in the L2DEV Discord. You can download the entire package here. What this Package DOES include: Prerequisite Install Files (MySQL, JDK21) Server (Compiled) + Patch Files Popular server-side Java Mods What mods are currently installed: Custom Community Board Character Preferences Menu Daily & Weekly Quests Balance System Events Engine Visual System (aka DressMe) Achievements System Retail Interface with Teleport Menu Player Startup Guide Agathion Support Autofarm System Castle / Hall Siege Manager Daily Login Rewards NPC & Item Search Dungeon System Class & Subclass Master Preset & Scheme Buffer Market Board System Ranking / Leaderboard System PCBangPoints System 4 Custom Maps (Hellbound, Fantasy Isle, Kamael Island & Crystal Island) Updated WorldMap/Minimap to support custom zones What this Package DOES NOT include: EmuDevs Armor Files EmuDevs Weapon Files EmuDevs Skin Files EmuDevs Cloak Files EmuDevs Skill Files EmuDevs Enemies/Raid Bosses EmuDevs Essence Interface Source Code To properly setup this package you will need to: Install the prerequisite files Import the database backup Register a gameserver/hexid using the tools provided in the GameServer folder Notes: The default database scheme name is "emudevs" Agathion support has been added but you will need to add your own Agathion NPC's to your patch. Bugs should be reported in L2DEV or EmuDevs discord. Most mods can be configured via the XML files Most HTML's can be edited via the HTML files Quickly updated the download link to fix incorrect idTemplates. Can we not edit posts here or am I retarded?
    9 points
  2. I will be adding more files in this post, I have also uploaded the revision 201 of the extender dated 2024-05-21. Don't be fooled when they sell you C4 or IL files, these are the ones... HERE YOU HAVE EVERYTHING FOR FREE!!! L2Extend_Server_by_Guytis_Rev_201.rar C4 Balance.rar ClanRegistrationModule.zip ILROE2.7z l2Season.rar L2varice.com.ar sacry.com.ar.rar Server Teshima.rar Server.7z Server_L2Unchaso.rar Server_Main.rar Server_Main1.rar Server_Main_Oficial.7z Server_New_Ext.7z Server_SVN_test.7z Server_Hades.rar Servidor_L2varice.rar Servidor_L2varice2.rar Servidor_Sacry.rar web 2Seasons.zip Web_L2Deluxe-2022-05-15-v4.rar If you want more recent updates on the extension, don't hesitate to ask me... DOWNLOAD!!! https://www.mediafire.com/folder/aq6nfnmsekh7q/Guytis
    7 points
  3. Don't worry, this is just the beginning. In the next days I will publish a complete package Server+Extender+Scripts+Client Interlude (C4 Cumulative) You will be able to have your own (C4 Cumulative) server with just 1 Click. The package will be already configured so you can use it in a matter of seconds. Keep throwing Hate, more things I will share to the community. bY Guytis Keep in mind, do the people who post DownVote know who they are? *the ones who want to keep ripping you off*. they hate it when I post for free!
    6 points
  4. [Release] Solo PvP Zone System Compatible with: aCis 401+ Features: Automatic Exit on Restart: Players are removed from the zone if a restart occurs or logout. Custom Exit Command: Players can exit the Solo Zone with the voice command .exit. Teleport NPC Command: new bypass solopvp for gatekeeper. Random Name Generator: Generates random names. PvP Flag: The players are flagged within this zone. xml preview & java code backup code -> https://pastebin.com/974V2p2p SoloZone.xml <?xml version="1.0" encoding="UTF-8"?> <list> <zone shape="NPoly" minZ="-5200" maxZ="-4680"><!-- Frintezza Solo Zone --> <stat name="name" val="Solo PvP Zone" /> <stat name="locs" val="174244,-89089,-5112;174260,-86881,-5112;173184,-88090,-5112;175309,-88018,-5112;174231,-88019,-5112;175136,-88828,-5104;174962,-87025,-5104;173149,-87142,-5104;173470,-88908,-5112" /> <stat name="restrictedClasses" val="15,16,97" /> <node x="172031" y="-90127"/> <node x="176428" y="-90089"/> <node x="176428" y="-74051"/> <node x="172057" y="-74108"/> </zone> </list> SoloZone Code: diff --git a/java/net/sf/l2j/gameserver/taskmanager/SoloZoneTaskManager.java b/java/net/sf/l2j/gameserver/taskmanager/SoloZoneTaskManager.java new file mode 100644 index 0000000..6b7ef6f --- /dev/null +++ a/java/net/sf/l2j/gameserver/taskmanager/SoloZoneTaskManager.java @@ -0,0 +1,98 @@ +package net.sf.l2j.gameserver.taskmanager; + +import java.security.SecureRandom; +import java.util.ArrayList; +import java.util.logging.Logger; + +import net.sf.l2j.commons.random.Rnd; + +import net.sf.l2j.gameserver.data.manager.ZoneManager; +import net.sf.l2j.gameserver.enums.ZoneId; +import net.sf.l2j.gameserver.handler.voicecommandhandlers.VoiceExitSoloZone; +import net.sf.l2j.gameserver.model.World; +import net.sf.l2j.gameserver.model.actor.Player; +import net.sf.l2j.gameserver.model.location.Location; +import net.sf.l2j.gameserver.model.zone.type.SoloZone; + + +/** + * @author MarGaZeaS + */ +public class SoloZoneTaskManager implements Runnable { + + private static final Location EXIT_LOCATION = VoiceExitSoloZone.getExitLocation(); // Λαμβάνουμε την έξοδο από το VoiceExitSoloZone + + @Override + public void run() + { + // Διασχίζουμε όλους τους παίκτες του κόσμου + for (Player player : World.getInstance().getPlayers()) + { + // Ελέγχουμε αν ο παίκτης είναι στο SoloZone + if (player.isInsideZone(ZoneId.SOLO)) + { + // Μεταφέρουμε τον παίκτη στην έξοδο + player.teleportTo(EXIT_LOCATION.getX(), EXIT_LOCATION.getY(), EXIT_LOCATION.getZ(), 0); + player.sendMessage("The server is restarting, you have been moved out of the Solo Zone."); + } + } + } + + private int _id; + + private static final Logger _log = Logger.getLogger(SoloZoneTaskManager.class.getName()); + private static final ArrayList<String> _rndNames = new ArrayList<>(); + private static final int RANDOM_NAMES = 500; + private static final String CHARS = "0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz"; + private int _playersInSoloZone = 0; + + public int getPlayersInside() { + return _playersInSoloZone; + } + + public void setPlayersInside(int val) { + _playersInSoloZone = val; + } + + public SoloZoneTaskManager() { + _log.info("Solo Zone System: Loading..."); + for (int i = 0; i < RANDOM_NAMES; i++) { + String name = generateName(); + _rndNames.add(name); + _log.info("Generated name: " + name); + } + _log.info("Solo Zone System: Loaded " + _rndNames.size() + " names."); + } + + public String getAName() { + if (_rndNames.isEmpty()) { + _log.warning("SoloZoneManager: No random names available."); + return "Unknown"; + } + return _rndNames.get(Rnd.get(5, RANDOM_NAMES - 5)); + } + + private static String generateName() { + SecureRandom rnd = new SecureRandom(); + StringBuilder sb = new StringBuilder(15); + for (int i = 0; i < 15; i++) { + sb.append(CHARS.charAt(rnd.nextInt(CHARS.length()))); + } + return sb.toString(); + } + + public int getZoneId() + { + return _id; + } + + public final static SoloZone getCurrentZone() { + return ZoneManager.getInstance().getAllZones(SoloZone.class) + .stream() + .findFirst() // Επιστρέφει την πρώτη SoloZone (αν υπάρχει μόνο μία) + .orElse(null); + } + + public static SoloZoneTaskManager getInstance() { + return SingletonHolder._instance; + } + + private static class SingletonHolder { + private static final SoloZoneTaskManager _instance = new SoloZoneTaskManager(); + } +} diff --git a/aCis_gameserver/java/net/sf/l2j/gameserver/taskmanager/PvpFlagTaskManager.java b/aCis_gameserver/java/net/sf/l2j/gameserver/taskmanager/PvpFlagTaskManager.java index a707ce5..d247e2e 100644 --- a/aCis_gameserver/java/net/sf/l2j/gameserver/taskmanager/PvpFlagTaskManager.java final Player player = entry.getKey(); final long timeLeft = entry.getValue(); + if(player.isInsideZone(ZoneId.SOLO)) + continue; if(player.isInsideZone(ZoneId.BOSS)) continue; // Time is running out, clear PvP flag and remove from list. if (currentTime > timeLeft) diff --git a/aCis_gameserver/java/net/sf/l2j/gameserver/network/clientpackets/RequestCharacterCreate.java b/aCis_gameserver/java/net/sf/l2j/gameserver/network/clientpackets/RequestCharacterCreate.java index a707ce5..d247e2e 100644 +++ b/aCis_gameserver/java/net/sf/l2j/gameserver/network/clientpackets/RequestCharacterCreate.java if (Config.ALLOW_FISH_CHAMPIONSHIP) FishingChampionshipManager.getInstance(); + if (Config.ENABLE_STARTUP) + StartupManager.getInstance(); diff --git a/java/net/sf/l2j/gameserver/handler/admincommandhandlers/AdminMaintenance.java b/java/net/sf/l2j/gameserver/handler/admincommandhandlers/AdminMaintenance.java new file mode 100644 index 0000000..6b7ef6f --- /dev/null +++ a/java/net/sf/l2j/gameserver/handler/admincommandhandlers/AdminMaintenance.java if (!st.hasMoreTokens()) { sendHtmlForm(player); return; } try { switch (st.nextToken()) { case "shutdown": + SoloZoneTaskManager exitTask = new SoloZoneTaskManager(); + ThreadPool.schedule(exitTask, 0); Shutdown.getInstance().startShutdown(player, null, Integer.parseInt(st.nextToken()), false); break; case "restart": + exitTask = new SoloZoneTaskManager(); + ThreadPool.schedule(exitTask, 0); Shutdown.getInstance().startShutdown(player, null, Integer.parseInt(st.nextToken()), true); break; case "abort": Shutdown.getInstance().abort(player); break; diff --git a/java/net/sf/l2j/gameserver/handler/voicecommandhandlers/VoiceExitSoloZone.java b/java/net/sf/l2j/gameserver/handler/voicecommandhandlers/VoiceExitSoloZone.java new file mode 100644 index 0000000..6b7ef6f --- /dev/null +++ a/java/net/sf/l2j/gameserver/handler/voicecommandhandlers/VoiceExitSoloZone.java +package net.sf.l2j.gameserver.handler.voicecommandhandlers; + +import net.sf.l2j.commons.pool.ThreadPool; + +import net.sf.l2j.gameserver.enums.ZoneId; +import net.sf.l2j.gameserver.handler.IVoiceCommandHandler; +import net.sf.l2j.gameserver.model.actor.Player; +import net.sf.l2j.gameserver.model.location.Location; +import net.sf.l2j.gameserver.network.serverpackets.MagicSkillUse; + +/** + * Handles the voice command for exiting the Solo Zone with delay and effects. + * + * @author MarGaZeaS + */ +public class VoiceExitSoloZone implements IVoiceCommandHandler +{ + private static final String[] VOICE_COMMANDS = + { + "exit" + }; + + // Default location to teleport players when exiting the Solo Zone + private static final Location EXIT_LOCATION = new Location(81318, 148064, -3464); // Replace with your desired coordinates + + // Προσθήκη της μεθόδου για να πάρουμε την τοποθεσία εξόδου + public static Location getExitLocation() { + return EXIT_LOCATION; + } + + @Override + public void useVoiceCommand(Player player, String command) + { + if (command.equalsIgnoreCase("exit")) + { + if (!player.isInsideZone(ZoneId.SOLO)) + { + player.sendMessage("You are not inside the Solo Zone."); + return; + } + + // Notify the player about the delay + player.sendMessage("You will be teleported out of the Solo Zone in 2 seconds."); + + // Cast skill effect (Skill ID: 2100, Level: 1) + player.broadcastPacket(new MagicSkillUse(player, player, 2100, 1, 2000, 0)); + + // Schedule the teleportation after a 2-second delay + ThreadPool.schedule(() -> { + // Teleport the player to the designated exit location + player.teleportTo(EXIT_LOCATION.getX(), EXIT_LOCATION.getY(), EXIT_LOCATION.getZ(), 0); + + // Inform the player + player.sendMessage("You have exited the Solo Zone."); + }, 2000); // Delay in milliseconds (2000ms = 2 seconds) + } + } + + @Override + public String[] getVoiceCommandList() + { + return VOICE_COMMANDS; + } +} diff --git a/java/net/sf/l2j/gameserver/handler/VoiceCommandHandler.java b/java/net/sf/l2j/gameserver/handler/VoiceCommandHandler.java new file mode 100644 index 0000000..6b7ef6f --- /dev/null +++ a/java/net/sf/l2j/gameserver/handler/VoiceCommandHandler.java public class VoiceCommandHandler { private final Map<String, IVoiceCommandHandler> _entries = new HashMap<>(); protected VoiceCommandHandler() { ............ ............ + registerHandler(new VoiceExitSoloZone()); } public void registerHandler(IVoiceCommandHandler handler) { for (String command : handler.getVoiceCommandList()) _entries.put(command, handler); } diff --git a/java/net/sf/l2j/gameserver/model/actor/Npc.java b/java/net/sf/l2j/gameserver/model/actor/Npc.java new file mode 100644 index 0000000..6b7ef6f --- /dev/null +++ a/java/net/sf/l2j/gameserver/model/actor/Npc.java else if (command.startsWith("Chat")) { int val = 0; try { val = Integer.parseInt(command.substring(5)); } catch (final IndexOutOfBoundsException ioobe) { } catch (final NumberFormatException nfe) { } showChatWindow(player, val); + ) + else if (command.startsWith("solopvp")) + { + SoloZoneTaskManager.getInstance(); + player.teleportTo(SoloZoneTaskManager.getCurrentZone().getLoc(), 25); + } else if (command.startsWith("Link")) { final String path = command.substring(5).trim(); if (path.indexOf("..") != -1) return; final NpcHtmlMessage html = new NpcHtmlMessage(getObjectId()); html.setFile("data/html/" + path); html.replace("%objectId%", getObjectId()); player.sendPacket(html); } diff --git a/java/net/sf/l2j/gameserver/network/clientpackets/RequestRestartPoint.java b/java/net/sf/l2j/gameserver/network/clientpackets/RequestRestartPoint.java new file mode 100644 index 0000000..6b7ef6f --- /dev/null +++ a/java/net/sf/l2j/gameserver/network/clientpackets/RequestRestartPoint.java // Fixed. - else if (_requestType == 4) - { - if (!player.isGM() && !player.isFestivalParticipant()) - return; - - loc = player.getPosition(); - } + if (_requestType == 4) + { + // Έλεγχος αν ο παίκτης δεν είναι GM, δεν είναι μέρος του φεστιβάλ και δεν είναι στην Solo Zone + if (!player.isGM() && !player.isFestivalParticipant() && !player.isInsideZone(ZoneId.SOLO)) + { + return; + } + + SoloZoneTaskManager.getInstance(); + SoloZone currentZone = SoloZoneTaskManager.getCurrentZone(); + if (currentZone != null && currentZone.getLoc() != null) + { + // Αν υπάρχει ζώνη και οι τοποθεσίες δεν είναι κενές, χρησιμοποιούμε τυχαία τοποθεσία από την ζώνη + loc = currentZone.getLoc(); + } else + { + // Διαφορετικά, κάνουμε respawn στην τρέχουσα θέση του παίκτη + loc = player.getPosition(); + } + } diff --git a/java/net/sf/l2j/gameserver/network/clientpackets/RequestRestart.java b/java/net/sf/l2j/gameserver/network/clientpackets/RequestRestart.java new file mode 100644 index 0000000..6b7ef6f --- /dev/null +++ a/java/net/sf/l2j/gameserver/network/clientpackets/RequestRestart.java if (player.isFestivalParticipant() && FestivalOfDarknessManager.getInstance().isFestivalInitialized()) { player.sendPacket(SystemMessageId.NO_RESTART_HERE); sendPacket(RestartResponse.valueOf(false)); return; } + if (player.isInsideZone(ZoneId.SOLO)) + { + player.sendMessage("You cannot restart your character while in Solo Zone. Use .exit to leave"); + player.setFakeName(null); + sendPacket(RestartResponse.valueOf(false)); + return; + } player.removeFromBossZone(); diff --git a/java/net/sf/l2j/gameserver/network/clientpackets/Logout.java b/java/net/sf/l2j/gameserver/network/clientpackets/Logout.java new file mode 100644 index 0000000..6b7ef6f --- /dev/null +++ a/java/net/sf/l2j/gameserver/network/clientpackets/Logout.java player.removeFromBossZone(); player.logout(true); } } + + if (player.isInsideZone(ZoneId.SOLO)) + { + player.sendMessage("You cannot logout or restart your character while in Solo Zone. Use .exit to leave"); + player.setFakeName(null); + player.sendPacket(ActionFailed.STATIC_PACKET); + return; + } + player.removeFromBossZone(); player.logout(true); } } diff --git a/java/net/sf/l2j/gameserver/model/zone/type/SoloZone.java b/java/net/sf/l2j/gameserver/model/zone/type/SoloZone.java new file mode 100644 index 0000000..6b7ef6f --- /dev/null +++ a/java/net/sf/l2j/gameserver/model/zone/type/SoloZone.java +package net.sf.l2j.gameserver.model.zone.type; + +import java.util.ArrayList; +import java.util.List; +import java.util.Random; + +import net.sf.l2j.commons.random.Rnd; + +import net.sf.l2j.Config; +import net.sf.l2j.gameserver.enums.MessageType; +import net.sf.l2j.gameserver.enums.ZoneId; +import net.sf.l2j.gameserver.handler.voicecommandhandlers.VoiceExitSoloZone; +import net.sf.l2j.gameserver.model.World; +import net.sf.l2j.gameserver.model.actor.Creature; +import net.sf.l2j.gameserver.model.actor.Player; +import net.sf.l2j.gameserver.model.location.Location; +import net.sf.l2j.gameserver.model.zone.type.subtype.ZoneType; +import net.sf.l2j.gameserver.network.SystemMessageId; +import net.sf.l2j.gameserver.network.serverpackets.EtcStatusUpdate; +import net.sf.l2j.gameserver.taskmanager.PvpFlagTaskManager; +import net.sf.l2j.gameserver.taskmanager.SoloZoneTaskManager; + +/** + * @author MarGaZeaS + * + */ +public class SoloZone extends ZoneType +{ + private String _name; + private List<Location> _locations = new ArrayList<>(); + + public SoloZone(int id) + { + super(id); + } + + @Override + public void setParameter(String name, String value) + { + if (name.equals("name")) + _name = value; + else if (name.equals("locs")) + { + for (String locs : value.split(";")) + { + String[] coordinates = locs.split(","); + if (coordinates.length == 3) + { + int x = Integer.parseInt(coordinates[0]); + int y = Integer.parseInt(coordinates[1]); + int z = Integer.parseInt(coordinates[2]); + _locations.add(new Location(x, y, z)); + } + else + { + LOGGER.warn("Invalid location format: " + locs); + } + } + } + } + + + @Override + protected void onEnter(Creature character) + { + if (character instanceof Player) + { + final Player player = (Player) character; + + if ((player.getClassId().getId() == 15 || player.getClassId().getId() == 16 || player.getClassId().getId() == 97)) + { + Location respawnLocation = VoiceExitSoloZone.getExitLocation(); + player.instantTeleportTo(respawnLocation, 20); + player.sendMessage("Your class is not allowed in this zone."); + return; + } + + String randomName = SoloZoneTaskManager.getInstance().getAName(); + if (randomName == null || randomName.isEmpty() || !isValidName(randomName)) + { + randomName = generateRandomName(); + } + if (isNameAlreadyTaken(randomName)) + { + randomName = generateRandomName(); + } + player.setFakeName(randomName); + player.sendMessage("Welcome to the Solo Zone, your random name is: " + randomName); + player.sendPacket(SystemMessageId.ENTERED_COMBAT_ZONE); + character.setInsideZone(ZoneId.SOLO, true); + character.setInsideZone(ZoneId.NO_STORE, true); + character.setInsideZone(ZoneId.NO_SUMMON_FRIEND, true); + + if (player.getParty() != null) + { + player.getParty().removePartyMember(player, MessageType.DISCONNECTED); + } + + if (player.getPvpFlag() > 0) + PvpFlagTaskManager.getInstance().remove(player, true); + + player.updatePvPStatus(); + player.broadcastUserInfo(); + } + } + + private static boolean isValidName(String name) { + return name.matches("[a-zA-Z0-9_]+"); + } + + private static String generateRandomName() { + Random rand = new Random(); + int nameLength = rand.nextInt(12) + 4; + StringBuilder nameBuilder = new StringBuilder(); + + for (int i = 0; i < nameLength; i++) { + char randomChar = (char) (rand.nextInt(26) + 'a'); + nameBuilder.append(randomChar); + } + + return nameBuilder.toString(); + } + + private static boolean isNameAlreadyTaken(String name) { + return World.getInstance().getPlayers().stream().anyMatch(player -> player.getFakeName().equals(name)); + } + + @Override + protected void onExit(Creature character) + { + character.setInsideZone(ZoneId.SOLO, false); // Solo zone + character.setInsideZone(ZoneId.NO_STORE, false); // Allow making a store + character.setInsideZone(ZoneId.NO_SUMMON_FRIEND, false); // Allow summon + + if (character instanceof Player) + { + final Player player = (Player) character; + + if (player.getFakeName() != null) + { + player.setFakeName(null); + } + + player.sendPacket(SystemMessageId.LEFT_COMBAT_ZONE); + { + if(!player.isInObserverMode() && player.getPvpFlag() > 0) + PvpFlagTaskManager.getInstance().add(player, Config.PVP_NORMAL_TIME); + + player.sendPacket(new EtcStatusUpdate(player)); + player.broadcastUserInfo(); + } + } + } + + public String getName() + { + return _name; + } + + public Location getLoc() + { + if (_locations.isEmpty()) + { + return null; // Αν η λίστα είναι κενή, επιστρέφουμε null + } + return _locations.get(Rnd.get(0, _locations.size() - 1)); // Επιλέγουμε τυχαία τοποθεσία + } +} diff --git a/java/net/sf/l2j/gameserver/GameServer.java b/java/net/sf/l2j/gameserver/GameServer.java new file mode 100644 index 0000000..6b7ef6f --- /dev/null +++ a/java/net/sf/l2j/gameserver/GameServer.java if (Config.ALLOW_FISH_CHAMPIONSHIP) FishingChampionshipManager.getInstance(); + StringUtil.printSection("Custom Features"); + SoloZoneTaskManager.getInstance(); StringUtil.printSection("Handlers"); LOGGER.info("Loaded {} admin command handlers.", AdminCommandHandler.getInstance().size()); diff --git a/java/net/sf/l2j/gameserver/GameServer.java b/java/net/sf/l2j/gameserver/Shutdown.java new file mode 100644 index 0000000..6b7ef6f --- /dev/null +++ a/java/net/sf/l2j/gameserver/Shutdown.java // disconnect players try { disconnectAllPlayers(); LOGGER.info("All players have been disconnected."); } catch (Exception e) { // Silent catch. } + // Restore real names for players in SoloZone + restoreRealNamesInSoloZone(); // stop all threadpolls ThreadPool.shutdown(); try { LoginServerThread.getInstance().interrupt(); } catch (Exception e) { // Silent catch. } // avoids new players from logging in if (_secondsShut <= 60 && LoginServerThread.getInstance().getServerType() != ServerType.DOWN) LoginServerThread.getInstance().setServerType(ServerType.DOWN); _secondsShut--; Thread.sleep(1000); } } catch (InterruptedException e) { } } + // This method restores the real names of players in SoloZone + private static void restoreRealNamesInSoloZone() + { + for (Player player : World.getInstance().getPlayers()) + { + // Check if player is inside the SoloZone + if (player.isInsideZone(ZoneId.SOLO)) + { + // Restore the real name by removing the fake name + if (player.getFakeName() != null) + { + player.setFakeName(null); // Restore the real name + LOGGER.info("Player {}'s fake name has been removed and real name restored.", player.getName()); + } + } + } + } private static void sendServerQuit(int seconds) { World.toAllOnlinePlayers(SystemMessage.getSystemMessage(SystemMessageId.THE_SERVER_WILL_BE_COMING_DOWN_IN_S1_SECONDS).addNumber(seconds)); } diff --git a/java/net/sf/l2j/gameserver/enums/ZoneId.java b/java/net/sf/l2j/gameserver/enums/ZoneId.java new file mode 100644 index 0000000..6b7ef6f --- /dev/null +++ a/java/net/sf/l2j/gameserver/enums/ZoneId.java public enum ZoneId { PVP(0), PEACE(1), SIEGE(2), MOTHER_TREE(3), CLAN_HALL(4), NO_LANDING(5), WATER(6), JAIL(7), MONSTER_TRACK(8), CASTLE(9), SWAMP(10), NO_SUMMON_FRIEND(11), NO_STORE(12), TOWN(13), HQ(14), DANGER_AREA(15), CAST_ON_ARTIFACT(16), NO_RESTART(17), SCRIPT(18), - BOSS(19), + BOSS(19), + SOLO(20); private final int _id; private ZoneId(int id) { _id = id; } diff --git a/java/net/sf/l2j/gameserver/network/serverpackets/Die.java b/java/net/sf/l2j/gameserver/network/serverpackets/Die.java new file mode 100644 index 0000000..6b7ef6f --- /dev/null +++ a/java/net/sf/l2j/gameserver/network/serverpackets/Die.java if (creature instanceof Player) { Player player = (Player) creature; - _allowFixedRes = player.getAccessLevel().allowFixedRes(); + _allowFixedRes = player.getAccessLevel().allowFixedRes() || player.isInsideZone(ZoneId.SOLO); _clan = player.getClan(); } diff --git a/java/net/sf/l2j/gameserver/model/actor/Player.java b/java/net/sf/l2j/gameserver//model/actor/Player.java new file mode 100644 index 0000000..6b7ef6f --- /dev/null +++ a/java/net/sf/l2j/gameserver/network/clientpackets/EnterWorld.java // Attacker or spectator logging into a siege zone will be ported at town. if (player.isInsideZone(ZoneId.SIEGE) && player.getSiegeState() < 2) player.teleportTo(TeleportType.TOWN); + if (player.isInsideZone(ZoneId.SOLO)) + { + ThreadPool.schedule(() -> { + Location exitLocation = VoiceExitSoloZone.getExitLocation(); + + if (exitLocation != null) + { + player.teleportTo(exitLocation.getX(), exitLocation.getY(), exitLocation.getZ(), 0); + player.sendMessage("You have been moved to the exit of the SoloZone."); + } + }, 5000); // 5000 milliseconds (5sec) + } diff --git a/java/net/sf/l2j/gameserver/model/actor/Player.java b/java/net/sf/l2j/gameserver/model/actor/Player.java new file mode 100644 index 0000000..6b7ef6f --- /dev/null +++ a/java/net/sf/l2j/gameserver/model/actor/Player.java @Override public void doRevive() { super.doRevive(); stopEffects(EffectType.CHARM_OF_COURAGE); sendPacket(new EtcStatusUpdate(this)); getStatus().setCpHpMp(getStatus().getMaxCp(), getStatus().getMaxHp(), getStatus().getMaxMp()); _reviveRequested = 0; _revivePower = 0; if (isMounted()) startFeed(_mountNpcId); + if (isInsideZone(ZoneId.SOLO)) + { + // Give Nobless (1323 ID) + L2Skill no = SkillTable.getInstance().getInfo(1323, 1); + no.getEffects(this, this); + sendMessage("You have received the Nobless status in the Solo Zone."); + } + } If anyone thinks the code is wrong, please make an update and upload it here so I can update the post. A part was edited with chatgpt
    3 points
  5. Join Lineage 2 Monsters – The Ultimate Old-School Adventure! NO Pay-to-Win | NO Wipe | Long-Term Stability Classic L2, Reimagined – Old School but Exciting & Professional! Server Version: High Five Part 5 (Improved) Client Interface: Unique & Enhanced Anti-Cheat: Dynamic system on both client & server Multilanguage Support: English | Russian | Arabic Dynamic SP/XP Rates (Chapters System) – Adapt and grow! Exclusive Cloaks, Accessories & Suits! Retail-Like Gameplay with Custom Enhancements! And much more… A world of adventure awaits! Join us today! Website: L2Monsters.com Discord: L2 Monsters Discord Your journey begins now! Are you ready?
    3 points
  6. I believe it was 406 (back in mid 2023?), I apologized profusely to Tryskell for my mistake as I wasn't completely aware of the damage I was doing at the time & immediately removed the post once I arrived home from work. After seeing 1st hand how much effort that guy puts into his project, it was indeed a dick move on my end and by far the biggest regret I have. Wont shy away from that mistake at all. At that point in time, we had spoken a fair bit and was given a 2nd chance in the donators section which I still appreciate him for doing to this day. I'd never be as silly as to share anyone's private sources again. Strange attempt to taint my reputation on your behalf though considering its completely unrelated to the topic at hand. You're answering your own question if you think about it hard enough -- I don't particularly want to share sources at the moment, but people are welcomed to the compiled version for free and if they want to report any issues found, they will be periodically fixed and updated. People are always welcome to ya know, not use them at all? Any issues that are stemming from the original aCis branch will be forwarded to Tryskell (or his discord) as well as any possible fixes if I find a solution. Though at the moment, as expected, people that are using it are more focused on the mods. Taking time out of your day to research who I am (as mentioned in the first quote) instead of moving on with your day demonstrates how gay you are and proves you care a great deal. I provided my reasons for posting from the moment you asked, which led you to believe the post was sketchy & I was being dramatic. Dunno what else to tell you man, we're just talking in circles at this point. If you want a more detailed reason: I'd guess that most people in the l2 scene are 30+ years old with jobs/kids and don't have time to learn java, then take on the task of developing an l2j server on the side. Anything I share is made with those types of people in mind, not meant to be some hotshot dev (I'm far from it) or con people in to paying for things (don't need anyone's money), just nerds having fun taking a trip down memory lane while hopefully bringing some enjoyment to a few people in the process. If it manages to get the attention of any half-decent developer in the process that want to contribute in some way, that's just a bonus.
    3 points
  7. nice share, now if you add some details per file, i will unban your main account
    2 points
  8. relax guys!!! maybe he sold the GOD files, and the vacation will last even longer!
    2 points
  9. On a daily basis you check my posts and downvote them regardless of if you've been mentioned or what I've said, you've recently leaked files as per your own title description, are still attempting to sell $20,000 files that are likely to be low quality or result in a giant refund shitstorm/scam, called me a scammer when I've uploaded everything I've worked on for free/made it available to MaxCheaters and you actively shit on forum staff. Penalize a little? Your penis size is little.
    2 points
  10. The only thing you've contributed to is the spreading of aids throughout your hometown, via sex with gay men, because you are gay.
    2 points
  11. As a member of the community and someone completely unrelated to UnknownSoldier I'd like to say, on behalf of the community, you're the biggest down syndrome cunt this forum has ever seen & deserves to be banned. You contribute nothing, are highly toxic, a con-artist and also gay.
    2 points
  12. in the case of h5 client and lower, those 'combos' are completely hardcoded, you can't really make new ones, this is a thing only ever since goddess.
    2 points
  13. Take a look at AnimationCombo.dat. Those letters are a mix of animations, i.e. 'D' could be SpAtk01+SpAtk02, Mix01 could be SpAtk06+SpAtk07+SpAtk08, and so on.
    2 points
  14. This is an exceedingly homosexual post from Gaytits. People could either put a deposit down on a house or buy your server files, tough choice to make. Hope you get banned.
    2 points
  15. Camp Location=(X=168800.000000,Y=234300.000000,Z=-2250.000000) Fafurion Nest Location=(X=173400.000000,Y=252300.000000,Z=-14300.000000) simplified version of the original Fafurion map from the Fafurion 166 client combined 2 in 1 squares 25_24 + 25_25 in a square 25_25 original music tracks installed, date in archive geodata from Koner in the archive not installed in this version: doors in Fafurion's lair, ambisound obzh, event ID at emitters if you don’t need all the installed effects, textures FX_E_T.utx, LineageEffectsTextures.utx, LineageEffectsTextures2.utx can not be replaced The boss itself is available in the archive (repack from SGER@fjs) Download
    2 points
  16. Hello everyone, people often ask me how to help me. Here I will describe the general principle of how to create a simple window for ui (unity l2) Here I am looking at an already created ActionWindows window 1. Assets\Resources\Data\UI\_Elements\Game 2. Let's call it ActionWindows 3. Let's go to the newly created window 4.as you can see it is empty. But we already have a ready-made window template so that we don’t have to assemble it again every time. We will connect a ready-made design for a new window 5. open the window code 6. 7. Add new code <ui:UXML xmlns:ui="UnityEngine.UIElements" xmlns:uie="UnityEditor.UIElements" xmlns="UnityEngine.UIElements" editor-extension-mode="False"> <ui:Template name="DefaultWindowsAction" src="project://database/Assets/Resources/Data/UI/_Elements/Template/DefaultWindowsAction.uxml?fileID=9197481963319205126&amp;guid=2fdd4636702f00a4e98644cfa7468b14&amp;type=3#DefaultWindowsAction" /> <ui:Instance name="defaultWindowsAction" template="DefaultWindowsAction" style="width: 317px; height: 575px; position: absolute;"> <AttributeOverrides element-name="windows-name-label" text="Actions" /> <ui:VisualElement name="Background" class="background_over" style="flex-grow: 1; min-width: auto; min-height: auto; justify-content: flex-start; align-items: flex-start; position: absolute; background-image: resource(&apos;Data/UI/Window/Frame_DF_Large_Bg_Darker_Center_Alpha&apos;); height: 91%; top: 38px; width: 95%; left: 8px; display: flex; visibility: visible; overflow: visible; opacity: 1;" /> <ui:GroupBox name="BoxHeader" class="drag-area" style="margin-top: 0; margin-right: 0; margin-bottom: 0; margin-left: 0; padding-top: 0; padding-bottom: 0; padding-left: 0; position: absolute; top: 15px; align-self: stretch; height: 4%; width: 88%;" /> </ui:Instance> </ui:UXML> 8.We take a template project://database/Assets/Resources/Data/UI/_Elements/Template/DefaultWindowsAction.uxml 9. This piece of code can be taken from other windows so as not to write every time 10. Save 11.Drag the GroupBox node 12. Changing its position settings I can change all the settings from the editor. But if you knew, then a very similar technology to CSS is better if you open the window code you can notice everything is the same as in css you can create settings in the window code or use a file with all the styles Assets\Resources\Data\UI\_Elements\L2StyleSheet.uss In the next issue we will write code to connect it to the game logic. Unless of course you delete the article.
    2 points
  17. I'm a game developer that works mainly on Java. My services include fixing bugs, design creation, development, management, markup languages like JAVA, HTML, SQL, and XML, multithreading and synchronization as well. I'm experienced since 2007. I work smooth, focused, and straight. Understanding Java doesn't just mean understanding the language. Many other pieces are necessary to create, develop, and test code. To discuss further details regarding your needs, feel free to message me on Skype or Discord. Price: minimum of €20 per mod/feature/addon and €10 for fixing/modyfing stuff. price is negotiable for multiple small tasks Acceptable payment methods: Paypal, Skrill, Binance Discord: brut88
    1 point
  18. GRAND OPENING 1ST March GMT+2 20:00 KvN IS BACK! https://l2logo-faction.com/index.html LAST HOURS LAST DAY!! READY FOR Koofs Vs Noobs !!
    1 point
  19. I am really glad that i chose stinky's services , this guy is definitely skilled ! I ordered a mod for my server and he delivered and exceeded my expectations . I am definitely recommend him highly enough ! -He is pretty fast -Cool and easy to communicate -skilled
    1 point
  20. This user has been repeatedly banned for untrustworthy behavior and verified cases of scamming.
    1 point
  21. --- Interlude Faction/GvE PvP grand opening 2025-02-28 20:00 GMT+2 --- Gameplay: Chronicle: Interlude Type: Faction/GvE (Angels vs Nature vs Demons) GM Shop: B-S grade Buff slots: 20+4 Starting level: 74 + rebirth system New Features: Client: Modern interface based on Essence Balance: New class skills for better balance Achievement Rewards: Daily, Weekly, One-time TOP rankings: PvP, Event PvP, Map PvP, Clan PvP, Event MvP, Map MvP Zones: 70 different PvP zones, 18 different events (8 map events | 10 main events) 12 Grand/raid bosses. Castle siege Olympiad Clan Hall challenge Custom Enchant System: Dynamic success chance (greater enchant level or item grade less enchanting success chance) Enchant rate: Blessed scrolls dynamic from 100% to 25%. Crystal Scrolls: 100%; Max enchant weapon +12 Max enchant armor +8 Safe point enchant system Extra Features: PvP items with level upgrade Weapon/Armor upgrade (from B grade to S) system Attributes system Website: https://l2cygnus.com Community: Discord Facebook: https://www.facebook.com/l2cygnus Youtube:
    1 point
  22. i need someone to coding to me l2off files h5 i have zero knowlegde i have the files its from advext64 i need to added comuntity board and events etc.. i have price contact with me discord : developmentmenci
    1 point
  23. Welcome to L2EpicFail Server developed by gamers for gamers! OBT - 7th March 2024 at 18:00 GMT+0 GRAND OPENING - 14th March 2025 at 18:00 GMT+0 Website : https://l2epic.fail/ Discord : https://discord.gg/6hwhrkrHBG Server Features and Rates Xp – 15x Sp – 9x Adena – 6x Drop – 2x Spoil - 2x Seal Stones drop - 3x Epic Raid Boss drop - 1x Regular RBs - EXP 5x, SP 5x, drop 4x Quest drop - 1x (some quests customized to 3x) Quest reward - 1x, Adena 3x, EXP 3x, SP 3x Premium Account Xp +20% Sp +20% Adena +20% Drop +20% Spoil +20% Quest reward +20% get by vote or donate World chat 20 times/day use ">" in chat. Buff Book outside of town. Applies to all accounts. Special Features Classic interface ActiveAnticheat Vote System Missions Attendance check And more in information below Noblesse There are 3 ways how to make noblesse 1 - Retail Quest with killing barakiel 2 - Modifed Quest, choose killing mobs for 100 items instead of barakiel 3 - Can be bought for Epic Coins Raid Rank Killing regular Raids gives points according to the level of the RB to the clan of the player who killed the boss. At the end of every month, there will be rewards for top clans. For more info, follow our Discord. monthly period killing RB = points to clan according to RB level rewards up to Valakas Necklace (not the first month) current statistics can be checked online Epic Bosses & Respawns Queen Ant 20 - 30 hours respawn window 1 hour always displayed in .epic auto PvP zone (max 43 level) HP boosted drop chance 40% guards, nurses lvl 40 Orfen 20 - 30 hours respawn window 1 hour always displayed in .epic auto PvP zone (max 56 level) HP boosted drop chance 40% earring gives +1 WIT, +1 INT Core 20 - 30 hours respawn window 1 hour always displayed in .epic auto PvP zone (max 56 level) HP boosted drop chance 40% ring gives +1 STR, +1 DEX Zaken 44 - 54 hours respawn window 1 hour always displayed in .epic auto PvP zone (max A grade) doors opened only 5 mins HP boosted Baium Every Sunday 20:30 - 21:30 window 1 hour always displayed in .epic auto PvP zone (13 - 14th ToI level) regular HP Frintezza Every Monday, Wednesday, Friday 20:00 - 21:00 window 1 hour always displayed in .epic auto PvP zone (all IT entrance) max 5 parties to entry max 500 range from NPC Antharas Every two weeks on Saturday 21:00 - 22:00 window 1 hour always displayed in .epic auto PvP zone (bridge to heart) Valakas Every two weeks on Saturday 21:00 - 22:00 window 1 hour always displayed in .epic auto PvP zone (Klein to heart) every Epic RB drops Epic Medals equal to RB level x 10 Regular Bosses all regular RBs HP boosted M. def boosted a bit to give advantage to fighters all regular RBs respawn 24 - 30 hours every RB drops Epic Medals equal to RB level Added Skills Mass Sweep - All Bounty Hunters 40+ Block Buff - All Characters, toggle Escape: 20 seconds - All Characters, no more SoEs Skills autolearn. Losing skills after 16 levels of delevel. Max buffs 24 + 4 with books (no autolearn) Augments NoGrade - 4% chance MidGrade - 5% chance HighGrade - 7% chance TopGrade - 6% chance GM shop weapon/armor/jwl (max C grade) shots/spiritshots (max C grade) mana potions (500 MP, 5s) NPC buffer all buffs, songs, dances including 3rd prof + resists 1 hour duration all chars Buff Book in inventory Global Gatekeeper all towns including cata/necro ToI 3/5/7/10th Olympiad Thursday to Saturday 18:00 - 23:50 UTC+0 period 7 days no class participants min 5 base class participants min 10 max enchant +6 Class Transfer 1st class 50k adena 2nd class 500k adena 3rd class 20kk adena + 700 Halisha marks (tradeable) Noblesse Quest Quest retail like. Moonstone Shards, Demons Blood etc. quest drop boosted Subclass Quest To get the quest, you have to be 75+ on your main character (start Reorin in Giran) Bring item from Cabrio chest Bring items from Hallate, Kernon and Golkonda chests Bring this back to Reorin Bring 984 B-grade crystals and top B weapon to Reorin Get low A-grade weapon as reward Done , you can take subclass (up to 5) from any Master in town Clans all clan members get clan skills (no need for titles) max clan slots 65, max ppl in PvP zone 63 leave/dismiss penalty 0 hours max clans in ally 3 Others max 3 windows per HWID (only one in PvP zone) protection after teleport for 20 seconds arrows and spellbooks drop turned off weight limit 10x, stackable enchants and LS champions blue (5x HP) min level for trade = 40, chat = 20 BoM/MoM spawned in towns Edited November 1, 2024 by NevesOma
    1 point
  24. Always remember, when you buy files, just compare with my files that I publish for free. and you will know that you are being ripped off. Greetings to all community!!!
    1 point
  25. This is my attempt to somehow bring the script to be usable. Remembering that the ideal is someone with real capacity to work on it. I'm just trying to improve in my spare time. Changed connection logic to work in php8 Organization of links I added my top rank next to l2jbrasil. My top is 4Team Servers, if you can use it, I would appreciate it! Download: https://github.com/Sage-BR/icpn-votesystem If you have any bugs, post them here, but as I said, I will try to resolve them or report them to: ICPNetwork L2JBrasil = The function that generates the playerid generated the incorrect id, now for l2jbrasil it uses "ID + Key" in the VoteAPI menu L2Votes = Now use "ID + Key" GameTOP200 = "Needs testing" Organized new API Hopezone EU = Uses “ID + Key” GameBytes = API fix, (So the API only returns FALSE or TRUE, I added logic using localstorage instead of a cookie to save the moment the API returned "true" and the counter generates it from there) L2Top.co = API fix, (So the API only returns FALSE or TRUE, I added logic using localstorage instead of a cookie to save the moment the API returned "true" and the counter generates it from there) GamingTop100 = API fix GameStop200 = API fix
    1 point
  26. EXP: x[1] | SP: x[1] | Drop: x[1] | Adena: x[0.7] Balanced gameplay | Fully working classes | Fair economy Daily events | PvP Tournaments | Exclusive rewards Open Beta Starts: March 14th Grand Opening: [28 March] at [20:00 GMT +2] Why Choose Project Nemesis? Stable & Lag-Free – Hosted on a powerful dedicated server Active GMs – Always online to assist players Anti-Bot & Anti-DDOS Protection – Play with peace of mind Classic & Custom Features – Perfect balance of nostalgia and innovation Friendly & International Community – Join thousands of players Classes & Skills: 100% working, retail-like experience Epic Bosses: All major bosses with unique rewards Clan System: Special clan bonuses & war system, REAL MONEY PRIZES FOR CLANS! Custom Events: PvP, Raid Boss hunts, and weekly tournaments Website: https://playnemesis.org/ Discord: https://discord.com/invite/9pRTwBqpuN Be part of the adventure! Join the Open Beta on March 14th and prepare for the ultimate launch!
    1 point
  27. Discussion: What kind of Lineage ][ server would you like to play on? Hello everyone! I decided to create this discussion to gather as many opinions as possible about Lineage 2, our beloved game. Purpose of this post The goal of this post is to collect a large number of player feedback about the ideal server setup. What kind of server would you like to play on? What is important to you when playing Lineage 2? I want to make this discussion as open and structured as possible because I plan to launch an L2 server on L2OFF files in the future. I’m a huge fan of this game, and instead of making a server based on my personal preferences, I want to build it based on your feedback. Let's start with the Chronicles! Which Chronicle do you prefer to play on? Chronicle 1: Harbingers of War Chronicle 2: The Age of Splendor Chronicle 3: Rise of Darkness Chronicle 4: Scions of Destiny Chronicle 5: Oath of Blood Interlude 1st Throne Hellbound Gracia Freya High Five Goddess of Destruction Now, let's talk about server rates! What do you consider a good rate for a server? How do you evaluate the experience rates? For example, I look at: How quickly you can level up. How much drop you can get from mobs. How fast you can gear up in S-Grade. This is a critical topic for server development, and I would like to find a balance based on your feedback. What style of gameplay do you prefer? Craft PvP PvE Mass PvP / Siege War Solo / Casual Roleplay / RP Hybrid Let’s break down the styles: 1. PvP (Player vs Player) The main focus is fighting other players. Popular on Mid Rate, High Rate, PvP Fun servers. Typically includes auto-buffs, fast leveling, ready gear sets. Key Features: Mass sieges (Castle Siege). PvP battles for raid bosses (Baium, Antharas, Valakas, etc.). PK/PvP rankings, automated events. Example: Players love fast action, mass fights, and grinding for top gear. 2. PvE (Player vs Environment) The main focus is character development, quests, and boss hunting. Popular on Low Rate, Classic, Essence servers. Features: Slow grind → Higher item value. Crafting, spoil, economy are important. Long sieges, war preparation. Hardcore quests for subclass, nobless, professions. Example: Players enjoy long-term progression and in-game economy. 3. Mass PvP / Siege War (Clan Wars Style) Main focus – clan wars, castle sieges, and epic bosses. Popular on Classic x3, x5, x10, Essence, Official NCSoft servers. Key Features: Political alliances and clan rivalries. Castle Sieges every two weeks. Long-term wars for server dominance. Example: Clans follow strict discipline, scheduled wars with 100+ players. 4. Solo / Casual (Solo Playstyle) For players who don’t want to depend on clans or parties. Popular on Interlude x1000, Essence, Fun Servers. Features: Auto-buffs or city buff NPCs. Simplified leveling, auto-play (bots in Essence). More fun, less commitment. Example: Players log in for 1-2 hours a day, leveling up solo. 5. Roleplay (RP – Roleplaying Style) Players create characters with a backstory, playing in a role-based manner. Popular on Classic, Essence, Legacy RP-Servers. Features: Live interactions with other players. Using in-game rules and restrictions. Sometimes RP guilds with custom events and quests. Example: Players create characters with unique histories, roleplay dialogues, and follow "lore-friendly" rules. 6. Hybrid (Mix of PvE and PvP) The best balance between PvE and PvP. Popular on Mid Rate x10, x20, Classic Essence, High Five. Features: Grinding matters, but not too hardcore. Long wars, sieges, but no harsh PK penalties. Faster access to epic bosses, but no full auto-farming. Example: Players can enjoy PvE progression but always be ready for PvP battles. Custom Content – Classic or Modified? Do you prefer pure classic Lineage 2 as it was developed by NCSoft? Or do you like custom content (new weapons, armors, jewelry, unique items, etc.)? What should the game focus on? Farming PvP PvE Your ideas? I personally believe that the game should be built for long-term play, without pay-to-win mechanics, difficult bosses, and slightly hardcore farming. Also, solo players should not fall too far behind hardcore clan players. Pro players usually control the epic bosses, while solo players do not have this opportunity. I would implement a mechanic that allows casual players to compete with clans under certain conditions. What are your ideas? What about donations? Everyone understands that donations keep servers alive, especially when the project is well-developed. What kind of donation model do you prefer? Premium account Premium drop rates Donation gear to become stronger in the game Your ideas? Game Masters & Server Support Should GMs be active in the game for player support? Or should there be a ticket/report system for problem resolution? What are your ideas? Events & Admin Activities Should admins host events and how often? How to prevent server economy collapse? I have seen many servers shut down due to a broken economy. Once that happens, players lose interest and leave. How do you think this issue should be solved? Real Money Trading – Allowed or Not? Should players be allowed to sell items without fear of admin bans through an official in-game trade system with a fee? I personally think the game should stay a game, but player trade should have some control to avoid problems. What do you think? Thank you all for your contributions! Let’s make L ][ a dream server together!
    1 point
  28. Account created only 2 weeks ago Keeps pushing me to pay first Refuses to go first with account access (even though I have good reputation in forum) Talks about vague "advertising business", told me to contact l2oops, contacted and got answer that he doesn't know about this guy Claims PayPal will refund if something goes wrong (lol) I don't recommend trusting this guy
    1 point
  29. https://hopzone.eu/store/product/26-donate-panel-v5/ just in case he try to sell you MY donate panel and lie to you i am leaving this here, since i am the developer of this donation panels. the cost is 23.90€
    1 point
  30. 𝐋𝐈𝐍𝐄𝐀𝐆𝐄 𝐈𝐈 𝐂𝐋𝐀𝐒𝐒𝐈𝐂 𝐄𝐈𝐍𝐇𝐎𝐕𝐀𝐍𝐓 Are you ready to relive the true Classic Lineage 2 experience? Our server brings you a hardcore x1 rate with a modern twist—a vitality system that helps casual players keep up! 🛡 Key Features: No Dualboxing – Every player controls only one character, making party play and community interaction stronger! Classic Chronicles 1.0 → 2.5 – Start from the very beginning and experience the progression up to Chronicle 2.5! Improved Buff System & Support Classes – Get the most out of your character with a reworked buff system and enhanced support classes. New & Reworked Skills – All classes have received updates, balancing the game and bringing fresh mechanics! Motivating Gameplay – Designed to keep you engaged and progressing, without feeling like an endless grind! Don't miss out on reading the wiki with all the new features that have been added to the gameplay! Server launched on February 7th! Join now and be part of an active, competitive, and passionate community! Links: https://l2einhovant.net https://discord.com/invite/l2einhovant
    1 point
  31. Wordpress is the most widely used CMS in the world. It has many plugins and themes that extend its functionality and allow it to be used for practically everything, including Lineage. This integration allows accounts to be created and deleted, passwords to be changed and items to be purchased. But it's not limited to that, you can easily extend the functionality. The WooCommerce plugin is used to create an ecommerce through wordpress. Virtually any payment method is available, you just need to install a plugin. Using Wordpress has many benefits, just do a little research and you'll find out, but basically: it's easily manageable, has many integrations, you won't need to hire someone to write code to add new payment methods, you'll find many hosts optimized for wordpress and woocommerce, you can use the apps for android and ios, etc. Due to the optimized communication between Wordpress and Loginserver and Gameserver, you don't need these applications to be on the same machine, you don't even need your lineage server to be online, you can start receiving purchases and registering users only with wordpress online and then when your server is online, everything will be synchronized. Another important feature is that as much as possible is done on the l2j side, which is where most of us are familiar with. An example of this is that the selection of which character will receive a purchase is done in Lineage itself, rather than on the website. Opting for this way of working avoids making major changes to Wordpress and makes it easier to integrate with any other themes and plugins. The price is simple: a one-time payment of 100 dollars. This includes the necessary files for aCis and the tutorial on how to do the integration. Here are some videos showing how it works:
    1 point
  32. Having recently spoken with Salem, he seems like a genuine person and was quick to help me with design ideas for the Chronicle Coders discord which we are now using. Appreciate your work @ThatSalem.
    1 point
  33. It's in the Chronicle Coders Discord channel (previously named L2DEV) Alternatively, you can get it here. Thanks, I appreciate it.
    1 point
  34. If that's how you feel, that's fine, though I imagine you didn't bother to try them at all and are just lashing out because you're upset over being disliked for trying to scam users on this forum for $20,000 USD in your own retarded post. Judging by the growth of the Discord channel and direct messages I'm receiving, the files I've shared here seem to be receiving generally positive feedback, with a few suggestions and bug reports mainly stemming from the dungeon instance, which have now been fixed. If you did try them & still dislike it, consider yourself lucky the files are free and not hidden behind a scam $20,000 paywall like yours are, then move on with your day. P.S: You are still gay and still have gay sex with men.
    1 point
  35. It is a problem that you have with maxcheaters if you don't like the market. You should complain to them. not with me ignorant...
    1 point
  36. What's funny? If a reseller buys the source code they could sell 40 compilations for 500usd and recover the investment. then everything win... how difficult is the account??? What do you want me to sell it for 2500 and only the resellers win?
    1 point
  37. $20,000 worth of progress I'm sure Big scammer going for big money. You suck.
    1 point
  38. PS: You are still gay and still have gay sex with men. did papa rape you when you were younger thus the homophobic comments ? fragile masculinity. go get a gf or smth and let me fuck what ever i like. that exactly what i pointed out regarding this post. I didn't find anywhere that he is selling stuff. thats simply all but people get offended easily these days ffs
    1 point
  39. Yes, this is just for fun. There is no point behind it besides people enjoying themselves and possibly stumbling across something they might have fun using. It may be useful (or fun) to people that aren't familiar with Java or don't have the time to invest in making something like this for themselves. If people that contribute to the community insist on buying mods I've made, I will sell it to them after they've proven themselves to be trustworthy for a reasonable price. However, the server files will remain free. PS: You are still gay and still have gay sex with men. Mad sketchy post. I'm shook.
    1 point
  40. As you may have noticed, normal members cannot edit their own threads. I have extended normal members to edit their own content up to 1440 minutes (24 hours or 1 day) after they made their topic/post. To access unlimited edits of your contents, you need to upgrade to Premium or Gold Member .
    1 point
  41. Skilled and trusted guy, 100% reccomend him for clientside works!
    1 point
  42. Stop sealing names,let Pride to rest at it's glory. Jesus christ!
    1 point
  43. Lobby 1 Lobby 2 Lobby 3 Lobby 4 Lobby 5 Lobby 6 Lobby 7 Lobby 8 Lobby 9 Lobby 10 Lobby 11 City of Aden from Classic you only need to place the NPC in the center City of Aden Giran City from Classic Giran City Gludin City from Classic Gludin City Heine City from Classic Heine City Color Chat Systems Color Chat Quest reward display Quest reward Displaying RB on the map Alive/Dead Displaying RB FAQ: Install all Lobby modifications on default client files Author: ViP
    1 point
  44. Updated Darion NPC [C4] Preview Album Aid (Destorus) [Interlude] Preview Album Aion Weapons 1 [Interlude] Preview Album Aion Weapons 2 [Interlude] Preview Album Angry Birds Shield [Interlude] Preview Album Animated Shield [Interlude] Preview Album Antharas Fire Weapons [Interlude] Preview Album Antharas Weapon [Interlude] Preview Album Apocalipsis RB Weapon [Interlude] Preview Album Apollo Shield Blue [Interlude] Preview Album Apollo Shield Red [Interlude] Preview Album Archeage T7 Weapons [Interlude] Preview Album Beautiful glow of Weapons [Interlude] Preview Album Black Chaotic Weapons [Interlude] Preview Album Bow Zariche [Interlude] Preview Album Cursed Weapons [Interlude] Preview Album Custom Shields [Interlude] Preview Album DaOld Sword [Interlude] Preview Album Destorus Weapons [Interlude] Preview Album Divider Heavy Weapon [Interlude] Preview Album Drago Ice Weapon [Interlude] Preview Album Dragon Weapon Fire & Water [Interlude] Preview Album Dynasty Weapons [Interlude] Preview Album
    1 point
  45. Hello Cheaters. This is a Community Board i've made some time ago for a client and since i liked the design and the server is no longer online i decided to share it with everyone. Keep in mind that the files you will get will be the HTML files and the required client files for the textures. There are no java codes and there is no particular order all HTML files are named after their pages so you will have to edti your own files and add the bypasses and java side yourself. A Preview of the Home page: And here you can check all pages The rar file contains the following: Community Board folder - All the HTML Files. community pages folder - All the screenshots. L2EssenceCommunity.utx - Add this to your systextures so you can see the textures. You can download it from here: [Hidden Content]
    1 point
  46. I am creating a new IDA Base, if anyone is interested in this here it is Here I share the L2Server C4 Class Tree Soon I will publish sizes of each structure. "->" = Public Class Class AddBlock -> CHtmlCommand -> MemoryObject Class ArchiveMail -> CHtmlCommand -> MemoryObject Class ArchiveMailHtmlBuilder -> CHtmlBuilder Class AtomicAddSSQMember -> AtomicJob -> MemoryObject Class AtomicAddSSQPoint -> AtomicJob -> MemoryObject Class AtomicAddTimeAttackFee -> AtomicJob -> MemoryObject Class AtomicAddTimeAttackRecord -> AtomicJob -> MemoryObject Class AtomicAddTimer -> AtomicJob -> MemoryObject Class AtomicBuyLottoTicket -> AtomicJob -> MemoryObject Class AtomicCreatePet -> AtomicJob -> MemoryObject Class AtomicDepositSSQItem -> AtomicJob -> MemoryObject Class AtomicDepositSSQItemEx -> AtomicJob -> MemoryObject Class AtomicDestroyPet -> AtomicJob -> MemoryObject Class AtomicDropItem -> AtomicJob -> MemoryObject Class AtomicDropItem2 -> AtomicJob -> MemoryObject Class AtomicEvolvePet -> AtomicJob -> MemoryObject Class AtomicGiveTimeAttackReward -> AtomicJob -> MemoryObject Class AtomicJob Class AtomicJobList -> AtomicJob -> MemoryObject Class AtomicParamChange -> AtomicJob -> MemoryObject Class AtomicPledgeLevelUp -> AtomicJob -> MemoryObject Class AtomicResetAgitDeco -> AtomicJob -> MemoryObject Class AtomicRideWyvern -> AtomicJob -> MemoryObject Class AtomicSetAgitDeco -> AtomicJob -> MemoryObject Class AtomicSetHero -> AtomicJob -> MemoryObject Class AtomicSetNobless -> AtomicJob -> MemoryObject Class AtomicSetTicketBuyCount -> AtomicJob -> MemoryObject Class AtomicShowFHTML -> AtomicJob -> MemoryObject Class AtomicShowPage -> AtomicJob -> MemoryObject Class AtomicStartObserver -> AtomicJob -> MemoryObject Class AtomicTeleportParty -> AtomicJob -> MemoryObject Class AtomicTeleportTo -> AtomicJob -> MemoryObject Class BroadcastChannelClosed -> CPartyMemberVisitor Class BroadcastChannelOpened -> CPartyMemberVisitor Class BroadcastCommand -> CPartyMemberVisitor Class BroadcastInterPartyMasterChat -> IMultiPartyVisitor Class BroadcastSerializer -> CIOObject -> MemoryObject Class BroadcastSystemMsg -> CPartyMemberVisitor Class BroadcastSystemMsg_S -> CPartyMemberVisitor Class CAccessary -> CItem -> CObject -> CIOObject -> MemoryObject Class CAccessary_ORT -> CAccessary -> CItem -> CObject -> CIOObject -> MemoryObject Class CAgit -> CResidence -> CIOObject -> MemoryObject Class CAgitDecoVisible -> CStaticObject -> CObject -> CIOObject -> MemoryObject Class CAgitHTML Class CAlliance -> CObject -> CIOObject -> MemoryObject Class CArea -> CIOObject -> MemoryObject Class CArmor -> CItem -> CObject -> CIOObject -> MemoryObject Class CArmor_ORT -> CArmor -> CItem -> CObject -> CIOObject -> MemoryObject Class CAsset -> CItem -> CObject -> CIOObject -> MemoryObject Class CAsset_ORT -> CAsset -> CItem -> CObject -> CIOObject -> MemoryObject Class CastleInfoHtmlBuilder -> CHtmlBuilder Class CastleListHtmlBuilder -> CHtmlBuilder Class CastlePledgeSnapshot -> CIOObject -> MemoryObject Class CastleSiegeMusicPlayer -> CIOObject -> MemoryObject Class CAttackAction -> CNewAction Class CAttackWaitAction -> CNewAction Class CAuctionAgit -> CAgit -> CResidence -> CIOObject -> MemoryObject Class CBakEvent -> CEventTimer -> CIOObject -> MemoryObject Class CBattleCamp -> CStaticObject -> CObject -> CIOObject -> MemoryObject Class CBoss -> CNPC -> CCreature -> CObject -> CIOObject -> MemoryObject Class CBuy -> CEconomy -> MemoryObject Class CCastle -> CResidence -> CIOObject -> MemoryObject Class CCategoryDataDB Class CChair -> CStaticObject -> CObject -> CIOObject -> MemoryObject Class CChangeWeaponAction -> CNewAction Class CClanBBSHTML -> CParseHTML Class CCommCli -> MemoryObject Class CCommSocket -> CIOSocket -> CIOObject -> MemoryObject Class CCommunity Class CContributeData -> CGeneralObject -> CObject -> CIOObject -> MemoryObject Class CContributeDataForEvent -> CContributeData -> CGeneralObject -> CObject -> CIOObject -> MemoryObject Class CContributeDataForOne -> CContributeData -> CGeneralObject -> CObject -> CIOObject -> MemoryObject Class CControlTower -> CStaticObject -> CObject -> CIOObject -> MemoryObject Class CCreature -> CObject -> CIOObject -> MemoryObject Class CCreature::__async_arg_LookItems -> CExecutionArgument Class CCreature::__async_arg_LookNeighbor -> CExecutionArgument Class CCreature::__async_arg_LookNeighborByNPC -> CExecutionArgument Class CCreature::__async_arg_ResetNeighbor -> CExecutionArgument Class CCreatureController -> CIOObject -> MemoryObject Class CCreatureController::__async_arg_AsyncTimerExpired -> CExecutionArgument Class CCreatureController::__async_arg_Attack -> CExecutionArgument Class CCreatureController::__async_arg_Disappear -> CExecutionArgument Class CCreatureController::__async_arg_DoNothing -> CExecutionArgument Class CCreatureController::__async_arg_EnterCreature -> CExecutionArgument Class CCreatureController::__async_arg_LeaveCreature -> CExecutionArgument Class CCreatureController::__async_arg_LostTarget -> CExecutionArgument Class CCreatureController::__async_arg_Move -> CExecutionArgument Class CCreatureController::__async_arg_MoveInVehicle -> CExecutionArgument Class CCreatureController::__async_arg_MoveToTarget -> CExecutionArgument Class CCreatureController::__async_arg_OnDamagedMessage -> CExecutionArgument Class CCreatureController::__async_arg_OnStopMove -> CExecutionArgument Class CCreatureController::__async_arg_PrivateStore -> CExecutionArgument Class CCreatureController::__async_arg_Sit -> CExecutionArgument Class CCreatureController::__async_arg_Skill -> CExecutionArgument Class CCreatureController::__async_arg_Stand -> CExecutionArgument Class CCreatureController::__async_arg_Talk -> CExecutionArgument Class CCreatureController::__async_arg_TargetOutOfSight -> CExecutionArgument Class CDamageMessage -> CIOCPMessage -> CIOObject -> MemoryObject Class CDB -> MemoryObject Class CDBPacket -> CPacket -> CIOObject -> MemoryObject Class CDBSocket -> CIOSocket -> CIOObject -> MemoryObject Class CDBSocketOp Class CDisappearMessage -> CIOCPMessage -> CIOObject -> MemoryObject Class CDoNothingMessage -> CIOCPMessage -> CIOObject -> MemoryObject Class CDoor -> CStaticObject -> CObject -> CIOObject -> MemoryObject Class CDummyPledgeAnnounceDBHandler -> IPledgeAnnounceDBHandler Class CEnterWorldSerializer -> CIOObject -> MemoryObject Class CEtcItem -> CItem -> CObject -> CIOObject -> MemoryObject Class CEtcItem_ORT -> CEtcItem -> CItem -> CObject -> CIOObject -> MemoryObject Class CEventController -> CStaticObject -> CObject -> CIOObject -> MemoryObject Class CEventL2day -> CEventTimer -> CIOObject -> MemoryObject Class CEventMatch -> CStaticObject -> CObject -> CIOObject -> MemoryObject Class CEventMatchItemRuleSet -> CEventMatchRuleSet Class CEventMatchRuleSet Class CEventMatchSkillRuleSet -> CEventMatchRuleSet Class CEventTimer -> CIOObject -> MemoryObject Class CEventTimerYear1 -> CIOObject -> MemoryObject Class CExecutionArgument Class CExpelTimer -> CIOInterruptableTimerObject -> CIOObject -> MemoryObject Class CFishingController -> CIOObject -> MemoryObject Class CFishingController::__async_arg_AsyncTimerExpired -> CExecutionArgument Class CFishingController::__async_arg_DoPumpingAndReeling -> CExecutionArgument Class CFriends -> MemoryObject Class CGameEventMgr -> CIOObject -> MemoryObject Class CGeneralAction -> CNewAction Class CGeneralObject -> CObject -> CIOObject -> MemoryObject Class CGeneralServerObject -> CStaticObject -> CObject -> CIOObject -> MemoryObject Class CGetItemAction2 -> CNewAction Class CGetOffVehicleIOCPMessage -> CIOCPMessage -> CIOObject -> MemoryObject Class CGetOnVehicleIOCPMessage -> CIOCPMessage -> CIOObject -> MemoryObject Class ChannelDismissed -> IMultiPartyVisitor Class CHeartEvent -> CEventTimer -> CIOObject -> MemoryObject Class CHenna Class CHeroSystem -> MemoryObject Class CHolyThing -> CStaticObject -> CObject -> CIOObject -> MemoryObject Class CHtmlBuilder Class CHTMLCache -> CIOObject -> MemoryObject Class CHtmlGenerator Class CInspector -> MemoryObject Class CIODeadlockChecker -> CIOObject -> MemoryObject Class CIOServer -> CIOObject -> MemoryObject Class CIOSocket -> CIOObject -> MemoryObject Class CItem -> CObject -> CIOObject -> MemoryObject Class CItemDropEvent -> CEventTimer -> CIOObject -> MemoryObject Class CItemReleaseVerifier -> CIOObject -> MemoryObject Class CL2StatusWnd -> CStatusWnd Class CL2Time -> CIOObject -> MemoryObject Class CLexerForArea -> yl::yywflexer -> yl::yywlexer Class CLexerForBuilderCmd -> yl::yywflexer -> yl::yywlexer Class CLexerForCategory -> yl::yywflexer -> yl::yywlexer Class CLexerForDecoData -> yl::yywflexer -> yl::yywlexer Class CLexerForDoor -> yl::yywflexer -> yl::yywlexer Class CLexerForFishing -> yl::yywflexer -> yl::yywlexer Class CLexerForHenna -> yl::yywflexer -> yl::yywlexer Class CLexerForManor -> yl::yywflexer -> yl::yywlexer Class CLexerForMonRace -> yl::yywflexer -> yl::yywlexer Class CLexerForMultiSell -> yl::yywflexer -> yl::yywlexer Class CLexerForNPC -> yl::yywflexer -> yl::yywlexer Class CLexerForObject -> yl::yywflexer -> yl::yywlexer Class CLexerForPCParam -> yl::yywflexer -> yl::yywlexer Class CLexerForRecipe -> yl::yywflexer -> yl::yywlexer Class CLexerForResidence -> yl::yywflexer -> yl::yywlexer Class CLexerForSetting -> yl::yywflexer -> yl::yywlexer Class CLexerForSkill -> yl::yywflexer -> yl::yywlexer Class CLexerForSkillAcquire -> yl::yywflexer -> yl::yywlexer Class CLexerForSkillEnchant -> yl::yywflexer -> yl::yywlexer Class CLexerForVehicle -> yl::yywflexer -> yl::yywlexer Class CLogSocket -> CIOSocket -> CIOObject -> MemoryObject Class CLookNeighborMessage -> CIOCPMessage -> CIOObject -> MemoryObject Class CLostTargetMessage -> CIOCPMessage -> CIOObject -> MemoryObject Class CManor -> CIOObject -> MemoryObject Class CMarketPriceList Class CMemoHTML -> CParseHTML Class CMerchant -> CNPC -> CCreature -> CObject -> CIOObject -> MemoryObject Class CMonRaceHTML -> CParseHTML Class CMoveAction -> CNewAction Class CMoveInVehicleAction -> CNewAction Class CMoveToTargetAction -> CNewAction Class CMoveToTargetWaitAction -> CNewAction Class CMultiPartyCommandChannel -> MemoryObject Class CMultiPartyVisitor -> IMultiPartyVisitor Class CNoblessSystem -> MemoryObject Class CNothingAction -> CNewAction Class CNPC -> CCreature -> CObject -> CIOObject -> MemoryObject Class CNpcBattleAgit -> CAgit -> CResidence -> CIOObject -> MemoryObject Class CNPCPacket -> CPacket -> CIOObject -> MemoryObject Class CNPCReleaseVerifier -> CIOObject -> MemoryObject Class CNpcRemover -> CIOObject -> MemoryObject Class CObject -> CIOObject -> MemoryObject Class CObjectDB -> MemoryObject Class CObserverRemains -> CStaticObject -> CObject -> CIOObject -> MemoryObject Class COlympiadField -> CIOObject -> MemoryObject Class COlympiadSystem -> CIOObject -> MemoryObject Class COpenCloseAction2 -> CNewAction Class CPacket -> CIOObject -> MemoryObject Class CParseHTML Class CParserForArea -> yl::yywfparser -> yl::yywparser Class CParserForBuilderCmd -> yl::yywfparser -> yl::yywparser Class CParserForCategory -> yl::yywfparser -> yl::yywparser Class CParserForDecoData -> yl::yywfparser -> yl::yywparser Class CParserForDoor -> yl::yywfparser -> yl::yywparser Class CParserForFishing -> yl::yywfparser -> yl::yywparser Class CParserForHenna -> yl::yywfparser -> yl::yywparser Class CParserForManor -> yl::yywfparser -> yl::yywparser Class CParserForMonRace -> yl::yywfparser -> yl::yywparser Class CParserForMultiSell -> yl::yywfparser -> yl::yywparser Class CParserForNPC -> yl::yywfparser -> yl::yywparser Class CParserForObject -> yl::yywfparser -> yl::yywparser Class CParserForPCParam -> yl::yywfparser -> yl::yywparser Class CParserForRecipe -> yl::yywfparser -> yl::yywparser Class CParserForResidence -> yl::yywfparser -> yl::yywparser Class CParserForSetting -> yl::yywfparser -> yl::yywparser Class CParserForSkill -> yl::yywfparser -> yl::yywparser Class CParserForSkillAcquire -> yl::yywfparser -> yl::yywparser Class CParserForSkillEnchant -> yl::yywfparser -> yl::yywparser Class CParserForVehicle -> yl::yywfparser -> yl::yywparser Class CParty -> CObject -> CIOObject -> MemoryObject Class CPartyMatchingRequest -> Singleton<class CPartyMatchingRequest> Class CPartyMatchingWindowsStatusResponse -> CPartyMatchingResponseComponent Class CPartyMember -> CPartyRoomMember Class CPartyRoom -> MemoryObject Class CPartyRoomChatResponse -> CPartyMatchingResponseComponent Class CPartyRoomCreatedLogger -> CPartyMatchingResponseComponent Class CPartyRoomDismissedResponse -> CPartyMatchingResponseComponent Class CPartyRoomInfo Class CPartyRoomInfoResponse -> CPartyMatchingResponseComponent Class CPartyRoomInspecter -> CPartyMatchingResponseComponent Class CPartyRoomJoinedMemberResponse -> CPartyMatchingResponseComponent Class CPartyRoomListFilter Class CPartyRoomListPacketMaker Class CPartyRoomListResponse -> CPartyMatchingResponseComponent Class CPartyRoomMaster -> CPartyRoomMember Class CPartyRoomMember Class CPartyRoomMemberListPacketMaker Class CPartyRoomMemberListResponse -> CPartyMatchingResponseComponent Class CPartyRoomMemberStateChangedResponse -> CPartyMatchingResponseComponent Class CPartyRoomRegistry -> Singleton<class CPartyRoomRegistry> Class CPartyRoomSystemMessageResponse -> CPartyMatchingResponseComponent Class CPartyRoomWithdrawedMemberResponse -> CPartyMatchingResponseComponent Class CPartyWaitingMember -> CPartyRoomMember Class CPet -> CSummon -> CNPC -> CCreature -> CObject -> CIOObject -> MemoryObject Class CPetitionSocket -> CIOSocket -> CIOObject -> MemoryObject Class CPlaylistSender -> CIOCPMessage -> CIOObject -> MemoryObject Class CPledge -> CObject -> CIOObject -> MemoryObject Class CPledgeAnnounce -> MemoryObject Class CPledgeCrest -> MemoryObject Class CPledgeTimer -> CIOInterruptableTimerObject -> CIOObject -> MemoryObject Class CPrivateStoreAction -> CNewAction Class CQuestItem -> CItem -> CObject -> CIOObject -> MemoryObject Class CQuestItem_ORT -> CQuestItem -> CItem -> CObject -> CIOObject -> MemoryObject Class CReplyChecker -> CIOInterruptableTimerObject -> CIOObject -> MemoryObject Class CResidence -> CIOObject -> MemoryObject Class CriticalSectionObject -> LockableObject Class CSell -> CEconomy -> MemoryObject Class CSetItem Class CSetting -> MemoryObject Class CShutDownMessage -> CIOCPMessage -> CIOObject -> MemoryObject Class CSiegeAgit -> CAgit -> CResidence -> CIOObject -> MemoryObject Class CSignBoard -> CStaticObject -> CObject -> CIOObject -> MemoryObject Class CSitAction -> CNewAction Class CSkillAction2 -> CNewAction Class CSkillEffect_c_chameleon_rest -> CSkillEffect Class CSkillEffect_c_fake_death -> CSkillEffect Class CSkillEffect_c_hp -> CSkillEffect Class CSkillEffect_c_mp -> CSkillEffect Class CSkillEffect_c_mp_by_level -> CSkillEffect Class CSkillEffect_c_rest -> CSkillEffect Class CSkillEffect_i_abnormal_time_change -> CSkillEffect Class CSkillEffect_i_add_hate -> CSkillEffect Class CSkillEffect_i_align_direction -> CSkillEffect Class CSkillEffect_i_backstab -> CSkillEffect Class CSkillEffect_i_change_face -> CSkillEffect Class CSkillEffect_i_change_hair_color -> CSkillEffect Class CSkillEffect_i_change_hair_style -> CSkillEffect Class CSkillEffect_i_confuse -> CSkillEffect Class CSkillEffect_i_consume_body -> CSkillEffect Class CSkillEffect_i_cp -> CSkillEffect Class CSkillEffect_i_cub_heal -> CSkillEffect Class CSkillEffect_i_cub_hp_drain -> CSkillEffect Class CSkillEffect_i_cub_m_attack -> CSkillEffect Class CSkillEffect_i_death -> CSkillEffect Class CSkillEffect_i_death_link -> CSkillEffect Class CSkillEffect_i_delete_hate -> CSkillEffect Class CSkillEffect_i_delete_hate_of_me -> CSkillEffect Class CSkillEffect_i_dispel_all -> CSkillEffect Class CSkillEffect_i_dispel_by_category -> CSkillEffect Class CSkillEffect_i_dispel_by_name -> CSkillEffect Class CSkillEffect_i_dispel_by_slot -> CSkillEffect Class CSkillEffect_i_dispel_by_slot_probability -> CSkillEffect Class CSkillEffect_i_distrust -> CSkillEffect Class CSkillEffect_i_Enchant_Armor -> CSkillEffect Class CSkillEffect_i_Enchant_Weapon -> CSkillEffect Class CSkillEffect_i_energy_attack -> CSkillEffect Class CSkillEffect_i_escape -> CSkillEffect Class CSkillEffect_i_fatal_blow -> CSkillEffect Class CSkillEffect_i_fishing_cast -> CSkillEffect Class CSkillEffect_i_fishing_pumping -> CSkillEffect Class CSkillEffect_i_fishing_reeling -> CSkillEffect Class CSkillEffect_i_fishing_shot -> CSkillEffect Class CSkillEffect_i_fly_away -> CSkillEffect Class CSkillEffect_i_focus_energy -> CSkillEffect Class CSkillEffect_i_food_for_pet -> CSkillEffect Class CSkillEffect_i_give_contribution -> CSkillEffect Class CSkillEffect_i_harvesting -> CSkillEffect Class CSkillEffect_i_heal -> CSkillEffect Class CSkillEffect_i_holything_possess -> CSkillEffect Class CSkillEffect_i_hp -> CSkillEffect Class CSkillEffect_i_hp_by_level_self -> CSkillEffect Class CSkillEffect_i_hp_drain -> CSkillEffect Class CSkillEffect_i_hp_per_max -> CSkillEffect Class CSkillEffect_i_hp_self -> CSkillEffect Class CSkillEffect_i_inform -> CSkillEffect Class CSkillEffect_i_install_camp -> CSkillEffect Class CSkillEffect_i_install_camp_ex -> CSkillEffect Class CSkillEffect_i_m_attack -> CSkillEffect Class CSkillEffect_i_m_attack_by_dist -> CSkillEffect Class CSkillEffect_i_m_attack_by_hp -> CSkillEffect Class CSkillEffect_i_m_attack_over_hit -> CSkillEffect Class CSkillEffect_i_mp -> CSkillEffect Class CSkillEffect_i_mp_by_level -> CSkillEffect Class CSkillEffect_i_mp_by_level_self -> CSkillEffect Class CSkillEffect_i_mp_per_max -> CSkillEffect Class CSkillEffect_i_open_common_recipebook -> CSkillEffect Class CSkillEffect_i_open_dwarf_recipebook -> CSkillEffect Class CSkillEffect_i_p_attack -> CSkillEffect Class CSkillEffect_i_p_attack_over_hit -> CSkillEffect Class CSkillEffect_i_physical_attack_hp_link -> CSkillEffect Class CSkillEffect_i_randomize_hate -> CSkillEffect Class CSkillEffect_i_rebalance_hp -> CSkillEffect Class CSkillEffect_i_rebalance_mp -> CSkillEffect Class CSkillEffect_i_register_siege_golem -> CSkillEffect Class CSkillEffect_i_remove_m_power -> CSkillEffect Class CSkillEffect_i_restoration -> CSkillEffect Class CSkillEffect_i_restoration_random -> CSkillEffect Class CSkillEffect_i_resurrection -> CSkillEffect Class CSkillEffect_i_run_away -> CSkillEffect Class CSkillEffect_i_save_position -> CSkillEffect Class CSkillEffect_i_soul_shot -> CSkillEffect Class CSkillEffect_i_sowing -> CSkillEffect Class CSkillEffect_i_sp -> CSkillEffect Class CSkillEffect_i_spirit_shot -> CSkillEffect Class CSkillEffect_i_spoil -> CSkillEffect Class CSkillEffect_i_summon -> CSkillEffect Class CSkillEffect_i_summon_dd_cubic -> CSkillEffect Class CSkillEffect_i_summon_debuf_cubic -> CSkillEffect Class CSkillEffect_i_summon_drain_cubic -> CSkillEffect Class CSkillEffect_i_summon_heal_cubic -> CSkillEffect Class CSkillEffect_i_summon_npc -> CSkillEffect Class CSkillEffect_i_summon_paralyze_cubic -> CSkillEffect Class CSkillEffect_i_summon_pet -> CSkillEffect Class CSkillEffect_i_summon_poison_cubic -> CSkillEffect Class CSkillEffect_i_summon_shock_cubic -> CSkillEffect Class CSkillEffect_i_summon_soul_shot -> CSkillEffect Class CSkillEffect_i_summon_spirit_shot -> CSkillEffect Class CSkillEffect_i_summon_water_dot_cubic -> CSkillEffect Class CSkillEffect_i_sweeper -> CSkillEffect Class CSkillEffect_i_target_cancel -> CSkillEffect Class CSkillEffect_i_target_me -> CSkillEffect Class CSkillEffect_i_teleport -> CSkillEffect Class CSkillEffect_i_transmit_m_power -> CSkillEffect Class CSkillEffect_i_unlock -> CSkillEffect Class CSkillEffect_p_2h_blunt_bonus -> CSkillEffect Class CSkillEffect_p_2h_sword_bonus -> CSkillEffect Class CSkillEffect_p_abnormal_rate_limit -> CSkillEffect Class CSkillEffect_p_abnormal_remove_by_dmg -> CSkillEffect Class CSkillEffect_p_abnormal_remove_by_hit -> CSkillEffect Class CSkillEffect_p_area_damage -> CSkillEffect Class CSkillEffect_p_attack_attribute -> CSkillEffect Class CSkillEffect_p_attack_range -> CSkillEffect Class CSkillEffect_p_attack_speed -> CSkillEffect Class CSkillEffect_p_attack_speed_by_hp1 -> CSkillEffect Class CSkillEffect_p_attack_speed_by_hp2 -> CSkillEffect Class CSkillEffect_p_attack_speed_by_weapon -> CSkillEffect Class CSkillEffect_p_avoid -> CSkillEffect Class CSkillEffect_p_avoid_agro -> CSkillEffect Class CSkillEffect_p_avoid_by_move_mode -> CSkillEffect Class CSkillEffect_p_avoid_rate_by_hp1 -> CSkillEffect Class CSkillEffect_p_avoid_rate_by_hp2 -> CSkillEffect Class CSkillEffect_p_block_act -> CSkillEffect Class CSkillEffect_p_block_buff -> CSkillEffect Class CSkillEffect_p_block_controll -> CSkillEffect Class CSkillEffect_p_block_debuff -> CSkillEffect Class CSkillEffect_p_block_getdamage -> CSkillEffect Class CSkillEffect_p_block_move -> CSkillEffect Class CSkillEffect_p_block_skill_physical -> CSkillEffect Class CSkillEffect_p_block_skill_special -> CSkillEffect Class CSkillEffect_p_block_spell -> CSkillEffect Class CSkillEffect_p_breath -> CSkillEffect Class CSkillEffect_p_create_common_item -> CSkillEffect Class CSkillEffect_p_create_item -> CSkillEffect Class CSkillEffect_p_critical_damage -> CSkillEffect Class CSkillEffect_p_critical_damage_position -> CSkillEffect Class CSkillEffect_p_critical_rate -> CSkillEffect Class CSkillEffect_p_critical_rate_by_hp1 -> CSkillEffect Class CSkillEffect_p_critical_rate_by_hp2 -> CSkillEffect Class CSkillEffect_p_critical_rate_position_bonus -> CSkillEffect Class CSkillEffect_p_crystallize -> CSkillEffect Class CSkillEffect_p_cub_attack_speed -> CSkillEffect Class CSkillEffect_p_cub_block_act -> CSkillEffect Class CSkillEffect_p_cub_physical_attack -> CSkillEffect Class CSkillEffect_p_cub_physical_defence -> CSkillEffect Class CSkillEffect_p_cubic_mastery -> CSkillEffect Class CSkillEffect_p_damage_shield -> CSkillEffect Class CSkillEffect_p_defence_attribute -> CSkillEffect Class CSkillEffect_p_enlarge_storage -> CSkillEffect Class CSkillEffect_p_fatal_blow_rate -> CSkillEffect Class CSkillEffect_p_fear -> CSkillEffect Class CSkillEffect_p_fishing_mastery -> CSkillEffect Class CSkillEffect_p_heal_effect -> CSkillEffect Class CSkillEffect_p_hit -> CSkillEffect Class CSkillEffect_p_hit_at_night -> CSkillEffect Class CSkillEffect_p_hit_number -> CSkillEffect Class CSkillEffect_p_hp_regen -> CSkillEffect Class CSkillEffect_p_hp_regen_by_move_mode -> CSkillEffect Class CSkillEffect_p_luck -> CSkillEffect Class CSkillEffect_p_magic_critical_rate -> CSkillEffect Class CSkillEffect_p_magic_mp_cost -> CSkillEffect Class CSkillEffect_p_magic_speed -> CSkillEffect Class CSkillEffect_p_magical_attack -> CSkillEffect Class CSkillEffect_p_magical_defence -> CSkillEffect Class CSkillEffect_p_mana_charge -> CSkillEffect Class CSkillEffect_p_max_cp -> CSkillEffect Class CSkillEffect_p_max_hp -> CSkillEffect Class CSkillEffect_p_max_mp -> CSkillEffect Class CSkillEffect_p_mp_regen -> CSkillEffect Class CSkillEffect_p_mp_regen_by_move_mode -> CSkillEffect Class CSkillEffect_p_passive -> CSkillEffect Class CSkillEffect_p_physical_armor_hit -> CSkillEffect Class CSkillEffect_p_physical_attack -> CSkillEffect Class CSkillEffect_p_physical_attack_by_hp1 -> CSkillEffect Class CSkillEffect_p_physical_attack_by_hp2 -> CSkillEffect Class CSkillEffect_p_physical_attack_by_material -> CSkillEffect Class CSkillEffect_p_physical_defence -> CSkillEffect Class CSkillEffect_p_physical_defence_by_hp1 -> CSkillEffect Class CSkillEffect_p_physical_defence_by_hp2 -> CSkillEffect Class CSkillEffect_p_physical_defence_by_material -> CSkillEffect Class CSkillEffect_p_physical_polarm_target_single -> CSkillEffect Class CSkillEffect_p_physical_shield_defence -> CSkillEffect Class CSkillEffect_p_physical_shield_defence_angle_all -> CSkillEffect Class CSkillEffect_p_preserve_abnormal -> CSkillEffect Class CSkillEffect_p_pvp_magical_skill_dmg_bonus -> CSkillEffect Class CSkillEffect_p_pvp_physical_attack_dmg_bonus -> CSkillEffect Class CSkillEffect_p_pvp_physical_skill_dmg_bonus -> CSkillEffect Class CSkillEffect_p_reduce_cancel -> CSkillEffect Class CSkillEffect_p_reduce_drop_penalty -> CSkillEffect Class CSkillEffect_p_reflect_skill -> CSkillEffect Class CSkillEffect_p_remove_equip_penalty -> CSkillEffect Class CSkillEffect_p_resist_abnormal_by_category -> CSkillEffect Class CSkillEffect_p_resist_dispel_by_category -> CSkillEffect Class CSkillEffect_p_reuse_delay -> CSkillEffect Class CSkillEffect_p_safe_fall_height -> CSkillEffect Class CSkillEffect_p_see_my_heart -> CSkillEffect Class CSkillEffect_p_set_collected -> CSkillEffect Class CSkillEffect_p_shield_defence_rate -> CSkillEffect Class CSkillEffect_p_showtime -> CSkillEffect Class CSkillEffect_p_skill_critical -> CSkillEffect Class CSkillEffect_p_skill_critical_probability -> CSkillEffect Class CSkillEffect_p_sound -> CSkillEffect Class CSkillEffect_p_speed -> CSkillEffect Class CSkillEffect_p_trade -> CSkillEffect Class CSkillEffect_p_transfer_damage_summon -> CSkillEffect Class CSkillEffect_p_vampiric_attack -> CSkillEffect Class CSkillEffect_p_weight_limit -> CSkillEffect Class CSkillEffect_p_weight_penalty -> CSkillEffect Class CSkillEffect_t_cub_hp -> CSkillEffect Class CSkillEffect_t_hp -> CSkillEffect Class CSkillEffect_t_hp_fatal -> CSkillEffect Class CSkillEffect_t_mp -> CSkillEffect Class CSkillOperateCondition_build_camp -> CSkillOperateCondition Class CSkillOperateCondition_can_summon -> CSkillOperateCondition Class CSkillOperateCondition_can_summon_pet -> CSkillOperateCondition Class CSkillOperateCondition_can_summon_siege_golem -> CSkillOperateCondition Class CSkillOperateCondition_check_level -> CSkillOperateCondition Class CSkillOperateCondition_check_sex -> CSkillOperateCondition Class CSkillOperateCondition_consume_body -> CSkillOperateCondition Class CSkillOperateCondition_enchant -> CSkillOperateCondition Class CSkillOperateCondition_energy_saved -> CSkillOperateCondition Class CSkillOperateCondition_equip_shield -> CSkillOperateCondition Class CSkillOperateCondition_equip_weapon -> CSkillOperateCondition Class CSkillOperateCondition_op_2h_weapon -> CSkillOperateCondition Class CSkillOperateCondition_op_alignment -> CSkillOperateCondition Class CSkillOperateCondition_op_companion -> CSkillOperateCondition Class CSkillOperateCondition_op_energy_max -> CSkillOperateCondition Class CSkillOperateCondition_op_fishing_cast -> CSkillOperateCondition Class CSkillOperateCondition_op_fishing_pumping -> CSkillOperateCondition Class CSkillOperateCondition_op_fishing_reeling -> CSkillOperateCondition Class CSkillOperateCondition_op_harvest -> CSkillOperateCondition Class CSkillOperateCondition_op_home -> CSkillOperateCondition Class CSkillOperateCondition_op_m_power_count -> CSkillOperateCondition Class CSkillOperateCondition_op_m_power_type_2 -> CSkillOperateCondition Class CSkillOperateCondition_op_not_territory -> CSkillOperateCondition Class CSkillOperateCondition_op_resurrection -> CSkillOperateCondition Class CSkillOperateCondition_op_siege_hammer -> CSkillOperateCondition Class CSkillOperateCondition_op_sweeper -> CSkillOperateCondition Class CSkillOperateCondition_op_territory -> CSkillOperateCondition Class CSkillOperateCondition_op_unlock -> CSkillOperateCondition Class CSkillOperateCondition_op_use_firecracker -> CSkillOperateCondition Class CSkillOperateCondition_op_wyvern -> CSkillOperateCondition Class CSkillOperateCondition_possess_holything -> CSkillOperateCondition Class CSkillOperateCondition_race -> CSkillOperateCondition Class CSkillOperateCondition_remain_hp_per -> CSkillOperateCondition Class CSkillOperateCondition_target_my_party -> CSkillOperateCondition Class CSkillOperateCondition_target_my_pledge -> CSkillOperateCondition Class CSmartIdManager<class CAlliance,5000,8> -> CTLPipeBase<unsigned int,5000,8>, -> CTLPipeBase<unsigned int,5000,8>::CReadCallback Class CSmartIdManager<class CCreature,70000,8> -> CTLPipeBase<unsigned int,70000,8>, -> CTLPipeBase<unsigned int,70000,8>::CReadCallback Class CSmartIdManager<class CGeneralObject,970000,8> -> CTLPipeBase<unsigned int,970000,8>, -> CTLPipeBase<unsigned int,970000,8>::CReadCallback Class CSmartIdManager<class CItem,900000,8> -> CTLPipeBase<unsigned int,900000,8>, -> CTLPipeBase<unsigned int,900000,8>::CReadCallback Class CSmartIdManager<class CParty,10000,8> -> CTLPipeBase<unsigned int,10000,8>, -> CTLPipeBase<unsigned int,10000,8>::CReadCallback Class CSmartIdManager<class CPledge,10000,8> -> CTLPipeBase<unsigned int,10000,8>, -> CTLPipeBase<unsigned int,10000,8>::CReadCallback Class CSmartIdManager<class CStaticObject,1000,8> -> CTLPipeBase<unsigned int,1000,8>, -> CTLPipeBase<unsigned int,1000,8>::CReadCallback Class CSmartIdManager<class CVehicle,100,8> -> CTLPipeBase<unsigned int,100,8>, -> CTLPipeBase<unsigned int,100,8>::CReadCallback Class CSocket -> CIOSocket -> CIOObject -> MemoryObject Class CStandAction -> CNewAction Class CStaticObject -> CObject -> CIOObject -> MemoryObject Class CStatusWnd Class CSummon -> CNPC -> CCreature -> CObject -> CIOObject -> MemoryObject Class CTalkAction -> CNewAction Class CTeamBattleAgit -> CAgit -> CResidence -> CIOObject -> MemoryObject Class CTerritory Class CThreadLocalWorldMap2<70000,350000,8> -> CTLPipeBase<struct CTL_WorldMapNode2,350000,8> -> CTLPipeBase<struct CTL_WorldMapNode2,350000,8>::CReadCallback -> CIOObject : -> MemoryObject Class CThreadLocalWorldMap2<70000,50000,8> -> CTLPipeBase<struct CTL_WorldMapNode2,50000,8> -> CTLPipeBase<struct CTL_WorldMapNode2,50000,8>::CReadCallback -> CIOObject : -> MemoryObject Class CTLPipeBase<struct CTL_WorldMapNode2,350000,8>::CReadCallback Class CTLPipeBase<struct CTL_WorldMapNode2,50000,8>::CReadCallback Class CTrade -> CEconomy -> MemoryObject Class CTradeReleaseVerifier -> CIOObject -> MemoryObject Class CUserCloser -> CIOObject -> MemoryObject Class CUserNotifier -> CIOObject -> MemoryObject Class CUserReleaseVerifier -> CIOObject -> MemoryObject Class CUserSocket -> CSocket -> CIOSocket -> CIOObject -> MemoryObject Class CUserSocketReleaseVerifier -> CIOObject -> MemoryObject Class CVehicle -> CObject -> CIOObject -> MemoryObject Class CVehicleController -> CIOObject -> MemoryObject Class CVehicleEraseMessage -> CIOCPMessage -> CIOObject -> MemoryObject Class CVehicleStartMessage -> CIOCPMessage -> CIOObject -> MemoryObject Class CVehicleStationInfo -> MemoryObject Class CWareHouseDeposit -> CEconomy -> MemoryObject Class CWareHouseWithdraw -> CEconomy -> MemoryObject Class CWeapon -> CItem -> CObject -> CIOObject -> MemoryObject Class CWeapon_ORT -> CWeapon -> CItem -> CObject -> CIOObject -> MemoryObject Class CWorld Class CWorld::__async_arg_AsyncDoorOpenClose -> CExecutionArgument Class CWorld::__async_arg_AsyncDoorStatusUpdate -> CExecutionArgument Class CWorld::__async_arg_AsyncEnterWorld -> CExecutionArgument Class CWorld::__async_arg_AsyncGetOffVehicle -> CExecutionArgument Class CWorld::__async_arg_AsyncGetOnVehicle -> CExecutionArgument Class CWorld::__async_arg_AsyncLeaveWorld -> CExecutionArgument Class CWorld::__async_arg_AsyncMove -> CExecutionArgument Class CWorld::__async_arg_AsyncPickItem -> CExecutionArgument Class CWorld::__async_arg_AsyncPutItem -> CExecutionArgument Class CWorld::__async_arg_AsyncStaticObjectAppear -> CExecutionArgument Class CWorld::__async_arg_AsyncStaticObjectDisappear -> CExecutionArgument Class CWorld::__async_arg_MoveVehicle -> CExecutionArgument Class CWorld::__async_arg_VehicleEnterWorld -> CExecutionArgument Class CWorld::__async_arg_VehicleLeaveWorld -> CExecutionArgument Class CXMasTimer -> CIOObject -> MemoryObject Class CZzoldagu -> CNPC -> CCreature -> CObject -> CIOObject -> MemoryObject Class DeleteAllBlock -> CHtmlCommand -> MemoryObject Class DeleteAllBlockConfirm -> CHtmlCommand -> MemoryObject Class DeleteAllFriend -> CHtmlCommand -> MemoryObject Class DeleteAllFriendConfirm -> CHtmlCommand -> MemoryObject Class DeleteBlock -> CHtmlCommand -> MemoryObject Class DeleteBlockBatchHandler -> CHtmlBuilder Class DeleteFriend -> CHtmlCommand -> MemoryObject Class DeleteFriendBatchHandler -> CHtmlBuilder Class DeleteMail -> CHtmlCommand -> MemoryObject Class DeleteMailHtmlBuilder -> CHtmlBuilder Class ForwardMailForm -> CHtmlCommand -> MemoryObject Class ForwardMailFormHtmlBuilder -> CHtmlBuilder Class GatherChannelInfo -> IMultiPartyVisitor Class ListBlock -> CHtmlCommand -> MemoryObject Class ListBlockHtmlBuilder -> CHtmlBuilder Class ListFriend -> CHtmlCommand -> MemoryObject Class ListFriendHtmlBuilder -> CHtmlBuilder Class ListMail -> CHtmlCommand -> MemoryObject Class ListMailHtmlBuilder -> CHtmlBuilder Class LockableObject Class MemoControl -> AtomicJob -> MemoryObject Class MemoryObject Class ModifyMail -> CHtmlCommand -> MemoryObject Class ModifyMailForm -> CHtmlCommand -> MemoryObject Class ModifySendMail -> CHtmlCommand -> MemoryObject Class ModifySendTempMailHtmlBuilder -> CHtmlBuilder Class ModifyTempMailFormHtmlBuilder -> CHtmlBuilder Class ModifyTempMailHtmlBuilder -> CHtmlBuilder Class NpcServer -> Server -> CIOServer -> CIOObject -> MemoryObject Class NpcSocket -> CSocket -> CIOSocket -> CIOObject -> MemoryObject Class NullCommand -> CHtmlCommand -> MemoryObject Class PetDataLexer -> yl::yywflexer -> yl::yywlexer Class PetDataParser -> yl::yywfparser -> yl::yywparser Class PledgeAnnounceHtmlBuilder -> CHtmlBuilder Class ReadMail -> CHtmlCommand -> MemoryObject Class ReadMailHtmlBuilder -> CHtmlBuilder Class ReplyMailForm -> CHtmlCommand -> MemoryObject Class ReplyMailFormHtmlBuilder -> CHtmlBuilder Class SaveMail -> CHtmlCommand -> MemoryObject Class SaveMailHtmlBuilder -> CHtmlBuilder Class SaveQuestInfo -> AtomicJob -> MemoryObject Class SearchMail -> CHtmlCommand -> MemoryObject Class SendMail -> CHtmlCommand -> MemoryObject Class SendMailHtmlBuilder -> CHtmlBuilder Class SendPledgeMail -> CHtmlCommand -> MemoryObject Class SendPledgeMailHandler -> CHtmlBuilder Class Server -> CIOServer -> CIOObject -> MemoryObject Class SetPledgeAnnounceHtmlHandler -> CHtmlBuilder Class SSQSystem -> CIOObject -> MemoryObject Class StringTokenizer Class SwitchPledgeAnnounceShowFlag -> CHtmlCommand -> MemoryObject Class UnreadMailCountMsgSender -> CHtmlBuilder Class User -> CCreature -> CObject -> CIOObject -> MemoryObject Class UserRequestTimeSetter Class ViewCastleInfo -> CHtmlCommand -> MemoryObject Class ViewCastleList -> CHtmlCommand -> MemoryObject Class WriteFriendMailForm -> CHtmlCommand -> MemoryObject Class WriteFriendMailFormHtmlBuilder -> CHtmlBuilder Class WriteMailForm -> CHtmlCommand -> MemoryObject Class WriteMailFormHtmlBuilder -> CHtmlBuilder Class WritePledgeAnnounce -> CHtmlCommand -> MemoryObject Class WritePledgeAnnounceForm -> CHtmlCommand -> MemoryObject Class WritePledgeMailForm -> CHtmlCommand -> MemoryObject Class WritePledgeMailFormHtmlBuilder -> CHtmlBuilder Class yl::yywlexer Class yl::yywparser
    1 point
  47. Hello everyone. I'm a developer which usually do some programming and when some idea pops in the head makes it and gives you ability to buy it and use it in your server. I can make some personal services, but I usually do not have enough time for that (but you always can try and ask about that). My conditions are simple: When you buy any engine, which is listed below, you are not allowed to resell it. When I do some services for you, you can choose: Either to pay more and the engine which you asked will be only for you and you get the ability to resell it for anyone. Either you pay less, but I leave the chance for myself, to resell it also. Thank you for your time, check the list and if you have anything to ask, I'm free at skype: Erlandys56. Events Engine upcoming! With ingame controls and lots of features. For more information, write to skype: Erlandys56 Available for any chronicle, from Interlude to Underground! Upcoming engines: 1. Introduction engine. Configuration through XML. Ability to choose the class, give the player weapon (weapon equips automatically), give the full set. You can choose items steps with types. CanTakeAll - true/false. This means, player can take all items from exact step or only one. Ability to instantly put item into shortcut. Dyes can be equipped instantly. Player is blocked from movement while doing tutorial. Ability to skip tutorial after taking up the class. Can make movements, that player runs around after each step. 2. Helper engine. This is more for mid rates server. You can make at certain level range, after leveling up, writing .helper or logging in, to show some helpful information for player. Like giving ability to teleport at certain places, changing profession, taking some new items (possibility to add prices to them). 3. Character options (Menu). This will include some options for player to use. Simple ones like stopping XP usage, show last 5 access times and IPs. Ability to bind the E-Mail address. Add the character password (Enable/Disable). And much more. Also if enabled, after binding the E-Mail, player has to confirm it, by reading the Mail and ability to change password or etc by getting the E-Mail with options and steps to change pass, E-Mail and so on. ErEngine: Content: 1. Detail explanation. 2. Examples. 3. Possibilities. 4. Images. 5. Configs. 1. Museum 2. Class Balancer 3. Skills Balancer 4. Vote Engine 5. Captcha Engine 6. Ingame Forum 7. Server side images 8. Npc to Pc engine 9. My own made Buffer 10. Drop / Npcs database. 11. Achievements engine. You can write to skype: Erlandys56 or here in forum, I'll answer all the questions. If needed, test server is ready.
    1 point
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