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ericvini

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Everything posted by ericvini

  1. No kamael because it is for interlude.
  2. Didn't fully unpack armadillo then? Curious that you are not 'famous' - knowing how to do this.
  3. @IcarusDev. Are you saying that you can extend Vanganths dll? Did you fully unpack it then or? Unless modifying scripts is being a developer. If it is, I m a dev too! yay me! lol edit: I m not saying that you cant help the guy. Setting up/modifying scripts/geodata is hard for total beginners. I just don't think this counts as being a developer.
  4. Bullshit DRM + repurchasing keys makes this undesirable (to me). Vangs system is "perfect".
  5. I don't think there are more than 5 true developers in the world (counting all of advext as one, mac and james as another). You will probably only find people who can't really extend anything but edit a few scripts/AI - quite simple, you could learn it fast. Take care of your money.
  6. use 4:3 on ur pc and compare. put it 1024x768. Of course it works fine, now compare with 4:3 and u ll notice that u have less screen on the top/bottom parts. interlude, not newer - newer ones work fine 16:9 is supposed to give u more screen area, not less. The wider it gets, the less that you see. Gracia Final and High Five don't have this problem. I think anything newer than Kamael doesn't have it. Screenshots, just changed resolution (aspect ratio). its harder to notice on 16:9, if u dont compare with the correct 4:3. You may be using it "incorrectly" all this time and never noticed. 4:3 1024x768: 16:9 1280x720: Custom 1780x748 (works on GF as I said): Use the trees to compare. You should see more, wider, not less on the top/bottom. Thats the point of widescreen, but l2 interlude is old and many games of this time had this problem.
  7. I use windowed game mode, so it doesn't really matter. Just try anything that is not 4:3, you will see if cuts upper/lower parts of the screen.
  8. <html> <head></head> <body> <center><font color="LEVEL">[ Team vs Team ]</font></center><br> <img src="L2UI_CH3.onscrmsg_pattern01_1" width=300 height=32 align=left><br> <br> <center> <table width=300 align=center> <tr> <td width=150 align=center>Team Blue</td> <td width=150 align=center>Team Red</td> </tr> <tr> <td width=150 align=center><button value="Register" action="bypass tvt_register?team=1" width=75 height=21 back="L2UI_ch3.Btn1_normalOn" fore="L2UI_ch3.Btn1_normal"><br><br></td> <td width=150 align=center><button value="Register" action="bypass tvt_register?team=2" width=75 height=21 back="L2UI_ch3.Btn1_normalOn" fore="L2UI_ch3.Btn1_normal"><br><br></td> </tr> </table> <button value="Unregister" action="bypass tvt_unregister" width=75 height=21 back="L2UI_ch3.Btn1_normalOn" fore="L2UI_ch3.Btn1_normal"><br> <br> <img src="L2UI_CH3.onscrmsg_pattern01_1" width=300 height=32 align=left><br> </center> </body> </html>
  9. Hello, Are there any mods that fix the aspect ratio in IL? I mean, it cuts the bottom and upper parts of the screen if you choose any resolution that isn't 4:3, e.g.: 16:9, 16:10. GF, HF don't have this "problem". Thank you. Edit: 16:9 is supposed to give u more screen area, not less. The wider it gets, the less that you see. Gracia Final and High Five don't have this problem. I think anything newer than Kamael doesn't have it. Screenshots, just changed resolution (aspect ratio). its harder to notice on 16:9, if u dont compare with the correct 4:3. You may be using it "incorrectly" all this time and never noticed. 4:3 1024x768: 16:9 1280x720: Custom 1780x748 (works on GF as I said): Use the trees to compare. You should see more, wider, not less on the top/bottom. Thats the point of widescreen, but l2 interlude is old and many games of this time had this problem.
  10. Then what are you actually asking? If you did not even test how it works, and you have the files, isn't it easier to test it instead of posting here? edit: if you are wondering as a player, this is the wrong area imo. Anyway, by default, you should not lose your enchant. Now if your files are different, nobody knows. Also, L2 OFF Vanganth doesn't mean much. It can be IL or GF, and many versions of those.
  11. Are you sure that doesn't work by default? The item shouldn't lose the enchant by adding a SA.
  12. Default drops: {[life_stone_level_641];1;1;0.25252};{[mid_grade_life_stone_level_641];1;1;0.18371};{[high_grade_life_stone_level_641];1;1;0.02304}};62.0534}} 1 = min. amount. 1 = max. amount. 62.0534 = chance of the table getting to drop - something inside of it. 0.25252, 0.18371 and 0.02304 = chance of each item dropping. Spoils: corpse_make_list={{[earing_of_black_ore_piece];1;2;16.4789};{[rp_hazard_bow];1;1;0.3553};{[rp_mithril_arrow];1;1;0.6206}} Same logic, just no % for the table.
  13. Old version (1.2.3.6), extender.ini: [HerbSystem] ;Herb drop rate (from mobs with 2x or less hp multipler) (low mid high = 1 randomize , buff = another) ; hp and mp herbs LowRecovery=20 MidRecovery=10 HighRecovery=3 ;Buff herbs and herb of recovery Buff=5 No specific script for herbs. Looking at this alone, it seems that the herb drops are simply generic. Only 1 herb drop at a time (IL had multiple drops at once, like GF) and they don't disappear (should disappear in 15 seconds). !.3 IL version, herbdata.txt: setting_begin enabled=1 affect_summon=1 setting_end npc_begin id=1020049 low={{8600;10};{8603;10}} mid={{8601;7.5};{8604;7.5}} high={{8602;5};{8605;5}} buff={{8606;5};{8607;5};{8608;5};{8609;5};{8610;5};{8611;5}} npc_end Same params for the 406 specific NPCs - the file has 406 lines exactly alike, changing the id only. I don't have this extender, so I can't check how it works in practice (I think they disappear now after the 15 seconds), but it SEEMS to be pretty much the same as the old system - totally random herb drops, maybe only 1 herb drops at a time or maybe more do - not sure how this synthax works - but still not retail-like. I don't have extender/server.inis for 1.3 either. If I am correct and the herbs still drop the same way in 1.3 (same for every mob), I simply don't understand why not just copy the herbdata from GF npcdata instead of this generic version (I may be incorrect and the herbs are not generic, but hardcoded in the extender based on GF data? I doubt each mob id is hardcoded tho - sounds insane and not practical, even more for Dawid who likes to keep things easily changeable), and have the "perfect" herb drops (simply removing the new ones). (used bold because my parenthesis got too big, so the that the main sentence wouldn't be lost) Is there any reasoning that I don't understand for this system being as it is when it could be pretty much exactly like retail (if I'm not incorrect)?
  14. @above: What? He is "too busy" to even sell licenses, aka tired of it. Good luck getting him to answer random questions. edit: I got his files now and I am prolly too dumb to understand his decision making on the herb system - that's what I am wondering about. Doing it like GF seemed perfect.
  15. Hi, I have downloaded that cracked Vang IL 1.2.3.6 version, and I see that his herb system is obviously wrong but playable/usable anyway (herbs don't disappear, only 1 drops, seemingly incorrect drop rates). Would anyone tell me how is the system now? How did Vang implement herb drops on his latest 1.3 version? Are they loading from the npcdata like GF? From another specific script with herb drops? Totally hardcoded in his extender? I wonder (in 1.2.3.6 at least) why Vang didn't simply add the herb drops exactly as they are in GF (not sure if GF was leaked by then, but I bet he had access before the general population), simply removing the new herbs added in later updates and a few more tweaks obviously. IL doesn't have the new herb drop param in the npcdata synthax, but that could be extended or if its too hard, a regex would be able to add the herbs to new drop tables inside the regular multi_list and not affect the regular drops at all. Can anyone shed any light on this? This is simply curiosity.
  16. Oh yes. I am sure your balancing is much better than the way mmo games devs do things: collecting data and statistics. Gotta trust your feel, that surely aint biased. Yes, I ignored the rest because you basically said to mod the whole game, create "farm zones", that learning C is useless and that java is awesome simply because its commonly found - which is not true at all. Sounds like every l2j admin I ve ever seen.
  17. Rates should be changeable in the server.ini, no need to modify the npcdata for that.
  18. Yes I do. Your other message was just unfortunate.
  19. &nbsp; &nbsp;What is balancing? Is it the way that you think the skills should work instead of how NCSoft made em?
  20. &amp;amp;nbsp; &amp;amp;nbsp; OP wanted prelude, not C1 downgraded. Thats the point. OP asked for the files for him, not what "matters to you". I dont doubt they are awesome and work perfectly, but this isnt the goal of this thread. Someone can correct me, but only c1/c4/gf files were leaked (ignoring freya scripts and hf/god+ corruption).
  21. And you are saying they are older based on? Last modified date doesnt mean =/
  22. This pack is based on C1, correct me if I m mistaken.
  23. Open the skillname .dat file in the system folder with l2 file edit and search it.
  24. Gracia Final files should be good for you to begin with. Default release/leak name is: l2server_l2off_gracia_final_83.7z You gotta google it because my links aren't working anymore. x1 npcdata is here: http://www.maxcheaters.com/topic/183016-fix-scripts-for-gracia-final/ euro pack - from rpgclub: http://www.4shared.com/rar/-vs2VL-q/l2off_gracia_final_euro.htm Use the MxC extender made by Mac.
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