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Crytek ™

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Everything posted by Crytek ™

  1. Seem's like Denise added some work))
  2. so if you so smart go and find ! idioto
  3. Any one know have to register second server to 1 login? maby any guide shared somethere?
  4. Hi is don't know have to use java so :D
  5. All skills are reworked and edited by me: you can test yourself balance in game :) (No balance AT all!) -balanced gameplay (Lol) You cannot sell This pack cos of Ernaldys class skill and balancer integradet, lock it! Smbd stop him to sell shared and buged stuff!! :) If smbd wanna get this pack for less amount of $ just pm dev.lineage Witchout Class/skill balancer Dont pay for dat Scammer Any pence!! p.s nice rework dev, changed utx image gj!!
  6. Sell www.l2int.net website desing, Domain, Donate System Also can Cheap sell Server no custom+Source Vote manager Balance Fixed allot stuff, Look like l2 damage. Now online! Have also custom Server Dynasty Set armor,weapon, 4 armor mastery sets vote manager Sell cheap cos i dont have time and dont wanna any more do dat job)) Any question's skype dev.lineage
  7. I use frozen looking have to change clan lvl up price Example 1 lvl 20 k sp and 650k adena Need change for less amount of adena Any Help guys?
  8. ,
  9. hawe to run interlude in windows 10?
  10. Bump
  11. Hello All after long time I decide Revive L2heroPvP Server New Server files New Game Balance New Armor,Weapon Retail Stats From Higher Chronicles Newest Gameplay Clan PvP zone Join use Added some Events Server Website www.l2int.net Facebook https://www.facebook.com/pages/L2intnet/932642800101449?ref=hl Grand Openning 23.08.2015 18:00 +1 GMT -=Server Rates=- - RateXp = 9999. - RatePartyXp = 1000 - RateDropAdena = 1000 - Drop: 1x. - Spoil: 1x. - Safe enchant: +4 - Max Enchant: +20 - Normal Scrolls: 80% - Blessed Scrolls: 90% - Crystal Scrolls: 100% -=Main Info=- - Start Level/Subclass:1 - Spawn player/teleport protection:10sec - Scrolls and Life Stone = Stackable - Maximum Subclass:5 - Maximum Ally 1 - Start Zone: Goddard Territory - Events in server:TvT,DM,CTF. - No Grade and Weight penalty - Anti Heavy - Stable Platform - Retail stats:Armors,Weapons,Jewels, - Balanced Skills/Classes/Stats - Full interlude Geodata / Pathnode (Paid L2J Geodata/Pathnode) - 7 active Raid Bosses -=LifeStones=- - High Grade LS Chance = 20% - Top Grade LS Chance = 25% -=Custom Npc's=- - Custom baium,valaks,antharas - Custom Shop - Npc Buffer - Custom GateKeeper - Skill Enchanter Manager - Augument Skills Shop - Augmenter - Clan Manager - Class Manager - Top Status - Wedding Manager - Siege Manager (goddard) - Top PvP/Pk List - Boss Info - Information Npc -=Custom Items=- - 7 Type of Armor - 3 Type of Weapon - Baium Hair (red) - Other custom etc item -All Custom stats balanced!!Like Game balance -=Commands=- - .stat - .stats - .joinoly - .leaveoly
  12. after start cs siege i get this error npc not spawn and grave also have to fix? WARN Bad RequestBypassToServer: java.lang.NullPointerException at com.l2jfrozen.gameserver.model.entity.siege.Siege.updatePlayerSiegeStateFlags(Siege.java:734) at com.l2jfrozen.gameserver.model.entity.siege.Siege.startSiege(Siege.java:654) at com.l2jfrozen.gameserver.handler.admincommandhandlers.AdminSiege.useAdminCommand(AdminSiege.java:266) at com.l2jfrozen.gameserver.network.clientpackets.RequestBypassToServer.runImpl(RequestBypassToServer.java:11 at com.l2jfrozen.gameserver.network.clientpackets.L2GameClientPacket.run(L2GameClientPacket.java:77) at com.l2jfrozen.gameserver.network.L2GameClient.run(L2GameClient.java:1213) at java.util.concurrent.ThreadPoolExecutor.runWorker(Unknown Source) at java.util.concurrent.ThreadPoolExecutor$Worker.run(Unknown Source) at java.lang.Thread.run(Unknown Source)
  13. shared butt not work like must)) i share engo 3.5 before if smbd fix dat its ok if not i sell this is full working) Its for ppl who need Working!
  14. Full working donation system Automaticly after donation add coins Also hawe scripts for paysera.com sms donation after send sms coins will be added straight to Game Pm http://prntscr.com/7hozrt
  15. Code is good ths for share.Lock
  16. 1. Fighter have autoattacking bug, character randomly stops auto attacking the mob and you have to move to be able to attack again.
  17. Go to website download patch join game and see. Omg you head will be shared soon:)
  18. www.l2int.net For sell more info skype dev.lineage or pm
  19. Looks nice i will try
  20. can smbd share normal enchant system for acis? cos dat is useless Make enchant rate 0.9 (90% if its correct) fails like 50..) crystall broke also... package net.sf.l2j.gameserver.network.clientpackets; import Extensions.Vip.VIPEngine; import java.util.HashMap; import java.util.Map; import net.sf.l2j.Config; import net.sf.l2j.gameserver.model.actor.instance.L2PcInstance; import net.sf.l2j.gameserver.model.item.instance.ItemInstance; import net.sf.l2j.gameserver.model.item.kind.Item; import net.sf.l2j.gameserver.model.item.kind.Weapon; import net.sf.l2j.gameserver.model.item.type.CrystalType; import net.sf.l2j.gameserver.model.item.type.WeaponType; public abstract class AbstractEnchantPacket extends L2GameClientPacket { public static final Map<Integer, EnchantScroll> _scrolls = new HashMap<>(); public static final class EnchantScroll { protected final boolean _isWeapon; protected final CrystalType _grade; private final boolean _isBlessed; private final boolean _isCrystal; public EnchantScroll(boolean wep, boolean bless, boolean crystal, CrystalType type) { _isWeapon = wep; _grade = type; _isBlessed = bless; _isCrystal = crystal; } /** * @param enchantItem : The item to enchant. * @return true if support item can be used for this item */ public final boolean isValid(ItemInstance enchantItem) { if (enchantItem == null) return false; // checking scroll type and configured maximum enchant level switch (enchantItem.getItem().getType2()) { case Item.TYPE2_WEAPON: if (!_isWeapon || (Config.ENCHANT_MAX_WEAPON > 0 && enchantItem.getEnchantLevel() >= Config.ENCHANT_MAX_WEAPON)) return false; break; case Item.TYPE2_SHIELD_ARMOR: case Item.TYPE2_ACCESSORY: if (_isWeapon || (Config.ENCHANT_MAX_ARMOR > 0 && enchantItem.getEnchantLevel() >= Config.ENCHANT_MAX_ARMOR)) return false; break; default: return false; } // check for crystal type if (_grade != enchantItem.getItem().getCrystalType()) return false; return true; } /** * @return true if item is a blessed scroll. */ public final boolean isBlessed() { return _isBlessed; } /** * @return true if item is a crystal scroll. */ public final boolean isCrystal() { return _isCrystal; } /** * Regarding enchant system :<br> * <br> * <u>Weapons</u> * <ul> * <li>magic weapons has chance of 40% until +15 and 20% from +15 and higher. There is no upper limit, there is no dependance on current enchant level.</li> * <li>non magic weapons has chance of 70% until +15 and 35% from +15 and higher. There is no upper limit, there is no dependance on current enchant level.</li> * </ul> * <u>Armors</u> * <ul> * <li>non fullbody armors (jewelry, upper armor, lower armor, boots, gloves, helmets and shirts) has chance of 2/3 for +4, 1/3 for +5, 1/4 for +6, ...., 1/18 +20. If you've made a +20 armor, chance to make it +21 will be equal to zero (0%).</li> * <li>full body armors has a chance of 1/1 for +4, 2/3 for +5, 1/3 for +6, ..., 1/17 for +20. If you've made a +20 armor, chance to make it +21 will be equal to zero (0%).</li> * </ul> * @param enchantItem : The item to enchant. * @param activeChar * @return the enchant chance under double format (0.7 / 0.35 / 0.44324...). */ public final double getChance(ItemInstance enchantItem, L2PcInstance activeChar) { if (!isValid(enchantItem)) return -1; boolean fullBody = enchantItem.getItem().getBodyPart() == Item.SLOT_FULL_ARMOR; if (enchantItem.getEnchantLevel() < Config.ENCHANT_SAFE_MAX || (fullBody && enchantItem.getEnchantLevel() < Config.ENCHANT_SAFE_MAX_FULL)) return 1; double chance = 0; // Armor formula : 0.66^(current-2), chance is lower and lower for each enchant. if (enchantItem.isArmor()) { if (VIPEngine.getInstance().isVip(activeChar) && Config.VIP_ENCHANT_CONFIG) chance = Math.pow(Config.VIP_ENCHANT_CHANCE_ARMOR, (enchantItem.getEnchantLevel() - 2)); else chance = Math.pow(Config.ENCHANT_CHANCE_ARMOR, (enchantItem.getEnchantLevel() - 2)); } // Weapon formula is 70% for fighter weapon, 40% for mage weapon. Special rates after +14. else if (enchantItem.isWeapon()) { if (((Weapon) enchantItem.getItem()).isMagical()) { if (VIPEngine.getInstance().isVip(activeChar) && Config.VIP_ENCHANT_CONFIG) chance = (enchantItem.getEnchantLevel() > 14) ? Config.VIP_ENCHANT_CHANCE_WEAPON_MAGIC_15PLUS : Config.VIP_ENCHANT_CHANCE_WEAPON_MAGIC; else chance = (enchantItem.getEnchantLevel() > 14) ? Config.ENCHANT_CHANCE_WEAPON_MAGIC_15PLUS : Config.ENCHANT_CHANCE_WEAPON_MAGIC; } else { if (VIPEngine.getInstance().isVip(activeChar) && Config.VIP_ENCHANT_CONFIG) chance = (enchantItem.getEnchantLevel() > 14) ? Config.VIP_ENCHANT_CHANCE_WEAPON_NONMAGIC_15PLUS : Config.VIP_ENCHANT_CHANCE_WEAPON_NONMAGIC; else chance = (enchantItem.getEnchantLevel() > 14) ? Config.ENCHANT_CHANCE_WEAPON_NONMAGIC_15PLUS : Config.ENCHANT_CHANCE_WEAPON_NONMAGIC; } } return chance; } } /** * Format : itemId, (isWeapon, isBlessed, isCrystal, grade)<br> * Allowed items IDs must be sorted by ascending order. */ static { // Scrolls: Enchant Weapon _scrolls.put(729, new EnchantScroll(true, false, false, CrystalType.A)); _scrolls.put(947, new EnchantScroll(true, false, false, CrystalType.B)); _scrolls.put(951, new EnchantScroll(true, false, false, CrystalType.C)); _scrolls.put(955, new EnchantScroll(true, false, false, CrystalType.D)); _scrolls.put(959, new EnchantScroll(true, false, false, CrystalType.S)); // Scrolls: Enchant Armor _scrolls.put(730, new EnchantScroll(false, false, false, CrystalType.A)); _scrolls.put(948, new EnchantScroll(false, false, false, CrystalType.B)); _scrolls.put(952, new EnchantScroll(false, false, false, CrystalType.C)); _scrolls.put(956, new EnchantScroll(false, false, false, CrystalType.D)); _scrolls.put(960, new EnchantScroll(false, false, false, CrystalType.S)); // Blessed Scrolls: Enchant Weapon _scrolls.put(6569, new EnchantScroll(true, true, false, CrystalType.A)); _scrolls.put(6571, new EnchantScroll(true, true, false, CrystalType.B)); _scrolls.put(6573, new EnchantScroll(true, true, false, CrystalType.C)); _scrolls.put(6575, new EnchantScroll(true, true, false, CrystalType.D)); _scrolls.put(6577, new EnchantScroll(true, true, false, CrystalType.S)); // Blessed Scrolls: Enchant Armor _scrolls.put(6570, new EnchantScroll(false, true, false, CrystalType.A)); _scrolls.put(6572, new EnchantScroll(false, true, false, CrystalType.B)); _scrolls.put(6574, new EnchantScroll(false, true, false, CrystalType.C)); _scrolls.put(6576, new EnchantScroll(false, true, false, CrystalType.D)); _scrolls.put(6578, new EnchantScroll(false, true, false, CrystalType.S)); // Crystal Scrolls: Enchant Weapon _scrolls.put(731, new EnchantScroll(true, false, true, CrystalType.A)); _scrolls.put(949, new EnchantScroll(true, false, true, CrystalType.B)); _scrolls.put(953, new EnchantScroll(true, false, true, CrystalType.C)); _scrolls.put(957, new EnchantScroll(true, false, true, CrystalType.D)); _scrolls.put(961, new EnchantScroll(true, false, true, CrystalType.S)); // Crystal Scrolls: Enchant Armor _scrolls.put(732, new EnchantScroll(false, false, true, CrystalType.A)); _scrolls.put(950, new EnchantScroll(false, false, true, CrystalType.B)); _scrolls.put(954, new EnchantScroll(false, false, true, CrystalType.C)); _scrolls.put(958, new EnchantScroll(false, false, true, CrystalType.D)); _scrolls.put(962, new EnchantScroll(false, false, true, CrystalType.S)); } /** * @param scroll The instance of item to make checks on. * @return enchant template for scroll. */ protected static final EnchantScroll getEnchantScroll(ItemInstance scroll) { return _scrolls.get(scroll.getItemId()); } /** * @param item The instance of item to make checks on. * @return true if item can be enchanted. */ protected static final boolean isEnchantable(ItemInstance item) { if (item.isHeroItem() || item.isShadowItem() || item.isEtcItem() || item.getItem().getItemType() == WeaponType.FISHINGROD) return false; // only equipped items or in inventory can be enchanted if (item.getLocation() != ItemInstance.ItemLocation.INVENTORY && item.getLocation() != ItemInstance.ItemLocation.PAPERDOLL) return false; return true; } }
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