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lewnidasds

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Posts posted by lewnidasds

  1. Το οτι δεν ειχες ανοιξει το εκλιψ για 1 χρονο δε σημαινει οτι το JRE/JDK δεν εχει αναβαθμιστει. Για να σου εξηγησω με ενα απλο παραδειγμα, εστω οτι εσυ εκανες παλια compile με java 7, τωρα το πισι σου εχει εγκατεστημενεη java 8 αλλα το εκλιψ προσπαθει να κανει compile με java 7...Τωρα το πως το αλλαζεις δε θυμαμαι ακριβως και στον υπολογιστη που καθομαι δεν εχω εκλιψ :(

     

    Ψαξ'το λιγο και θα το βρεις, or simple use google :)

    οποτε λες να κανω un-install το java και να το ξανα βαλω?

  2. Hello everyone.

     

    I havent used eclipse for a while now.Today (after almost a year) i went to work on my project.Afer i finished passing the codes etc i pressed right click on build.xml > run as > 1 ANT BUILD.

     

    Then i got an error saying : A Java exception has occured.  

     29bbsjk.jpg

     

     

    My log in metadata file is this.  

    !ENTRY org.eclipse.ant.launching 4 120 2017-03-22 19:28:14.832

    !MESSAGE Error logged from Ant UI: 
    !STACK 0
    java.net.SocketTimeoutException: Accept timed out
    at java.net.DualStackPlainSocketImpl.waitForNewConnection(Native Method)
    at java.net.DualStackPlainSocketImpl.socketAccept(Unknown Source)
    at java.net.AbstractPlainSocketImpl.accept(Unknown Source)
    at java.net.PlainSocketImpl.accept(Unknown Source)
    at java.net.ServerSocket.implAccept(Unknown Source)
    at java.net.ServerSocket.accept(Unknown Source)
    at org.eclipse.ant.internal.launching.launchConfigurations.RemoteAntBuildListener$ServerConnection.run(RemoteAntBuildListener.java:89)
    !SESSION 2017-03-22 19:34:07.319 -----------------------------------------------
    eclipse.buildId=M20100909-0800
    java.version=1.7.0_51
    java.vendor=Oracle Corporation
    BootLoader constants: OS=win32, ARCH=x86, WS=win32, NL=el_GR
    Command-line arguments:  -os win32 -ws win32 -arch x86    

     

     

    I upgraded eclipse via Help > Check for updates. It did some updates but still build didnt work.

    What should i do to get it working again?

     

    Thanks for your time

  3. Hello everyone!

    I'm using l2j Frozen and i have soulshot issue.

    When i'm using 2-handed sword (or any melee weapon) my soulshot wont load properly.Every 2-3 hits i miss 1 soulshot (less dmg)

    How can i change the soulshot re-load time?I looked over here:

     

    		final int timeAtk = calculateTimeBetweenAttacks(target, weaponItem);
    		
    		// Recharge any active auto soulshot tasks for player (or player's summon if one exists).
    		if (this instanceof L2PcInstance)
    		{
    			((L2PcInstance) this).rechargeAutoSoulShot(true, false, false, timeAtk);
    		}
    		else if (this instanceof L2Summon)
    		{
    			((L2Summon) this).getOwner().rechargeAutoSoulShot(true, false, true, timeAtk);
    		}
    		
    		// Verify if soulshots are charged.
    		boolean wasSSCharged;
    		
    		if (this instanceof L2Summon && !(this instanceof L2PetInstance))
    		{
    			wasSSCharged = ((L2Summon) this).getChargedSoulShot() != L2ItemInstance.CHARGED_NONE;
    		}
    		else
    		{
    			wasSSCharged = weaponInst != null && weaponInst.getChargedSoulshot() != L2ItemInstance.CHARGED_NONE;
    		}
    		
    		// Get the Attack Speed of the L2Character (delay (in milliseconds) before next attack)
    		// the hit is calculated to happen halfway to the animation - might need further tuning e.g. in bow case
    		final int timeToHit = timeAtk / 2;
    		_attackEndTime = GameTimeController.getGameTicks();
    		_attackEndTime += (timeAtk / GameTimeController.MILLIS_IN_TICK);
    		_attackEndTime -= 1;
    		
    		int ssGrade = 0;
    		
    		if (weaponItem != null)
    		{
    			ssGrade = weaponItem.getCrystalType();
    		}
    		
    		// Create a Server->Client packet Attack
    		Attack attack = new Attack(this, wasSSCharged, ssGrade);
    		
    		boolean hitted;
    		
    		// Set the Attacking Body part to CHEST
    		setAttackingBodypart();
    		
    		// Heading calculation on every attack
    		this.setHeading(Util.calculateHeadingFrom(this.getX(), this.getY(), target.getX(), target.getY()));
    		
    		// Get the Attack Reuse Delay of the L2Weapon
    		final int reuse = calculateReuseTime(target, weaponItem);
    		
    		// Select the type of attack to start
    		if (weaponItem == null)
    		{
    			hitted = doAttackHitSimple(attack, target, timeToHit);
    		}
    		else if (weaponItem.getItemType() == L2WeaponType.BOW)
    		{
    			hitted = doAttackHitByBow(attack, target, timeAtk, reuse);
    		}
    		else if (weaponItem.getItemType() == L2WeaponType.POLE)
    		{
    			hitted = doAttackHitByPole(attack, timeToHit);
    		}
    		else if (isUsingDualWeapon())
    		{
    			hitted = doAttackHitByDual(attack, target, timeToHit);
    		}
    		else
    		{
    			hitted = doAttackHitSimple(attack, target, timeToHit);
    		}
    		
    		// Flag the attacker if it's a L2PcInstance outside a PvP area
    		L2PcInstance player = null;
    		
    		if (this instanceof L2PcInstance)
    		{
    			player = (L2PcInstance) this;
    		}
    		else if (this instanceof L2Summon)
    		{
    			player = ((L2Summon) this).getOwner();
    		}
    		
    		if (player != null)
    		{
    			player.updatePvPStatus(target);
    		}
    		
    		// Check if hit isn't missed
    		if (!hitted)
    		{
    			// MAJAX fix
    			sendPacket(new SystemMessage(SystemMessageId.MISSED_TARGET));
    			// Abort the attack of the L2Character and send Server->Client ActionFailed packet
    			abortAttack();
    		}
    		else
    		{
    			/*
    			 * ADDED BY nexus - 2006-08-17 As soon as we know that our hit landed, we must discharge any active soulshots. This must be done so to avoid unwanted soulshot consumption.
    			 */
    			
    			// If we didn't miss the hit, discharge the shoulshots, if any
    			if (this instanceof L2Summon && !(this instanceof L2PetInstance))
    			{
    				((L2Summon) this).setChargedSoulShot(L2ItemInstance.CHARGED_NONE);
    			}
    			else if (weaponInst != null)
    			{
    				weaponInst.setChargedSoulshot(L2ItemInstance.CHARGED_NONE);
    			}
    			
    			if (player != null)
    			{
    				if (player.isCursedWeaponEquiped())
    				{
    					// If hitted by a cursed weapon, Cp is reduced to 0
    					if (!target.isInvul())
    					{
    						target.setCurrentCp(0);
    					}
    				}
    				else if (player.isHero())
    				{
    					if (target instanceof L2PcInstance && ((L2PcInstance) target).isCursedWeaponEquiped())
    					{
    						// If a cursed weapon is hitted by a Hero, Cp is reduced to 0
    						target.setCurrentCp(0);
    					}
    				}
    			}
    			
    			weaponInst = null;
    			weaponItem = null;
    		}
    		
    		// If the Server->Client packet Attack contains at least 1 hit, send the Server->Client packet Attack
    		// to the L2Character AND to all L2PcInstance in the _KnownPlayers of the L2Character
    		if (attack.hasHits())
    		{
    			broadcastPacket(attack);
    			fireEvent(EventType.ATTACK.name, new Object[]
    			{
    				getTarget()
    			});
    		}
    		
    		// Like L2OFF mobs id 27181 can teleport players near cabrio
    		if (this instanceof L2MonsterInstance && ((L2MonsterInstance) this).getNpcId() == 27181)
    		{
    			final int rndNum = Rnd.get(100);
    			final L2PcInstance gettarget = (L2PcInstance) this.getTarget();
    			
    			if (rndNum < 5 && gettarget != null)
    				gettarget.teleToLocation(179768, 6364, -2734);
    		}
    		
    		// Like L2OFF if target is not auto attackable you give only one hit
    		if (this instanceof L2PcInstance && target instanceof L2PcInstance && !target.isAutoAttackable(this))
    		{
    			((L2PcInstance) this).getAI().clientStopAutoAttack();
    			((L2PcInstance) this).getAI().setIntention(CtrlIntention.AI_INTENTION_IDLE, this);
    		}
    		
    		// Notify AI with EVT_READY_TO_ACT
    		ThreadPoolManager.getInstance().scheduleAi(new NotifyAITask(CtrlEvent.EVT_READY_TO_ACT), timeAtk + reuse);
    		
    		attack = null;
    		player = null;
    	}
    

     




    I dont know if i'm looking right.

    Thanks for the help!

  4. My post before i found the solution. :)


    My thought was to set

    .getMinDrop().getMaxDrop()
    

    Right after
     

    final String name = ItemTable.getInstance().getTemplate(drop.getItemId())>>>>HERE<<<<.getName();
    

    But i got errors..So obviously i'm not doing something right there.

    I'll post my l2dropdata so you can help me a bit!  ^^

     

    /*
     * L2jFrozen Project - www.l2jfrozen.com 
     * 
     * This program is free software; you can redistribute it and/or modify
     * it under the terms of the GNU General Public License as published by
     * the Free Software Foundation; either version 2, or (at your option)
     * any later version.
     *
     * This program is distributed in the hope that it will be useful,
     * but WITHOUT ANY WARRANTY; without even the implied warranty of
     * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
     * GNU General Public License for more details.
     *
     * You should have received a copy of the GNU General Public License
     * along with this program; if not, write to the Free Software
     * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
     * 02111-1307, USA.
     *
     * http://www.gnu.org/copyleft/gpl.html
     */
    package com.l2jfrozen.gameserver.model;
    
    import java.util.Arrays;
    
    /**
     * /* Special thanks to nuocnam Author: LittleVexy
     * @version $Revision: 1.1.4.4 $ $Date: 2005/03/29 23:15:15 $
     */
    public class L2DropData
    {
    	public static final int MAX_CHANCE = 1000000;
    	
    	private int _itemId;
    	private int _minDrop;
    	private int _maxDrop;
    	private int _chance;
    	private String _questID = null;
    	private String[] _stateID = null;
    	
    	/**
    	 * Returns the ID of the item dropped
    	 * @return int
    	 */
    	public int getItemId()
    	{
    		return _itemId;
    	}
    	
    	/**
    	 * Sets the ID of the item dropped
    	 * @param itemId : int designating the ID of the item
    	 */
    	public void setItemId(final int itemId)
    	{
    		_itemId = itemId;
    	}
    	
    	/**
    	 * Returns the minimum quantity of items dropped
    	 * @return int
    	 */
    	public int getMinDrop()
    	{
    		return _minDrop;
    	}
    	
    	/**
    	 * Returns the maximum quantity of items dropped
    	 * @return int
    	 */
    	public int getMaxDrop()
    	{
    		return _maxDrop;
    	}
    	
    	/**
    	 * Returns the chance of having a drop
    	 * @return int
    	 */
    	public int getChance()
    	{
    		return _chance;
    	}
    	
    	/**
    	 * Sets the value for minimal quantity of dropped items
    	 * @param mindrop : int designating the quantity
    	 */
    	public void setMinDrop(final int mindrop)
    	{
    		_minDrop = mindrop;
    	}
    	
    	/**
    	 * Sets the value for maximal quantity of dopped items
    	 * @param maxdrop : int designating the quantity of dropped items
    	 */
    	public void setMaxDrop(final int maxdrop)
    	{
    		_maxDrop = maxdrop;
    	}
    	
    	/**
    	 * Sets the chance of having the item for a drop
    	 * @param chance : int designating the chance
    	 */
    	public void setChance(final int chance)
    	{
    		_chance = chance;
    	}
    	
    	/**
    	 * Returns the stateID.
    	 * @return String[]
    	 */
    	public String[] getStateIDs()
    	{
    		return _stateID;
    	}
    	
    	/**
    	 * Adds states of the dropped item
    	 * @param list : String[]
    	 */
    	public void addStates(final String[] list)
    	{
    		_stateID = list;
    	}
    	
    	/**
    	 * Returns the questID.
    	 * @return String designating the ID of the quest
    	 */
    	public String getQuestID()
    	{
    		return _questID;
    	}
    	
    	/**
    	 * Sets the questID
    	 * @param questID designating the questID to set.
    	 */
    	public void setQuestID(final String questID)
    	{
    		_questID = questID;
    	}
    	
    	/**
    	 * Returns if the dropped item is requested for a quest
    	 * @return boolean
    	 */
    	public boolean isQuestDrop()
    	{
    		return _questID != null && _stateID != null;
    	}
    	
    	/**
    	 * Returns a report of the object
    	 * @return String
    	 */
    	@Override
    	public String toString()
    	{
    		String out = "ItemID: " + getItemId() + " Min: " + getMinDrop() + " Max: " + getMaxDrop() + " Chance: " + getChance() / 10000.0 + "%";
    		if (isQuestDrop())
    		{
    			out += " QuestID: " + getQuestID() + " StateID's: " + Arrays.toString(getStateIDs());
    		}
    		
    		return out;
    	}
    	
    	/**
    	 * Returns if parameter "o" is a L2DropData and has the same itemID that the current object
    	 * @param o object to compare to the current one
    	 * @return boolean
    	 */
    	@Override
    	public boolean equals(final Object o)
    	{
    		if (o instanceof L2DropData)
    		{
    			final L2DropData drop = (L2DropData) o;
    			return drop.getItemId() == getItemId();
    		}
    		return false;
    	}
    	
    	@Override
    	public int hashCode()
    	{
    		return getItemId();
    	}
    }
    
    

     





    Solution about quantity (Leeched from PSD pack)

    Now everyone who was quantity need to re-work on html.

    Thanks everyone for the help!

     

    {
    						if (drop == null || ItemTable.getInstance().getTemplate(drop.getItemId()) == null || drop.getItemId() == 57 || drop.getItemId() == 5575)
    						{
    							continue;
    						}
    						
    						String name = ItemTable.getInstance().getTemplate(drop.getItemId()).getName();
    						int countmin = ItemTable.getInstance().getTemplate(drop.getMinDrop()).getItemId();
    						int countmax = ItemTable.getInstance().getTemplate(drop.getMaxDrop()).getItemId();
    						
    						if (drop.getChance() > 700000)
    						{
    							html1.append("<tr><td align=\"center\"><font color=\"0066FF\">" + countmin + "-"+countmax+" "+name+"</font></td></tr>");
    						}
    						else if (drop.getChance() > 500000)
    						{
    							html1.append("<tr><td align=\"center\"><font color=\"FF99FF\">" + countmin + "-"+countmax+" "+name+"</font></td></tr>");
    						}
    						else if (drop.getChance() > 300000)
    						{
    							html1.append("<tr><td align=\"center\"><font color=\"LEVEL\">" + countmin + "-"+countmax+" "+name+"</font></td></tr>");
    						}
    						else if (drop.getChance() > 100000)
    						{
    							html1.append("<tr><td align=\"center\"><font color=\"666666\">" + countmin + "-"+countmax+" "+name+"</font></td></tr>");
    						}
    						else if (drop.getChance() > 10000)
    						{
    							html1.append("<tr><td align=\"center\"><font color=\"FF8C00\">" + countmin + "-"+countmax+" "+name+"</font></td></tr>");
    						}
    						else
    						{
    							html1.append("<tr><td align=\"center\"><font color=\"FF0000\">" + countmin + "-"+countmax+" "+name+"</font></td></tr>");
    						}
    
  5. Thanks for the answers everyone.

    The thing i want to work now on the drop panel it the quantity(amount) of the drop list.(like the right picture i posted above)

    Example:  Adena 180-250
                     Medal   1-5
    And so on...

    I absolutely have no idea how to code that.Thats where i need your help. ::)   :lol: 

     

  6. Hello!

    Well i want to change some things on the mob drop panel and i need your help!

    Things i'd like to know so i'll try to modify:

    • Where i can find the html(i'd like to change some colors)
    • I'd like to know if its possible to show the quantity of each item(Like pride's one).And if its possible how to do it (newbie here)

    Here are some pictures:

                 MINE                                                                                                PRIDE(obviously)
    2nuiybq.jpg     23lyz3d.png
                                                                         

    Thank you very much for your time!

  7. Hello there!

    Well i have a question due to my newbieness! :D

    Since i didnt get an answer here (1rst link) and couldnt make this work properly (2nd link)

    1. http://www.maxcheaters.com/topic/184816-lineage-psd-interlude-pvp-packsource/page-9
    2. http://www.maxcheaters.com/topic/147748-interlude-max-lvl-85-fix/?hl=level

    I want to know how to change max level from 80 to 89 (like PSD)When i tried the max lvl 85 fix(2nd link) i got an client "bug-error" which was level 84 and 300%

    Pack: L2j Frozen

    Hope i explained it all good.|

    Thanks in advance!

  8. Hi there!
    Well i have a question(as usual). :) 
    I'm working on a project(newbie) and i want to know how to make the leveling system work properly.I have imported in my project a leveling system that works quite good but after lvl 85 i get lvl85 and 300%.Which files should i leech from client side to make it work properly?

    Thanks in advance! 

  9. Hello everyone.

    I'm working on L2j Frozen and i have a question.

    How can i change the reuse time of Summon Cp Potions to be the same at any character.
    What i mean.I have tested the skill with a spellsinger and a titan.The reuse at the spellsinger was 2 min and at the titan was more than 5 min.

    Here is my .xml of Summon Cp

     

    <skill name="Summon CP Potion" levels="1" id="1324">
    
    <set name="mpConsume" val="412"/>
    
    <set name="target" val="TARGET_SELF"/>
    
    <set name="hitTime" val="20000"/>
    
    <set name="skillType" val="CREATE_ITEM"/>
    
    <set name="reuseDelay" val="1800000"/>
    
    <set name="operateType" val="OP_ACTIVE"/>
    
    <set name="castRange" val="-1"/>
    
    <set name="itemConsumeId" val="1785"/>
    
    <set name="itemConsumeCount" val="50"/>
    
    <set name="create_item_id" val="5592"/>
    
    <set name="create_item_count" val="20"/>
    
    <set name="isMagic" val="true"/>
    
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