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Posts posted by lewnidasds
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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.
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 0java.net.SocketTimeoutException: Accept timed outat 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=M20100909-0800java.version=1.7.0_51java.vendor=Oracle CorporationBootLoader constants: OS=win32, ARCH=x86, WS=win32, NL=el_GRCommand-line arguments: -os win32 -ws win32 -arch x86I 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
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Thanks a lot!
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Sorry for the undig but how can i add so when killing the rb you get the glow of noblesse and noblesse tiara?
*Edit*
I found an issue.When a someone that isnt in a party does the last hit noone is getting noblesse.. -
Worked!Thanks!
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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! -
If i understand right you want to change the chance of to skill to land.If so change
<set name="power" val="30"/>
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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>"); }
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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:
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What happens, with your current panel, if you see antharas drops ? Just wondering if your client gonna crash :troll:
Grand bosses haven't retail drop list.So no worries about crashing! :D
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Well i found the html of panel in L2NpcInstance.java.I've managed to change the colors(color idea taken from stacy doll panel cz i liked it :D )
But now how do i show the quantity?
Thank you everyone for the help! ^^ -
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)
Thank you very much for your time!
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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)- http://www.maxcheaters.com/topic/184816-lineage-psd-interlude-pvp-packsource/page-9
- 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! -
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! -
Worked!Thanks a lot! ^^
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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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Hello.I cant get the changepass working..I'm making a new file in handler/voicecommandhandler i paste the code above and when i get ingame i press .changepass but nothings happening..
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Hello everyone.
I want to ask if it is possible that blessed enchant on failure "stays" on the same enchant.
Ex: i enchant bow +10 to +11 but it fails.I want that the bow stays +10 and doesnt return to +3.
thanks in advance
Error In Eclipse
in Request Server Development Help [L2J]
Posted
οποτε λες να κανω un-install το java και να το ξανα βαλω?