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bru7al

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About bru7al

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    x7hraxy

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    Bulgaria

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  1. It is like this on every server I tested, at least 5. Also, it cannot be server sided. The server only sends the operational code of what has to be displayed, in this case, which adena message the client should display. This is how every server pack I know of operates. Where do I find (place) the code you just shared? I do not have any interface-editing software. Does anybody have that issue fixed, and if so, would they be willing to share the fixed version?
  2. Does anybody know how to fix the issue with the glitched display message of adena acquisition? I've went through SystemMsg.DAT and everything looks good.
  3. Do you have it in English, and how much do you sell it for?
  4. I'm using High Five client and the community-shared Mythras files.
  5. Thank you all! I believe the guide Pamela shared looks good if I want it to work on all armors. However, I want the abnormal effect to be persistent and only on certain sets. In my case, I have all B-grade and above sets up to Elegia until Stage 5. And I want to add this bonus "aura" (in my case a skill) only to the last stage of all sets. Think of it as the hero aura, I want something similar but only visible when a full set Stage 5 is equipped. :) Please, throw some more ideas!
  6. Greetings, y'all beautiful people! I've been playing around with armors recently and I've had this great idea which I can't implement for some reason. First things first. I've made custom sets with stats and set bonuses etc. Now, the problem I'm facing is that I'd like to add something like lets say fire that surrounds them when the character wears the complete set, something like an aura of some kind. I've found this BEAUTIFULLY looking skill that is not used in the game but it is an active skill. I've made the skill passive with 2 seconds cooldown andtried TARGET_NONE/SELF/AURA. None of which helped. I couldn't make it so that it will show the visual effects. I've gone through most of the passive skills with extra effects that I could think of in order to figure it out but sadly I could not. So, what do You think? Is there a way to make an active skill act like a passive with persistent visual effects? Do you think something like this is possible and if so, which parts of the xml should be responsible for the persistent visual effect? Also, Ive tried to call both the skill andthe effect as part of my set's bonus. failed both times. :/ (This is a repost since my other topic was in the wrong section).
  7. Greetings, I wonder if there is an existing addon that would allow the players to play pre-selected songs by either voting for them (like server-wide event of some sort) or single selection for 1 player only?
  8. Greetings, y'all beautiful people! I've been playing around with armors recently and I've had this great idea which I can't implement for some reason. First things first. I've made custom sets with stats and set bonuses etc. Now, the problem I'm facing is that I'd like to add something like lets say fire that surrounds them when the character wears the complete set, something like an aura of some kind. I've found this BEAUTIFULLY looking skill that is not used in the game but it is an active skill. I've made the skill passive with 2 seconds cooldown and tried TARGET_NONE/SELF/AURA. None of which helped. I couldn't make it so that it will show the visual effects. I've gone through most of the passive skills with extra effects and I could think of in order to figure it out but sadly I could not. So, what do You think? Is there a way to make an active skill act like a passive with persistent visual effects? Do you think something like this is possible and if so, which parts of the xml should be responsible for the persistent visual effect? Also, Ive tried to call both the skill and the effect as part of my set's bonus. failed both times. :/
  9. Thanks. I guess, I have to use other Unreal engine, as I'm currently using Unreal Editor 2, which does not provide me with enough edit options.
  10. Greetings, I've been messing around with the client's content for a while now and I can't find a way to implement a transparent *.tga file. The transparent tga file is supposed to be like a border, identical to the PVP border or the border of Common Items. However, it has a white background when in focus and when out of focus, it shows normally. Here are two screenshots: The link below is out of focus. https://imgur.com/a/7zL2Azy What am I doing wrong and what am I missing? I've added a transparent alpha channel to the icon in photoshop and when I import the *.tga into the *.utx file I'm using DTX3 compressing. I'm also using a separate (self-made) Icon2.utx file.
  11. Greetings, I'm looking for an experienced developer who could help me with several features for my yet-to-come Lineage 2 server on a pay-per-code basis. The server files are based on FandC build from 3 years ago with additional work being done on them, so many of the free codes in this community are useless or need heavy reworking. I am not in any sort of hurry but I expect the codes to be complete in a timely manner.
  12. I have a problem. They just refuse to spawn automatically... "INFO Spawning phantom Takeshi[268484832] through spawner. Cur/Max 0/35000" Could someone tell me what's wrong? I think the problem is on row 540. It calls _loc but this location hasnt been set nor linked to an outside source... i think. Here is the script: The following is a row I've taken from the admin commands java and it spawns the Phantoms. ThreadPoolManager.getInstance().execute(new PhantomPlayers.PhantomSpawn(phantom.getObjectId()).setLocation(activeChar.getLoc()));
  13. This is probably because you haven't set the path or you haven't linked the voice command with an HTML. I would have taken a look in .cfg/ccp if I were you. Also another shortcut would be to add the HTML in your Community board folder and bypass it from there. I believe there was a thing that one had to do in order to open HTMLs without the proper NPC around but I cant remember. Gonna take a look.