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Finn

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Everything posted by Finn

  1. Why are characters clipping through the ground when jumping off a cliff? is there any solution? older clients didnt have this problem :O
  2. Hello everyone, I'm wondering how to get those Quest Symbols to work properly. Here you can see the "Letters of Love" Quest on Talking Island: When looking on those pictures you will notice that something is messed up.... Quest - Not Started: It's okay. The symbol for aavailable quests shows up correctly. Quest - State 1: It seems to be okay, too. Darin has nothing to say to you and you have to go on and talk to Roxxy. Roxxy has the correct quest symbol hovering over her head which means that she is the next person you have to talk to. Quest - State 2: After your talk with Roxxy her quest symbol dissappears and she sends you to Darin who is the next person in quest line. He has the correct quest symbol over his head - BUT Baulro mistakenly has a quest symbol over his head, too, which doesn't belong there since he is not the person you are looking for! Quest - State 3: After talking to Darin the quest symbol is still hovering over his head, but he is not the next one in your quest line - it's Baulro who still has his quest symbol hovering over his head which by the way is correct now. Quest - State 4: Baulro gives you a potion and tells you to deliver it to Darin. Baulros quest symbol dissappears and Darins appears. It seems to be okay, BUT it's not. Darin should have a quest symbol over his head which indicates that the quest is going to end at this point. It should look quite the same like the Quest available symbol but animated. So I'm wondering now how to get those indicators work properly? Any ideas, suggestions? :O
  3. write a script... ... or split them in more categories with every cat having 100% drop chance. this way no one will get all of them but its possible for someone to get more than one, or nothing...
  4. Greetings Cheaters :) I have a little issue with adding new quests. Everything works fine, but! Like you can see on the picture below all npcs with multiple quests do not show questnames properly, but instead a blank []. How can i solve this? PS: I added the package and class lines to questmasterhandler.java. "Questfolder" and "quest.java" do have the same names. Also the following line is existing: public Q00800_Lagebericht() { super(800, Q00800_Lagebericht.class.getSimpleName(), "Lagebericht"); addStartNpc(OATHRAN); addTalkId(OATHRAN, GILBERT); } I added the required quest lines in questname-e.dat for quest id 800. The quest window works fine, the quest aswell, but every npc with a new quest does not show the questnames if you need to select one. So... Am I missing something? :O (based on the latest h5 revision)
  5. I'm not sure but i think there is an entry line in interface.xdat. just remove the last one.
  6. ///hero works still on most servers xD
  7. did you add a blank row at the end of the file?
  8. Dont know, but clan lists worked in previous versions. but there are always ppl that drop some features instead of disabling them. but i think this clan is working in some case. go to primeval isle and watch there. some t-rex are going to attack other dinosaurs if i remember correct. the other way making npcs attack monsters is using them as guards. place some aggressive monsters with an aggro range of 1 so they wont attack players, but guards will attack them and they will fight back ^^ xD
  9. ofc you have to create new npcgrp and npcname lines that fit your h5 dat file format. if you need an example. look for the GOD mount topic posted by snifi. he copypasted those animation and texture files directly.
  10. Do you need them for IL or H5? IF H5 then you can copy paste those npcs+textures from a god - tauti client. They should work properly without any error. at least i did for my H5 Client.
  11. Is it possible to change the protocol version of a system so that the ppl cant acces with another client than the one they should use?
  12. Folder: L2J_Server\game\data\lang You'll find there everything you need
  13. he is using the normaly disabled language change function of the l2 client. but dont bother around with modifying your client in that way. let language be selectable using your updater. the simple way ;)
  14. get it out of the icon.utx
  15. and where is the account name and password window located? also in nwindow.dll? Is there an editor available or do i have to search it by using a hexeditor?
  16. I already edited some parts of the interface like you can see in the following screenshots. But I'm actually clueless where to look for the server selection window settings like mentioned in my first post. :-[
  17. Im looking for the file to edit the layout of those windows. I didnt find it in interface.xdat.
  18. Can anyone tell me where to find those windows? I want to edit them ^^ :)
  19. Congratz. Seems that there are no leaked versions of your server files out there so far (at least Helios +). How does it come? Loyal community or lack of interest? xD I'm just wondering. Should I become a new customer? :not bad:
  20. Extract the Textures and u will have ur resolution
  21. /* * Copyright (C) 2004-2014 L2J DataPack * * This file is part of L2J DataPack. * * L2J DataPack 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 3 of the License, or * (at your option) any later version. * * L2J DataPack 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, see <http://www.gnu.org/licenses/>. */ package quests.Q11005_DeliverGoods; import org.l2junity.gameserver.model.actor.Npc; import org.l2junity.gameserver.model.actor.instance.PlayerInstance; import org.l2junity.gameserver.model.quest.Quest; import org.l2junity.gameserver.model.quest.QuestState; import org.l2junity.gameserver.model.quest.State; /** * Deliver Goods (153) * @author Zoey76 * @version 1.0 Freya (11/16/2010), Based on Naia (EURO) */ public final class Q11005_DeliverGoods extends Quest { // NPCs private static final int JACKSON_ID = 30002; private static final int SILVIA_ID = 30003; private static final int ARNOLD_ID = 30041; private static final int RANT_ID = 30054; // Items private static final int DELIVERY_LIST_ID = 1012; private static final int HEAVY_WOOD_BOX_ID = 1013; private static final int CLOTH_BUNDLE_ID = 1014; private static final int CLAY_POT_ID = 1015; private static final int JACKSONS_RECEIPT_ID = 1016; private static final int SILVIAS_RECEIPT_ID = 1017; private static final int RANTS_RECEIPT_ID = 1018; // Rewards private static final int SOULSHOT_NO_GRADE_ID = 1835; // You get 3 Soulshots no grade. private static final int RING_OF_KNOWLEDGE_ID = 875; private static final int XP_REWARD_AMOUNT = 600; public Q11005_DeliverGoods() { super(11005); addStartNpc(ARNOLD_ID); addTalkId(JACKSON_ID, SILVIA_ID, ARNOLD_ID, RANT_ID); registerQuestItems(DELIVERY_LIST_ID, HEAVY_WOOD_BOX_ID, CLOTH_BUNDLE_ID, CLAY_POT_ID, JACKSONS_RECEIPT_ID, SILVIAS_RECEIPT_ID, RANTS_RECEIPT_ID); } @Override public String onAdvEvent(String event, Npc npc, PlayerInstance player) { final QuestState qs = getQuestState(player, false); if ((qs != null) && (npc.getId() == ARNOLD_ID)) { if (event.equalsIgnoreCase("30041-02.html")) { qs.startQuest(); giveItems(player, DELIVERY_LIST_ID, 1); giveItems(player, HEAVY_WOOD_BOX_ID, 1); giveItems(player, CLOTH_BUNDLE_ID, 1); giveItems(player, CLAY_POT_ID, 1); } } return event; } @Override public String onTalk(Npc npc, PlayerInstance player) { String htmltext = getNoQuestMsg(player); final QuestState qs = getQuestState(player, true); if (qs != null) { if (npc.getId() == ARNOLD_ID) { switch (qs.getState()) { case State.CREATED: htmltext = (player.getLevel() >= 2) ? "30041-01.html" : "30041-00.html"; break; case State.STARTED: if (qs.isCond(1)) { htmltext = "30041-03.html"; } else if (qs.isCond(2)) { takeItems(player, DELIVERY_LIST_ID, -1); takeItems(player, JACKSONS_RECEIPT_ID, -1); takeItems(player, SILVIAS_RECEIPT_ID, -1); takeItems(player, RANTS_RECEIPT_ID, -1); // On retail it gives 2 rings but one at the time. giveItems(player, RING_OF_KNOWLEDGE_ID, 1); giveItems(player, RING_OF_KNOWLEDGE_ID, 1); addExpAndSp(player, XP_REWARD_AMOUNT, 0); qs.exitQuest(false, true); htmltext = "30041-04.html"; } break; case State.COMPLETED: htmltext = getAlreadyCompletedMsg(player); break; } } else { if (npc.getId() == JACKSON_ID) { if (hasQuestItems(player, HEAVY_WOOD_BOX_ID)) { takeItems(player, HEAVY_WOOD_BOX_ID, -1); giveItems(player, JACKSONS_RECEIPT_ID, 1); htmltext = "30002-01.html"; } else { htmltext = "30002-02.html"; } } else if (npc.getId() == SILVIA_ID) { if (hasQuestItems(player, CLOTH_BUNDLE_ID)) { takeItems(player, CLOTH_BUNDLE_ID, -1); giveItems(player, SILVIAS_RECEIPT_ID, 1); giveItems(player, SOULSHOT_NO_GRADE_ID, 3); htmltext = "30003-01.html"; } else { htmltext = "30003-02.html"; } } else if (npc.getId() == RANT_ID) { if (hasQuestItems(player, CLAY_POT_ID)) { takeItems(player, CLAY_POT_ID, -1); giveItems(player, RANTS_RECEIPT_ID, 1); htmltext = "30054-01.html"; } else { htmltext = "30054-02.html"; } } if (qs.isCond(1) && hasQuestItems(player, JACKSONS_RECEIPT_ID) && hasQuestItems(player, SILVIAS_RECEIPT_ID) && hasQuestItems(player, RANTS_RECEIPT_ID)) { qs.setCond(2, true); } } } return htmltext; } } This is one of the old human starter quests. (latest l2jh5 files) So when i try to run this quest on l2junity all i get is => My text is missing... "data/scripts/quests/Q11005_DeliverGoods/30041-01.html" Everything is in place. Where's the error? :o
  22. MAXCHEATERS - Yours Bitchfights since 2005 :troll:
  23. I like it. :) It's way better that those AIO buffers that don't fit into the l2 environment which you can find on all those crappy no content 2 week server projects with "no wipes" and "5000k+ players". :dat: keep up! :)
  24. But not Mion. She will fkin scam you! Heh heh...
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