Jump to content

Virusgr

Members
  • Posts

    164
  • Credits

  • Joined

  • Last visited

  • Feedback

    0%

Posts posted by Virusgr

  1. I got a couple of questions about paypal(never used it before).I made an account.Haven't linked any credit card or bank account yet.

    Can i recieve payments without having any of those linked?And after i link a credit card or bank account withdraw them(anytime i want)?

    And the next question is just for Greeks cuz every country got different law about internet payments.

    [GR]Όπως βλέπω σε διάφορα site στοιχημάτων στο ίντερνετ το ασφαλέστερο είναι να μην κάνεις withdraw αλλά να τα ξοδέψεις σε αγορές μέσω paypal.Έχει ψάξει κανείς(ή προσωπική εμπειρία από withdraw στον λογαριασμό τραπέζης) εάν θες να είσαι εντάξει πώς πρέπει να τα δηλώσεις αυτά τα λεφτά?[/GR]

    Thank you.

  2. This part of the shared code does what you want.If you already installed it then you are all set.Else you can make public get/set methods inside L2PcInstance and inside method doDie insert setImpro(0).Same thing though

     

    index: @@ -13495,6 +13639,8 @@
    					setCurrentFeed(0);
    					stopFeed();
    					dismount();
    +							
    +							impro = 0;
    					sendPacket(SystemMessage.getSystemMessage(SystemMessageId.OUT_OF_FEED_MOUNT_CANCELED));
    				}

     

    credits go to ◦Cobra◦

  3. make sure all imports below are inside your file

    +import java.io.BufferedReader;
    +import java.io.IOException;
    +import java.io.InputStreamReader;
    +import java.net.URL;
    +import com.l2jserver.Config;
    +import com.l2jserver.gameserver.Announcements;
    +import com.l2jserver.gameserver.GmListTable;
    +import com.l2jserver.gameserver.ThreadPoolManager;
    +import com.l2jserver.gameserver.model.L2ItemInstance;
    +import com.l2jserver.gameserver.model.L2World;
    +import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
    

  4. Αντί να "πειράζεις" τα xmls για το time μπορείς να το κάνεις και εδώ.

    Character.Properties

    # ---------------------------------------------------------------------------
    # Skills & Effects
    # ---------------------------------------------------------------------------
    # When this is enabled it will read the "SkillDurationList" option.
    # This will basically overlook the "time = x" in the skill XMLs so that you do not need to modify the L2J Datapack XMLs to increase skill duration.
    # Default: False
    EnableModifySkillDuration = True
    # Skill duration list
    # Format: skillid,newtime;skillid2,newtime2...
    # Example: 
    #	This enable 1h(3600) duration for songs, the "\"indicates new line,
    #	and is only set for formating purposes.
    #	SkillDurationList = 264,3600;265,3600;266,3600;267,3600;268,3600;\
    #	269,3600;270,3600;304,3600;305,1200;306,3600;308,3600;349,3600;\
    #	363,3600;364,3600
    SkillDurationList = 445,10;447,10;
    

    Τώρα για το θέμα να πιάνουν άμα λάχει,αυτό δεν γίνεται για το συγκεκριμένο skill type(<set name="skillType" val="BUFF"/>)

    ΑΛΛΑ μπορείς να τσεκάρεις τα chance augment skills και να modάρεις τα skills σου κατάλληλα.

  5. I'm using a voiced command.When the player uses .blabla then an html (stored at commandName/blabla.htm) window appears with 3 buttons planted (Let's call those buttons Button A,Button B,Button C).I want when Button A is pressed to change the html to another(the other html is named commandName/blabla2.htm).Is that possible?I can make this on npcs but i can't with a voiced command.

    EDIT: Found out what to do.For any other that has the same question just edit the button to have a action="bypass -h bla_bla" and then just go over com.l2jserver.gameserver.network.clientpackets.RequestBypassToServer and after this one

    else if (_command.equals("come_here") && ( activeChar.isGM()))
    {
      comeHere(activeChar);
    }
    

    put this one

    else if (_command.equals("bla_bla") )
    {
      //do whatever you want to
    }
    

    You can replace bla_bla with anything you like BUT put the same on bypass-h AND at else if block.

    Request for lock

  6. Real target xml for Freya(i guess you wanted that one)

    <skill name="Real Target" enchantGroup2="1" enchantGroup1="1" levels="4" id="522" enchantGroup4="1" enchantGroup3="1"> <table name="#enchantMagicLvl"> 76 76 76 77 77 77 78 78 78 79 79 79 80 80 80 81 81 81 82 82 82 83 83 83 84 84 84 85 85 85 </table> <table name="#enchVuln"> 0.99 0.98 0.97 0.96 0.95 0.94 0.93 0.92 0.91 0.9 0.89 0.88 0.87 0.86 0.85 0.84 0.83 0.82 0.81 0.8 0.79 0.78 0.77 0.76 0.75 0.74 0.73 0.72 0.71 0.7 </table> <table name="#magicLvl"> 40 52 62 70 </table> <table name="#mpInitialConsume"> 3 4 6 7 </table> <table name="#mpConsume"> 8 10 13 15 </table> <table name="#castRange"> 600 700 800 900 </table> <table name="#effectRange"> 900 1000 1100 1200 </table> <table name="#bowWpnVuln"> 1.12 1.16 1.2 1.24 </table> <table name="#crossbowWpnVuln"> 1.16 1.24 1.32 1.4 </table> <table name="#abnormalLvl"> 1 2 3 4 </table> <set name="mpInitialConsume" val="#mpInitialConsume"/> <set name="mpConsume" val="#mpConsume"/> <set name="hitTime" val="1500"/> <set name="magicLvl" val="#magicLvl"/> <set name="operateType" val="OP_ACTIVE"/> <set name="ignoreResists" val="true"/> <set name="power" val="100"/> <set name="target" val="TARGET_ONE"/> <set name="isDebuff" val="true"/> <set name="skillType" val="DEBUFF"/> <set name="castRange" val="#castRange"/> <set name="effectRange" val="#effectRange"/> <set name="reuseDelay" val="3000"/> <enchant1 name="magicLvl" val="#enchantMagicLvl"/> <enchant2 name="magicLvl" val="#enchantMagicLvl"/> <enchant3 name="magicLvl" val="#enchantMagicLvl"/> <enchant4 name="magicLvl" val="#enchantMagicLvl"/> -<for> -<effect name="Debuff" val="0" abnormalTime="30" abnormalType="real_target" abnormalLvl="#abnormalLvl" abnormal="realtarget"> <mul val="#bowWpnVuln" stat="bowWpnVuln" order="0x30"/> <mul val="#crossbowWpnVuln" stat="crossbowWpnVuln" order="0x30"/> </effect> </for> -<enchant1for> -<effect name="Debuff" val="0" abnormalTime="30" abnormalType="real_target" abnormalLvl="4" abnormal="realtarget"> <mul val="1.24" stat="bowWpnVuln" order="0x30"/> <mul val="1.4" stat="crossbowWpnVuln" order="0x30"/> <mul val="#enchVuln" stat="pDef" order="0x30"/> </effect> </enchant1for> -<enchant2for> -<effect name="Debuff" val="0" abnormalTime="30" abnormalType="real_target" abnormalLvl="4" abnormal="realtarget"> <mul val="1.24" stat="bowWpnVuln" order="0x30"/> <mul val="1.4" stat="crossbowWpnVuln" order="0x30"/> <mul val="#enchVuln" stat="pAtk" order="0x30"/> </effect> </enchant2for> -<enchant3for> -<effect name="Debuff" val="0" abnormalTime="30" abnormalType="real_target" abnormalLvl="4" abnormal="realtarget"> <mul val="1.24" stat="bowWpnVuln" order="0x30"/> <mul val="1.4" stat="crossbowWpnVuln" order="0x30"/> <mul val="#enchVuln" stat="mDef" order="0x30"/> </effect> </enchant3for> -<enchant4for> -<effect name="Debuff" val="0" abnormalTime="30" abnormalType="real_target" abnormalLvl="4" abnormal="realtarget"> <mul val="1.24" stat="bowWpnVuln" order="0x30"/> <mul val="1.4" stat="crossbowWpnVuln" order="0x30"/> <mul val="#enchVuln" stat="mAtk" order="0x30"/> </effect> </enchant4for> </skill>

  7. UPDATE char_templates

    SET x = x_starting_location_human_fighters

    SET y = y_starting_location_human_fighters

    SET z = z_starting_location_human_fighters

    WHERE ClassId = '0'

     

    Κάντο ένα .sql και execute στην DB.Το παραπάνω είναι για το starting των human fighters (classid=0).Εύκολα τροποποιείς τα ClassId και x,y,z για κάθε άλλο starting class

  8. paidia emena sta tables char_tamblates den exei tis katigories item 1 kai etc... :S

    αν χρησιμοποιείς freya++ τότε πλέον όλα αυτά μεταφέρθηκαν στο table char_creation_items .Θα πας σε αυτό το table και με τα classId του αρχικού post θα προσθέτεις items

  9. * the HTML parser in the client knowns these standard and non-standard tags and attributes

    * VOLUMN

    * UNKNOWN

    * UL

    * U

    * TT

    * TR

    * TITLE

    * TEXTCODE

    * TEXTAREA

    * TD

    * TABLE

    * SUP

    * SUB

    * STRIKE

    * SPIN

    * SELECT

    * RIGHT

    * PRE

    * P

    * OPTION

    * OL

    * MULTIEDIT

    * LI

    * LEFT

    * INPUT

    * IMG

    * I

    * HTML

    * H7

    * H6

    * H5

    * H4

    * H3

    * H2

    * H1

    * FONT

    * EXTEND

    * EDIT

    * COMMENT

    * COMBOBOX

    * CENTER

    * BUTTON

    * BR

    * BODY

    * BAR

    * ADDRESS

    * A

    * SEL

    * LIST

    * VAR

    * FORE

    * READONL

    * ROWS

    * VALIGN

    * FIXWIDTH

    * BORDERCOLORLI

    * BORDERCOLORDA

    * BORDERCOLOR

    * BORDER

    * BGCOLOR

    * BACKGROUND

    * ALIGN

    * VALU

    * READONLY

    * MULTIPLE

    * SELECTED

    * TYP

    * TYPE

    * MAXLENGTH

    * CHECKED

    * SRC

    * Y

    * X

    * QUERYDELAY

    * NOSCROLLBAR

    * IMGSRC

    * B

    * FG

    * SIZE

    * FACE

    * COLOR

    * DEFFON

    * DEFFIXEDFONT

    * WIDTH

    * VALUE

    * TOOLTIP

    * NAME

    * MIN

    * MAX

    * HEIGHT

    * DISABLED

    * ALIGN

    * MSG

    * LINK

    * HREF

    * ACTION

    by kerberos_20  @ l2jserver forums

×
×
  • Create New...