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ratchet

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Everything posted by ratchet

  1. Try to use the ucc of UnrealEd, not the ucc found inside your interface compiler
  2. Worst case you can add a new texture in the utx package without alpha channel enabled. Remember to set the correct split9 properties in order to have it resize accordingly to the window size. In the xdat editor you can try to set an alpha value (by default is disabled i think, -9999) but i'm afraid it won't magically make your alpha texture opaque
  3. The stats you see in game are corrected by their relative factors (for example the mob's STR will influence his P.Atk etc.) The stats you see in the XML are the base stats.
  4. He's likely baiting you to download his source full of backdoors indeed
  5. I don't understand why aren't you showing us exactly where it is, all this makes no sense at all tbh. You're just giving generic "hints", reminds me of the AI bug reports haha
  6. Cmon buddy, show us just one example of backdoor in mobius projects and we'll believe you.
  7. Can you provide an example of backdoor inside one of the mobius projects?
  8. Both interface.u and interface.xdat are located in the system folder yea
  9. the .xdat is just the "layout" of the interface, the .u is the actual scripts
  10. From Salvation onwards I think you need a patched nwindow.dll that allows such modifications, try to see if you get what you need here: https://drive.google.com/drive/u/1/folders/1LLbQFGf8KlR-O0Iv5umfF-pwZgrDh9bd
  11. I also think this feature would bring more harm than good... another example is a dwarf rushing against your mobs so he takes priority, then he plays fake death and proceeds to grief the shit out of you. A minimum damage threshold is necessary, which would basically converge to what is the default feature (i.e. biggest damage dealer)
  12. anti-ks you mean anti-killsteal?
  13. My random guess is that it's the native function SetItemTextLink
  14. I guess if you modify client files then it's a mod
  15. What geodata are you using and which l2j package?
  16. If i'm not wrong, the free tools shared do not support animated skeletal meshes (.psa) for building ukx packages. You need something called Gildor's patch. Do you have it?
  17. Hello, to be honest with you, your question is a bit unclear, at least to me. Are you trying to give special skills to players based upon their weapon enchant level? Also there are parts of the code that are wrong, for example you do: if (item.getEnchantLevel() >= 4) and then immediately after else if (item.getEnchantLevel() >= 8) This last block will never be evaluated since the previous one will be true, and so on. From the snippets you posted I can't figure out, maybe try to post the whole files somewhere
  18. In every mobius source there should be a readme file with all the links you need (system, client, IDEs etc). Best of luck!
  19. Thanks for clarification. Do you think the newest clients offer solid advantages compared to the classic ones like Salvation? I'm also in the process of porting h5 to one of them just for the sake of it, so I was wondering if I should just attempt to go to the newest possible.
  20. I guess if you want to learn the whole process, your best bet is to start with a classic client (like salvation? also must be easy to modify so that you don't get stuck behind paywalls) and check how the network communication is implemented. L2jmobius has a lot of sources that use classic clients.
  21. I'm pretty sure that's just the mesh of the gloves being too big, so that the textures overlap with the ones of the bow.
  22. Love these chatgpt troll answers
  23. Does your table contain all the necessary keys (columns)? For example "shop_id"?
  24. Do you have the "offline_shop" table in your database?
  25. Then the approach i suggested should work, because every time the player exits the newbie zone, the provoke skill is enabled again. Try and let me know
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