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K9gash

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    @Luminous

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  1. Advanced Lineage II Event Engine – Flexible, Scalable, and Developer-Friendly Introducing a powerful and fully customizable event engine designed to enhance gameplay, increase player engagement, and simplify event management. Whether you're running a high-rate PvP server or a low-rate retail-like experience, this engine provides the flexibility you need to create and automate dynamic in-game events. Compatible with aCis 401 – Fully coded for aCis project (revision 401) and ready for seamless integration. Delivered as a .diff Patch – Simply apply it and start using it right away! Check out the screenshots & features: Imgur Album (more soon). Key Features ✔ Fully Configurable – Every aspect of each event can be customized, including timers, rules, rewards, and restrictions. ✔ Seamless Integration – Works with existing server configurations and supports custom scripts or modifications. ✔ Automated Event Rotation – Events can be scheduled or started via a voting phase where players choose the next event. ✔ Multi-Mode Participation – Players can join via commands (.register | .leave | .events) or NPC interactions. ✔ Real-Time Tracking – An on-screen HUD displays kills, scores, and time remaining. ✔ Enhanced PvP Mechanics – Auto-respawn, score-based rewards, and First Blood announcements. ✔ Spectator Mode – Allows non-participants to watch events live. ✔ Detailed Event Logs – Administrators can track player performance, winners, and event results for analysis. Reward System Player-Based Rewards: Configurable options for winning, losing, ranking in the top X, or achieving First Blood. Kill-Based Rewards: Earn rewards per kill or based on streaks. Team-Based Rewards: Incentivize team victories with shared prizes. Included Event Modes Team Fights (TDM): Classic team-based PvP with configurable duration, respawn rules, and score limits. Solo Fights (Deathmatch): Free-for-all PvP—highest kill count wins. Last Survivor (LMS): No respawns—last player standing wins. Lucky Chests: Random chests with rewards, traps, or debuffs. Treasure Hunt: Players race to find a hidden treasure. Monster Massacre (PvE Race): Teams compete to slay the most monsters. Territory Clash: Players battle to control a zone and earn points over time. Ultra Rapid Fire (URF Mode): Boosted stats, reduced skill cooldowns, and enhanced combat speed. Assassin Hunt: A random player is marked as the target—others must eliminate them. Monster Mayhem (Boss Raid): A powerful boss spawns; players must cooperate (or fight each other) to take it down. Power-Up Clash: Players collect battlefield buffs for a combat advantage. Why Choose This Event Engine? Fast Implementation – Set up new events in minutes with an intuitive configuration system. Performance Optimized – Lightweight and designed for high player counts without impacting server stability. Extensive Customization – Easily modify or extend functionality to suit your server’s needs. Developer Support – Well-documented API and configuration options for easy integration. Transform your server’s event experience with a feature-rich, developer-friendly solution. Ready to integrate? Contact us for licensing details! Get Your Copy Today! Upgrade your Lineage II server with this powerful event engine and bring next-level gameplay to your players. With fully customizable settings, automated event management, and seamless integration, this system is a must-have for any serious server administrator. Pricing: Full License: 100e (One-time payment) Support & Updates: included on full licence How to Purchase: PM me directly for inquiries and purchases. Discord: @Luminous
  2. This project is based on the latest public aCis sources (revision 401) and supports a multi-client system (C4 & IL), making it suitable for custom usage but not for retail. You can configure the SelectedClient option in server.properties and loginserver.properties to switch between C4 and IL. Both clients are fully synchronized, including login, server selection, packets, and geodata. Notable Features: - Completed the login and server selection phase for both clients. - Synchronized all packets to support both clients (including some specific features). - Reworked the datapack and SQL files (excluding HTML files) to work seamlessly with both clients. - Added geodata support for both clients. - Adapted nearly all AI, scripts, bosses, HTML, and MULTISELL files to match C4 functionality. - Reduced the maximum clan level from 8 to 5 (C4 feature). - Rewrote clan HTML to remove C5-C6 features. Disabled the following C5 and C6 features: - Divine Inspiration (C6 feature). - Clan skills and clan reputation points (C5 feature). - Pledge class (C5 feature). - Hero skills (C5 feature). - Dueling system (C6 feature). - Augmentations (C6 feature). - Cursed weapons (C5-C6 feature). General Improvements: - Performed a general HTML cleanup and optimized features based on the client version. - Added an option to display the remaining time of disabled skills. - Skill timestamps now update when using the skill list. This flexibility allows you to create a unique progression system tailored to your needs. The price for the diff patch, which can be applied to aCis public sources, is €150. For inquiries, please contact me via PM or Discord (ID: @Luminous).
  3. Hey guys, I came up with this idea while needing to write down multiple locations. When you use the /loc command, a text file is created (only the first time) and stores all the locations you debug. Output: --- a/aCis_gameserver/java/net/sf/l2j/gameserver/handler/usercommandhandlers/Loc.java +++ b/aCis_gameserver/java/net/sf/l2j/gameserver/handler/usercommandhandlers/Loc.java @@ -1,5 +1,10 @@ package net.sf.l2j.gameserver.handler.usercommandhandlers; +import java.io.BufferedWriter; +import java.io.File; +import java.io.FileWriter; +import java.io.IOException; + import net.sf.l2j.gameserver.data.xml.MapRegionData; import net.sf.l2j.gameserver.handler.IUserCommandHandler; import net.sf.l2j.gameserver.model.actor.Player; @@ -13,6 +18,7 @@ 0 }; + @SuppressWarnings("resource") @Override public void useUserCommand(int id, Player player) { @@ -100,6 +106,26 @@ } player.sendPacket(SystemMessage.getSystemMessage(msg).addNumber(player.getX()).addNumber(player.getY()).addNumber(player.getZ())); + + if (player.isGM()) + { + try + { + String fileLoc = "./data/locations.txt"; + final File file = new File(fileLoc); + file.createNewFile(); + + FileWriter fw = new FileWriter(fileLoc, true); + BufferedWriter bw = new BufferedWriter(fw); + bw.write(player.getX() + ", " + player.getY() + ", " + player.getZ()); + bw.newLine(); + bw.close(); + } + catch (IOException e) + { + e.printStackTrace(); + } + } } @Override
  4. Hello everyone, here's a simple and useful idea for any type of server. This code applies a discount when a player makes a purchase inside a clan’s castle or clan hall, offering a benefit to clan members who own a castle or clan hall. Important: Merchant transactions must be handled through multisell, not buylist. The discount is directly applied within the multisell, so the price shown is already reduced. "For example, if a scroll costs 1000 Adena and you set a 20% discount in the config, the final price when purchasing inside a castle or clan hall will be 800 Adena." This code is developed on the public aCis 401 revision. public static int CLAN_BASE_OWNERSHIP_MERCHANT_DISCOUNT; CLAN_BASE_OWNERSHIP_MERCHANT_DISCOUNT = clans.getProperty("ClanBaseOwnershipMechantDiscount", 20); # If clan owns a clan hall or castle, all members have a discount of X% at merchant transactions (multisell). # Discount applies only inside the base (castle or clan hall). ClanBaseOwnershipMechantDiscount = 20 /** diff --git a/aCis_gameserver/java/net/sf/l2j/gameserver/data/xml/MultisellData.java b/aCis_gameserver/java/net/sf/l2j/gameserver/data/xml/MultisellData.java index 556e111..bbf8e69 100644 --- a/aCis_gameserver/java/net/sf/l2j/gameserver/data/xml/MultisellData.java +++ b/aCis_gameserver/java/net/sf/l2j/gameserver/data/xml/MultisellData.java @@ -101,7 +101,7 @@ do { // send list at least once even if size = 0 - player.sendPacket(new MultiSellList(list, index)); + player.sendPacket(new MultiSellList(list, index, player)); index += PAGE_SIZE; } while (index < list.getEntries().size()); diff --git a/aCis_gameserver/java/net/sf/l2j/gameserver/network/clientpackets/MultiSellChoose.java b/aCis_gameserver/java/net/sf/l2j/gameserver/network/clientpackets/MultiSellChoose.java index 7c82c5b..1654abc 100644 --- a/aCis_gameserver/java/net/sf/l2j/gameserver/network/clientpackets/MultiSellChoose.java +++ b/aCis_gameserver/java/net/sf/l2j/gameserver/network/clientpackets/MultiSellChoose.java @@ -6,6 +6,7 @@ import net.sf.l2j.Config; import net.sf.l2j.gameserver.enums.FloodProtector; import net.sf.l2j.gameserver.enums.StatusType; +import net.sf.l2j.gameserver.enums.ZoneId; import net.sf.l2j.gameserver.enums.items.CrystalType; import net.sf.l2j.gameserver.model.Augmentation; import net.sf.l2j.gameserver.model.actor.Player; @@ -225,6 +226,20 @@ return; } + if (player.isInsideZone(ZoneId.CLAN_HALL) && player.getClan() != null && player.getClan().hasClanHall()) + { + e.setItemCount(e.getItemCount() * (100 - Config.CLAN_BASE_OWNERSHIP_MERCHANT_DISCOUNT) / 100); + if (e.getItemCount() == 0) + e.setItemCount(1); + } + + if (player.isInsideZone(ZoneId.CASTLE) && player.getClan() != null && player.getClan().hasCastle()) + { + e.setItemCount(e.getItemCount() * (100 - Config.CLAN_BASE_OWNERSHIP_MERCHANT_DISCOUNT) / 100); + if (e.getItemCount() == 0) + e.setItemCount(1); + } + if (Config.BLACKSMITH_USE_RECIPES || !e.getMaintainIngredient()) { // if it's a stackable item, just reduce the amount from the first (only) instance that is found in the inventory diff --git a/aCis_gameserver/java/net/sf/l2j/gameserver/network/serverpackets/MultiSellList.java b/aCis_gameserver/java/net/sf/l2j/gameserver/network/serverpackets/MultiSellList.java index 9269b06..c6102a0 100644 --- a/aCis_gameserver/java/net/sf/l2j/gameserver/network/serverpackets/MultiSellList.java +++ b/aCis_gameserver/java/net/sf/l2j/gameserver/network/serverpackets/MultiSellList.java @@ -2,6 +2,9 @@ import static net.sf.l2j.gameserver.data.xml.MultisellData.PAGE_SIZE; +import net.sf.l2j.Config; +import net.sf.l2j.gameserver.enums.ZoneId; +import net.sf.l2j.gameserver.model.actor.Player; import net.sf.l2j.gameserver.model.multisell.Entry; import net.sf.l2j.gameserver.model.multisell.Ingredient; import net.sf.l2j.gameserver.model.multisell.ListContainer; @@ -15,7 +18,9 @@ private boolean _finished; - public MultiSellList(ListContainer list, int index) + private Player _player; + + public MultiSellList(ListContainer list, int index, Player player) { _list = list; _index = index; @@ -28,6 +33,8 @@ } else _finished = true; + + _player = player; } @Override @@ -74,7 +81,14 @@ { writeH(ing.getItemId()); writeH(ing.getTemplate() != null ? ing.getTemplate().getType2() : 65535); - writeD(ing.getItemCount()); + + if (_player.isInsideZone(ZoneId.CLAN_HALL) && _player.getClan() != null && _player.getClan().hasClanHall()) + writeD((ing.getItemCount() * (100 - Config.CLAN_BASE_OWNERSHIP_MERCHANT_DISCOUNT) / 100) < 1 ? 1 : ing.getItemCount() * 80 / 100); + else if (_player.isInsideZone(ZoneId.CASTLE) && _player.getClan() != null && _player.getClan().hasCastle()) + writeD((ing.getItemCount() * (100 - Config.CLAN_BASE_OWNERSHIP_MERCHANT_DISCOUNT) / 100) < 1 ? 1 : ing.getItemCount() * 80 / 100); + else + writeD(ing.getItemCount()); + writeH(ing.getEnchantLevel()); writeD(0x00); // TODO: i.getAugmentId() writeD(0x00); // TODO: i.getManaLeft()
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  5. In this system they are using server side imported images using crest packets.
  6. Hello. I am buying a way to join an interlude server with c4 client. I don’t care about the way, server or client side.
  7. Hello there, I am trying to connect aCis with C4 client. After many days of debug information, I cannot manage log in. My conclusion is that something is totally different with mmocore and blowfish. Any ideas ? Thanks in advance
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