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Liquix

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Everything posted by Liquix

  1. Hi guys i alrady try to search but without a progress. I need to Edit Actionname-e.dat in Interlude client. - I already tried all File editors. - Yes i can decrypt it in all that editors Problem: When file is decrypted the text is "crazy ordered" and cant be edited (some collums are overviewed by another and so on), It also cant be properly saved in TXT file. So my question.. Can anyone decrpyt (encode,..edit...decode...) this file for interlude client? - If so, how can you do that? Thx for advises.
  2. Shouldnt that be in Client moding section?
  3. LoL - i love this "guys" xD
  4. Many clans left before server even start - start delayed for xx hours
  5. Srry for OT. This section is for Advertise servers, so what problem do you have with guy who "work" like advertisor? Calm down, 80% of your topics in this section are just offensive and noone care about that. If you dont like it just dont join this server, but dont spamby some "clever ideas". thx
  6. Good luck. Anyway all servers based on players votes are fail - Be serious 5% of all players actually know what they want, all others mix features to be totally retarded.
  7. What is the reason to spend 200 $ for lameguard on Highrate server? LoL You dont have money for Original websites but you have so much money to waste on lameguard ? Smth smell in here :)
  8. Problem is not in FAST OLYMPIAD, problem is in FAST WIPE :D This server starts every 1 week - 1 week --> WIPE- 1 week --> WIPE - 1 week --> WIPE - 1 week --> WIPE Same problem as Deathland, Lifedrain... and tons of theirs copies.
  9. Why are u advertise server that lags with 300 ppl on, client fails everytime when u use soe, System break your client easily, Gm supports clans, Overpowered Donate.....? l2j russian paid source? - LOL
  10. It still lags :D yesterday 12 hrs ....day before 20 hrs...maybe one day there will be game without lags :D
  11. LagLand 24/7 ?
  12. Fix topic PREFIX - ITS not OFF - its JAVA
  13. Anyway he is right, I my frozen - when u kill all tresure chests - noone is the luckyone. I had also a problem with Bypass when using 5 event menu.
  14. What i mean...so in different words - when player dies in Capture Them event it is spawned on pre room (primary closed by doors) of coliseum - I have implemented all codes (doRevive is actualized too). I haven´t time to test if it works in CastleWars (respawning on defenders / attackers spot), so i will test it too.
  15. OK i fixed pk method and works perfectly now... Anyway i have problem with Revive method - If plyaer dies during Capture Them it spawn him as it has died in normally action (like it is not in event) my code is and i dont have any error in compile/code: public void doRevive() { super.doRevive(); updateEffectIcons(); sendPacket(new EtcStatusUpdate(this)); _reviveRequested = 0; _revivePower = 0; if (CastleWars.CastleWarsRunning) { if (CastleWars.isattacker(this)) { teleToLocation(CastleWars.attackersx, CastleWars.attackersy, CastleWars.attackersz); } if (CastleWars.isdefender(this)) { teleToLocation(CastleWars.defendersx, CastleWars.defendersy, CastleWars.defendersz); } } if(isInParty() && getParty().isInDimensionalRift()) { if(!DimensionalRiftManager.getInstance().checkIfInPeaceZone(getX(), getY(), getZ())) { getParty().getDimensionalRift().memberRessurected(this); } if(isinZodiac && CaptureThem.CaptureThemRunning) { getStatus().setCurrentHp(getMaxHp()); getStatus().setCurrentMp(getMaxMp()); getStatus().setCurrentCp(getMaxCp()); teleToLocation(149722, 46700, -3413); } if(isinZodiac && ProtectTheLdr.ProtectisRunning) { getStatus().setCurrentHp(getMaxHp()); getStatus().setCurrentMp(getMaxMp()); getStatus().setCurrentCp(getMaxCp()); if(ProtectTheLdr._Team1.contains(this)) { teleToLocation(ProtectTheLdr.team1x, ProtectTheLdr.team1y, ProtectTheLdr.team1z); } if(ProtectTheLdr._Team2.contains(this)) { teleToLocation(ProtectTheLdr.team2x, ProtectTheLdr.team2y, ProtectTheLdr.team2z); } } } if((_inEventTvT && TvT.is_started() && Config.TVT_REVIVE_RECOVERY) || (_inEventCTF && CTF.is_started() && Config.CTF_REVIVE_RECOVERY) || (_inEventDM && DM.is_started() && Config.DM_REVIVE_RECOVERY)) { getStatus().setCurrentHp(getMaxHp()); getStatus().setCurrentMp(getMaxMp()); getStatus().setCurrentCp(getMaxCp()); } } Could you give me advise?
  16. Hi guys, I just wanna ask if someone use in Frozen pack Edited code "checkallowedskills" to check also the skill levels - When char is deleveled more than 8 levels his skills will be deleveled or deleted - retail like. Just ask if better edit this method or make new method for that - discuss not begging ;) Thx
  17. Yes, my mistake overlooked code for revive srry ;) Btw i saw you have masterio Custom pvp implemented also - is it able to use "killer" or some other method use instead of pk.ZodiacPoints ++; ? Thx ;)
  18. No problem ;-) I will try to help you in free time. In CaptureThem event: In this event you are in Coliseum and all gates are closed - when player dies he is respawned in "pre-room" that is closed so he cant join fights again - his game is over for that moment. In this case i sugestose to edit: public static void StartEvent() { DoorTable.getInstance().getDoor(24190001).closeMe(); DoorTable.getInstance().getDoor(24190002).closeMe(); --> DoorTable.getInstance().getDoor(24190002).openMe(); DoorTable.getInstance().getDoor(24190003).closeMe(); --> DoorTable.getInstance().getDoor(24190003).openMe(); DoorTable.getInstance().getDoor(24190004).closeMe(); Or even delete: public static void StartEvent() { DoorTable.getInstance().getDoor(24190001).closeMe(); - DoorTable.getInstance().getDoor(24190002).closeMe(); - DoorTable.getInstance().getDoor(24190003).closeMe(); DoorTable.getInstance().getDoor(24190004).closeMe(); flags.deleteMe(); } DoorTable.getInstance().getDoor(24190001).openMe(); - DoorTable.getInstance().getDoor(24190001).openMe(); - DoorTable.getInstance().getDoor(24190002).openMe(); DoorTable.getInstance().getDoor(24190004).openMe(); So death players will be able to join the fight after death again.
  19. @Boorinio Anyway there is a bug in Peloponessian wars: When Teams are ported in Arenas or Leaders of both teams are teleported in FinalMatch - it wait 30sec (then chekwhowon is started) - and Checkwhowon Make the both sides Winners and all get the reward - it dont wait untill one char dies in finalmatch and it donw wait untill ppl die in arenas. - I expect problem in checkwhowon method. - Probably you have forgotten for making some method in L2PCinstance that end death ppl from event.[ - Tested in L2jfrozen pack/i] Suggestions: Please check the color fix - when event quit you use setColorName. It could make a trouble in case of many high rates who use PVP color system ;) Also it could be good to make in all events smth like: IF registred _player count = NULL dont start event. I dont wanna be detailist :-)
  20. @hvp17: You make it wrong. What you have to do: package com.l2jfrozen.gameserver.model.entity.event; -import java.io.File; --- DELETE import java.util.ArrayList; import java.util.List; +import javolution.text.TextBuilder; --- ADD import com.l2jfrozen.Config; import com.l2jfrozen.gameserver.model.entity.Announcements; import com.l2jfrozen.gameserver.thread.ThreadPoolManager; import com.l2jfrozen.gameserver.model.L2World; import com.l2jfrozen.gameserver.model.actor.instance.L2PcInstance; import com.l2jfrozen.gameserver.network.serverpackets.NpcHtmlMessage;
  21. Adaption in Frozen is without problems. Man please in v3 update colorname (after events end players color is white it dont keep color before) Anyway: Works perfect on l2jfrozen. Thx for share
  22. 1500 chars created in 3 days of server.
  23. Started without problems ...join us ;)
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