danvandan
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Posts posted by danvandan
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thx for share i will test it on l2j ...
others.java WTF ?! it is not patch ...
==================================================== L2Party.java ==================================================== import com.l2jfree.gameserver.model.entity.underground_coliseum.UCWaiting; import com.l2jfree.gameserver.model.entity.underground_coliseum.UCPoint; import com.l2jfree.gameserver.model.entity.underground_coliseum.UCTeam; #################################################### private Object _ucState = null; #################################################### if (isLeader && getPartyMembers().size() > 1) broadcastToPartyMembersNewLeader(); + if(getUCState() != null) + { + if(getUCState() instanceof UCWaiting) + { + UCWaiting waiting = (UCWaiting)getUCState(); + if(_members == null || _members.size() < Config.UC_PARTY_LIMIT) + { + waiting.setParty(null); + waiting.clean(); + } + } + else if(getUCState() instanceof UCTeam) + { + UCTeam team = (UCTeam)getUCState(); + UCTeam otherTeam = team.getOtherTeam(); + + if(_members == null || _members.size() < Config.UC_PARTY_LIMIT) + { + UCPoint[] points = team.getBaseArena().getPoints(); + + for (UCPoint point : points) + point.actionDoors(false); + + team.setParty(null); + team.clean(true); + + otherTeam.setStatus(UCTeam.WIN); + } + + if(player.isDead()) + UCTeam.resPlayer(player); + + player.setTeam(0); + player.cleanUCStats(); + player.teleToLocation(team.getBaseArena().getReturnPoint(), true); + } + } L2PartyRoom room = getPartyRoom(); if (getPartyMembers().size() == 1) #################################################### public Object getUCState() { return _ucState; } public void setUCState(Object uc) { _ucState = uc; } ==================================================== L2PcInstance.java ==================================================== import com.l2jfree.gameserver.model.entity.underground_coliseum.UCTeam; #################################################### private int UCKills = 0; private int UCDeaths = 0; private static final int UC_STATE_NONE = 0; private static final int UC_STATE_POINT = 1; private static final int UC_STATE_ARENA = 2; private int UCState = 0; #################################################### @doDie method if (isInParty() && getParty().isInDimensionalRift()) getParty().getDimensionalRift().memberDead(this); + if (getAgathionId() != 0) + setAgathionId(0); + + if(killer != null && getParty() != null && getParty().getUCState() instanceof UCTeam) + ((UCTeam)getParty().getUCState()).onKill(this, killer.getActingPlayer()); // Calculate death penalty buff calculateDeathPenaltyBuffLevel(killer); #################################################### public int getUCKills() { return UCKills; } public void increaseKillCountUC() { UCKills++; } public int getUCDeaths() { return UCDeaths; } public void increaseDeathCountUC() { UCDeaths++; } public void cleanUCStats() { UCDeaths = 0; UCKills = 0; } public void setUCState(int state) { UCState = state; } public int getUCState() { return UCState; } ==================================================== L2GameServer.java ==================================================== import com.l2jfree.gameserver.instancemanager.games.UndergroundColiseumManager; #################################################### UndergroundColiseumManager.getInstance(); ==================================================== SystemMessageId.java ==================================================== */ STARSTONE_COLLECTION_FAILED(2424), + /** + * ID: 2427<br> + * Message: The Red Team is victorious. + */ + THE_RED_TEAM_IS_VICTORIOUS(2427), + + /** + * ID: 2428<br> + * Message: The Blue Team is victorious. + */ + THE_BLUE_TEAM_IS_VICTORIOUS(2428), /** * ID: 2449<br> //*/ ==================================================== Config.java ==================================================== public static boolean ALLOW_NAIA_MULTY_PARTY_INVASION; public static int ALT_NAIA_ROOM_DURATION; + public static ArrayList<Integer> UC_WARDAYS = new ArrayList<Integer>(7); + public static int UC_START_HOUR; + public static int UC_END_HOUR; + public static int UC_ROUND_TIME; + public static int UC_PARTY_LIMIT; #################################################### ALLOW_NAIA_MULTY_PARTY_INVASION = Boolean.parseBoolean(altSettings.getProperty("AllowNaiaMultiPartyInvasion", "false")); ALT_NAIA_ROOM_DURATION = Integer.parseInt(altSettings.getProperty("AltNaiaRoomDuration", "5")); + String[] UCWardeys = altSettings.getProperty("UCWarDay", "5,6,1").split(","); + + for (String warday : UCWardeys) + UC_WARDAYS.add(Integer.parseInt(warday)); + + UC_START_HOUR = Integer.parseInt(altSettings.getProperty("UCStartHour", "21")); + UC_END_HOUR = Integer.parseInt(altSettings.getProperty("UCEndHour", "23")); + UC_ROUND_TIME = Integer.parseInt(altSettings.getProperty("UCRoundTime", "10")); + UC_PARTY_LIMIT = Integer.parseInt(altSettings.getProperty("UCPartyLimit", "7")); } } ==================================================== npc.sql ==================================================== UPDATE `npc` SET `level`='70',`type`='L2UndergroundColiseumManager' WHERE `id`='32377'; UPDATE `npc` SET `level`='45', `hp`='38120', `mp`='678', `patk`='1538', `pdef`='381', `matk`='713', `mdef`='464', `type`='L2UndergroundColiseumTower' WHERE `id`='18539'; UPDATE `npc` SET `level`='55', `hp`='73028', `mp`='988', `patk`='3799', `pdef`='515', `matk`='1767', `mdef`='628', `type`='L2UndergroundColiseumTower' WHERE `id`='18540'; UPDATE `npc` SET `level`='65', `hp`='102244', `mp`='1320', `patk`='8234', `pdef`='670', `matk`='3825', `mdef`='816', `type`='L2UndergroundColiseumTower' WHERE `id`='18541'; UPDATE `npc` SET `level`='75', `hp`='117407', `mp`='1674', `patk`='12467', `pdef`='838', `matk`='5792', `mdef`='1021', `type`='L2UndergroundColiseumTower' WHERE `id`='18542'; UPDATE `npc` SET `level`='80', `hp`='178902', `mp`='1859', `patk`='18111', `pdef`='923', `matk`='8416', `mdef`='1125', `type`='L2UndergroundColiseumTower' WHERE `id`='18543';
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It looks intresting. I don't test it yet but i decrypt Password: MadeByflAmingw0rm
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ok i like that here i see 3 new events but in the code i see a lot of think that we don't need like : custom leveling system , handlers WTF ??!?!, custom CommunityBoard, tvt event rework, town war, 50 000 lines for what ??!?!
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really useless
you can logout any time...
man who create it have a lot of free time for ...
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I like it a lot but it would be better if you make guide how to make it with more events like DM, town war and more ...
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you mean trigger system??!! because i don't see other ... what you can need ...
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0x30= % use with mul
0x40= just numbers use with add
Can be used with: mul order
Value Final %
2 +100%
1.9 +90%
1.8 +80%
1.7 +70%
1.6 +60%
1.5 +50%
1.4 +40%
1.3 +30%
1.2 +20%
1.1 +10%
1 0%
0.9 -10%
0.8 -20%
0.7 -30%
0.6 -40%
0.5 -50%
0.4 -60%
0.3 -70%
0.2 -80%
0.1 -90%
0 -100%
Can be used with: add order
Value Final
1 1
-1 -1
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<skill id="912" levels="1" name="Summon Imperial Phoenix"> <set name="mpConsume" val="145"/> <set name="itemConsumeId" val="1461"/> <set name="itemConsumeCount" val="2"/> <set name="itemConsumeIdOT" val="1461"/> <set name="itemConsumeCountOT" val="1"/> <set name="itemConsumeSteps" val="4"/> <set name="summonTotalLifeTime" val="1200000"/> <set name="summonTimeLostIdle" val="500"/> <set name="summonTimeLostActive" val="1000"/> <set name="target" val="TARGET_SELF"/> <set name="reuseDelay" val="45000"/> <set name="hitTime" val="15000"/> <set name="skillType" val="SUMMON"/> <set name="isMagic" val="true"/> <set name="operateType" val="OP_ACTIVE"/> <set name="npcId" val="14918"/> </skill> <skill id="761" levels="1" name="Seed of Revenge"> <set name="mpConsume" val="36"/> <set name="hitTime" val="2500"/> <set name="coolTime" val="1666"/> <set name="reuseDelay" val="95000"/> <set name="staticReuse" val="true"/> <set name="target" val="TARGET_SELF"/> <set name="skillType" val="BUFF"/> <set name="operateType" val="OP_ACTIVE"/> <set name="castRange" val="-1"/> <set name="triggeredId" val="5561"/> <set name="triggeredLevel" val="1"/> <for> <effect count="1" name="BestowSkill" time="60" noicon="1" val="0"/> <effect count="1" name="Buff" time="60" val="0" stackOrder="1" stackType="special_buff"> <add order="0x40" stat="pAtk" val="75"/> <add order="0x40" stat="earthRes" val="20"/> </effect> </for> </skill> <skill id="5561" levels="1" name="Seed of Revenge"> <set name="activationChance" val="5"/> <set name="chanceType" val="ON_ATTACKED"/> <set name="target" val="TARGET_SELF"/> <set name="skillType" val="BUFF"/> <set name="operateType" val="OP_PASSIVE"/> <set name="castRange" val="-1"/> <for> <effect count="1" name="Buff" time="20" val="0" stackOrder="1" stackType="knight_buff"> <add order="0x40" stat="pAtk" val="118"/> <mul order="0x30" stat="cAtk" val="1.10"/> </effect> </for> </skill> <skill id="786" levels="1" name="Eva's Will"> <set name="mpConsume" val="36"/> <set name="hitTime" val="2500"/> <set name="coolTime" val="1666"/> <set name="reuseDelay" val="95000"/> <set name="staticReuse" val="true"/> <set name="target" val="TARGET_SELF"/> <set name="skillType" val="BUFF"/> <set name="operateType" val="OP_ACTIVE"/> <set name="castRange" val="-1"/> <set name="triggeredId" val="5563"/> <set name="triggeredLevel" val="1"/> <for> <effect count="1" name="BestowSkill" time="60" noicon="1" val="0"/> <effect count="1" name="Buff" time="60" val="0" stackOrder="1" stackType="special_buff"> <add order="0x40" stat="mDef" val="75"/> <add order="0x40" stat="waterRes" val="20"/> </effect> </for> </skill> <skill id="5563" levels="1" name="Eva's Will"> <set name="activationChance" val="5"/> <set name="chanceType" val="ON_ATTACKED"/> <set name="target" val="TARGET_SELF"/> <set name="skillType" val="BUFF"/> <set name="operateType" val="OP_PASSIVE"/> <set name="castRange" val="-1"/> <for> <effect count="1" name="Buff" time="20" val="0" stackOrder="1" stackType="knight_buff"> <mul order="0x30" stat="mDef" val="1.10"/> <add order="0x40" stat="rCrit" val="18"/> </effect> </for> </skill> <skill id="788" levels="1" name="Pain of Shilen"> <set name="mpConsume" val="36"/> <set name="hitTime" val="2500"/> <set name="coolTime" val="1666"/> <set name="reuseDelay" val="95000"/> <set name="staticReuse" val="true"/> <set name="target" val="TARGET_SELF"/> <set name="skillType" val="BUFF"/> <set name="operateType" val="OP_ACTIVE"/> <set name="castRange" val="-1"/> <set name="triggeredId" val="5564"/> <set name="triggeredLevel" val="1"/> <for> <effect count="1" name="BestowSkill" time="60" noicon="1" val="0"/> <effect count="1" name="Buff" time="60" val="0" stackOrder="1" stackType="special_buff"> <mul order="0x30" stat="cAtk" val="1.05"/> <add order="0x40" stat="windRes" val="20"/> </effect> </for> </skill> <skill id="5564" levels="3" name="Pain of Shillien"> <set name="activationChance" val="5"/> <set name="chanceType" val="ON_ATTACKED"/> <set name="target" val="TARGET_SELF"/> <set name="skillType" val="BUFF"/> <set name="operateType" val="OP_PASSIVE"/> <set name="castRange" val="-1"/> <for> <effect count="1" name="Buff" time="20" val="0" stackOrder="1" stackType="knight_buff"> <mul order="0x30" stat="cAtk" val="1.10"/> <add order="0x40" stat="absorbDam" val="8"/> </effect> </for> </skill> <skill id="784" levels="1" name="Spirit of Phoenix"> <set name="mpConsume" val="36"/> <set name="hitTime" val="2500"/> <set name="coolTime" val="1666"/> <set name="reuseDelay" val="95000"/> <set name="staticReuse" val="true"/> <set name="target" val="TARGET_SELF"/> <set name="skillType" val="BUFF"/> <set name="operateType" val="OP_ACTIVE"/> <set name="castRange" val="-1"/> <set name="triggeredId" val="5562"/> <set name="triggeredLevel" val="1"/> <for> <effect count="1" name="BestowSkill" time="60" noicon="1" val="0"/> <effect count="1" name="Buff" time="60" val="0" stackOrder="1" stackType="special_buff"> <add order="0x40" stat="pDef" val="75"/> <add order="0x40" stat="fireRes" val="20"/> </effect> </for> </skill> <skill id="5562" levels="1" name="Spirit of Phoenix"> <set name="activationChance" val="5"/> <set name="chanceType" val="ON_ATTACKED"/> <set name="target" val="TARGET_SELF"/> <set name="skillType" val="BUFF"/> <set name="operateType" val="OP_PASSIVE"/> <set name="castRange" val="-1"/> <for> <effect count="1" name="Buff" time="20" val="0" stackOrder="1" stackType="knight_buff"> <mul order="0x30" stat="pDef" val="1.10"/> <mul order="0x30" stat="gainHp" val="1.5"/> </effect> </for> </skill>
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!!!!!!!!!!!!!!use Search button!!!!!!!!!!!!!!
GUIDE HOW TO UPDATE WITHOUT LOOSE DATA : http://www.maxcheaters.com/forum/index.php?topic=22370.0
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it is the SVN : http://svn.assembla.com/svn/L2J-Archid/
it is rev 653 : http://www.rapidshare.com/files/248896076/L2JArchid_rev653.rar
but L2J-Archid is death and have lots of bugs so i dont recoment it. Try L2J-Equal
L2J-Equal SVN : http://my-svn.assembla.com/svn/L2J-Equal/
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1.)Open Navicat
2.)find your weapon id in weapon or custom_weapon table
3.)make .sql file :
UPDATE weapon SET sellable='false' where item_id='ITEM ID';
UPDATE weapon SET dropable='false' where item_id='ITEM ID';
UPDATE weapon SET tradeable='false' where item_id='ITEM ID';
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make .sql file :
DELETE FROM items WHERE item_id = 'ITEM ID';
but remember it will remove from all players inventory ITEM ID!!!
Thanks to DragonHunter
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just add new line in your host file:
216.107.250.194 nprotect.lineage2.com
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open char_creation_items table
in classID you can write :
-1=for all characters
0=Human Fighter
10=Human Mystic
18=Elven Fighter
25=Elven Mystic
31=Dark Fighter
38=Dark Mystic
44=Orc Fighter
49=Orc Mystic
53=Dwarven Fighter
in itemId write item Id (you can find them in armors,weapons,etcitems tables)
in amound write how much items ...
in equipped you can write only true or false (true=equipped)
if you haven't char_creation_items table look here : http://www.maxcheaters.com/forum/index.php?topic=58722.0
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just change config ... :
# ---------------------------------------------------------------------------
# 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.
# 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
# Default: False
EnableModifySkillDuration = True
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;529,3600;271,3600;272,3600;273,3600;274,3600;\
275,3600;276,3600;277,3600;307,3600;309,3600;310,3600;311,3600;\
366,3600;530,3600;765,3600;1035,3600;1043,3600;1044,3600;1062,3600;\
1077,3600;1078,3600;1085,3600;1204,3600;1036,3600;1045,3600;1048,3600;\
1086,3600;1240,3600;1242,3600;1243,3600;1388,3600;1389,3600;336,3600;\
1356,3600;1007,3600;1006,3600;1009,3600;1251,3600;1252,3600;1253,3600;\
1284,3600;1308,3600;1309,3600;1310,3600;1390,3600;1391,3600;1362,3600;\
1363,3600;1413,3600;1355,3600;1303,3600;1087,3600;1259,3600;1059,3600;\
305,3600;1268,3600;1040,3600;1478,1200;1477,1200;1479,1200;1476,1200;\
it is the faster way not lame!
thx Vicer for config
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it is better frenzy :
<skill id="176" levels="3" name="Frenzy">
<table name="#swordbluntpole"> 1.5 1.75 2.25 </table>
<table name="#sbp-under30"> 1.33 1.43 1.55 </table>
<table name="#twohand"> 1.75 2.0 2.5 </table>
<table name="#twohand-under30"> 1.43 1.5 1.6 </table>
<table name="#other"> 1.30 1.30 1.50 </table>
<table name="#accCombat"> 4 4 6 </table>
<table name="#mpConsume"> 14 21 25 </table>
<table name="#aggro"> 303 438 523 </table>
<set name="mpConsume" val="#mpConsume"/>
<set name="target" val="TARGET_SELF"/>
<set name="condition" val="32"/>
<set name="reuseDelay" val="600000"/>
<set name="hitTime" val="1500"/>
<set name="skillType" val="BUFF"/>
<set name="operateType" val="OP_ACTIVE"/>
<set name="castRange" val="-1"/>
<set name="effectRange" val="-1"/>
<set name="aggroPoints" val="#aggro"/>
<cond msg="Usable only when HP are 30 percent or lower.">
<player hp="30"/>
</cond>
<for>
<effect name="Buff" time="90" count="1" val="0" stackOrder="1" stackType="pinch">
<add order="0x40" stat="accCombat" val="#accCombat">
<using kind="Big Sword,Big Blunt"/>
</add>
<mul order="0x30" stat="pAtk" val="#swordbluntpole">
<using kind="Sword,Blunt,Pole"/>
</mul>
<mul order="0x30" stat="pAtk" val="#sbp-under30">
<and>
<player hp="30"/>
<using kind="Sword,Blunt,Pole"/>
</and>
</mul>
<mul order="0x30" stat="pAtk" val="#twohand">
<using kind="Big Sword,Big Blunt"/>
</mul>
<mul order="0x30" stat="pAtk" val="#twohand-under30">
<and>
<player hp="30"/>
<using kind="Big Sword,Big Blunt"/>
</and>
</mul>
<mul order="0x30" stat="pAtk" val="#other">
<using kind="Dual Fist,Dual Sword,Etc,Bow,Dagger"/>
</mul>
</effect>
</for>
</skill>
ok here is 1h buff config:
# ---------------------------------------------------------------------------
# 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.
# 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
# Default: False
EnableModifySkillDuration = True
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;529,3600;271,3600;272,3600;273,3600;274,3600;\
275,3600;276,3600;277,3600;307,3600;309,3600;310,3600;311,3600;\
366,3600;530,3600;765,3600;1035,3600;1043,3600;1044,3600;1062,3600;\
1077,3600;1078,3600;1085,3600;1204,3600;1036,3600;1045,3600;1048,3600;\
1086,3600;1240,3600;1242,3600;1243,3600;1388,3600;1389,3600;336,3600;\
1356,3600;1007,3600;1006,3600;1009,3600;1251,3600;1252,3600;1253,3600;\
1284,3600;1308,3600;1309,3600;1310,3600;1390,3600;1391,3600;1362,3600;\
1363,3600;1413,3600;1355,3600;1303,3600;1087,3600;1259,3600;1059,3600;\
305,3600;1268,3600;1040,3600;\
thx Vicer for config
[Guide]How to add your own teleports : http://www.maxcheaters.com/forum/index.php?topic=18067.0
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hm i will add it to my server.thx!
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Server Start : 10.07.09
Site : http://finaldestination.t35.com
Forum : http://finaldestination.forumup.com
Info :
Full Gracia Final
[ Server Rate ]
Rate Xp. = 10
Rate Sp. = 10
Rate Drop Items = 5
Rate Drop Spoil = 10
Rate Drop Manor = 1
Rate Drop Quest = 2
Rate Quests Reward = 2
Rate Drop Adena = 10
Rate Extract Fish = 3
Rate Raid Drop Items = 3
Grand Boss drop 2
Rate Karma Exp. Lost = 10
Rate Consumable Cost = 1
[ Enchant Rate ]
Chance
Enchant Chance Scroll Normal = 66
Enchant Chance Scroll Blessed = 75
Safe
Enchant Safe Scroll Normal = 4
Enchant Safe Scroll Blessed = 4
Max Enchant
Enchant Max All Type Items = 20
[ Vitality Settings ]
Rate Vitality level 1 = 10%
Rate Vitality level 2 = 20%
Rate Vitality level 3 = 30%
Rate Vitality level 4 = 40%
[ Trader ]
All you need max B (Grade)
[ NPC Buffer ]
Full magic support max to 76 level buffs
[ NPC Skill Enchanter ]
Support all about Skill Enchantment
[ Global Gate Keeper ]
All Town and Hunting Zone
[ Mammon's ]
Custom Npc Full support from original Mammon's
[ Server Manager ]
Custom support all here cost Coin Of Luck
[ More Info ]
Max clans in ally 5
War kill = 50 reportation
Talismans Works
All tattoos work
Spawn protection
Olympiad 100% real like
Class Changer
Subs no quest max 5
[ Retail ]
Baylor
Beleth
Epidos
DarkMansion
Emerald
dynasty quests
icarus quests
enter hellbound quests
[ Events ]
TvT
CTF
Tournament
Vote event
Medals
Mantras
Coins
Trick Transmutating
l2day
Squash
King of the Hill
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work in my gracia final server 20x ....... apuff
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Site : http://l2fearfactor.hit.bg
Info :
Full Gracia Final : 20x exp 20x sp 10x drop 15x spoil
30x adena 3x Quest Drop 4x Reward 5x Raid
Chanse
Enchant Chance Scroll Normal = 66
Enchant Chance Scroll Blessed = 75
Bonus
Enchant Chance Class Artisan = +1 %
Enchant Chance Class Warsmith = +2 %
Enchant Chance Class Maestro = +3 %
Safe Enchant = 4
Max Enchant = 20
Vitality Settings
Rate Vitality Level 1 =10%
Rate Vitality Level 2 =20%
Rate Vitality Level 3 =30%
Rate Vitality Level 4 =40%
Trader-All you need max B (Grade)
Buffer-Buff,Dane,Song,Chant,Summon,Custom
Skill Enchanter-Support all about Skill Enchantment
Global Gate Keeper-All Town and Hunting Zone
Mammon's-Full support A ,S , S80 + Upgrade S 80, S 82, S 84
Server Manager-support all here cost Coin Of Luck
Max clans in ally 5 , War kill = 50 reportation ,
Talismans Works , All tattoos work,
Spawn protection , Olympiad 100% real like ,
Class Changer , Subs no quest max 5
Retail:Baylor, Beleth, Epidos ,DarkMansion, Emerald
Retail: dynasty, icarus, enter hellbound quests
Events: TvT, CTF, Tournament, Vote event,
Medals ,Mantras, Town War, Coins,
Trick Transmutating, l2day, Squash
Kamaloka 100% work
81 lvl skills 100% work
100% gracia Final Items work
90% Gracia Final Skills work
90% Gracia Final quest work
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I really like Gracia Final version. I will update my server.THX!!!
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1. In the net havent more stable Gracia Final than that for now.
2. l2jserver's site still down for now.
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- Packet exchange with the client.
- Edit the kernel code.
- Fix your favorite skills.
Download : http://dump.ru/file/2662341
Credits to la2base.ru
Scheme Buffer (Interlude)
in Server Shares & Files [L2J]
Posted
thx a lot and keep sharing ... :)