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About MadΜax
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Looking for professional l2j dev.
MadΜax replied to scrubs's question in Request Server Development Help [L2J]
you don't expect to find a good developer for interlude all pepole's that they are still engaged with interlude are kids that still learning, i hope you to find someone to do our job but don't expecting for something special :) -
Το Lineage2 (Official) γίνεται Free-To-Play !
MadΜax replied to asdf0rakos's topic in General Discussion [Greek]
Το Lineage2 (Official) γίνεται Free-To-Play ! = Sta Paparia mas! -
l2heaven.org will open soon just we not have time to handle l2jheaven.com and l2heaven.org server when will get time to handle all together will open it :)
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Auta einai!! pepi tsesmeli - oi mpotes
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auto einai poli kalitero song nabs ta spaei doseeeeeeeeeeeeeeeeeeeeeeeeeeee
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μια μαλακια ολοκληρη
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[LF] [PREVIEW] [L2jH] High Five Project
MadΜax replied to MadΜax's topic in Marketplace [L2Packs & Files]
are you fucking kiding me ? as you know we have also real life we can be 24/7 365/12 up on pc because you whant all the attention on your services. anyway good luck! -
[LF] [PREVIEW] [L2jH] High Five Project
MadΜax replied to MadΜax's topic in Marketplace [L2Packs & Files]
lol why to remove credits? :) as i have sy on other topic's/replys we are based on l2j also i have help a lot l2j community with shares/ or smth etc we sell it for 100 eu only because we have made our work on it its not like l2j public source they are reworked a lot btw i dunno why we make this discuss here when we can make it on irc! or when we play l4d2 UnAfraid :) as i say above we are not remove any author like some other projects or credits what you whant to say with leachers we are NOT leachers ofc if someone have share his code somewhare we have the rights to use it or to make it more advanced not to remove credits/authors so if you whant to say somthing for that then tell it somewhere else not here also deedlit is on my team also VlLight is on my team so i not understund what problem with that -
[LF] [PREVIEW] [L2jH] High Five Project
MadΜax replied to MadΜax's topic in Marketplace [L2Packs & Files]
because is my topic and no one have the rights to flame it with stupid discuss if anyone is interest he can leave his reply here or can contact with me for those who are not interest and they know only to talking without proofs without nothing they will reported and they replys will removed. -
try it :)
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Thanks to L2jHeaven Team! PrimevalIsleAI Index: /trunk/dist/game/data/scripts/ai/group_template/PrimevalIsle.java =================================================================== --- /trunk/dist/game/data/scripts/ai/group_template/PrimevalIsle.java (revision 91) +++ /trunk/dist/game/data/scripts/ai/group_template/PrimevalIsle.java (revision 91) @@ -0,0 +1,182 @@ +/* + * This program is free software: you can redistribute it and/or modify it under + * the terms of the GNU General Public License as published by the Free Software + * Foundation, either version 3 of the License, or (at your option) any later + * version. + * + * This program is distributed in the hope that it will be useful, but WITHOUT + * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS + * FOR A PARTICULAR PURPOSE. See the GNU General Public License for more + * details. + * + * You should have received a copy of the GNU General Public License along with + * this program. If not, see <http://www.gnu.org/licenses/>. + */ + +package ai.group_template; + +import com.l2jserver.gameserver.ai.CtrlIntention; +import com.l2jserver.gameserver.datatables.SkillTable; +import com.l2jserver.gameserver.datatables.SpawnTable; +import com.l2jserver.gameserver.model.L2Object; +import com.l2jserver.gameserver.model.L2Skill; +import com.l2jserver.gameserver.model.L2Spawn; +import com.l2jserver.gameserver.model.actor.L2Attackable; +import com.l2jserver.gameserver.model.actor.L2Npc; +import com.l2jserver.gameserver.model.actor.instance.L2PcInstance; +import com.l2jserver.gameserver.network.serverpackets.NpcSay; +import com.l2jserver.gameserver.util.Util; + +import gnu.trove.map.hash.TIntObjectHashMap; + + +/** +* Primeval Isle AI. +* Controls monster's behaviour. +* Based on Sandro's part of code +* +* @author MadMax +* @author corbin12 +* @author Sandro +*/ + +public class PrimevalIsle extends L2AttackableAIScript +{ + private static final int SPRIGNANT_ANESTHESIA = 18345; + private static final int SPRIGNANT_POISON = 18346; + private static final int TREX_1 = 22215; + private static final int TREX_2 = 22216; + private static final int TREX_3 = 22217; + private static final int ANCIENT_EGG = 18344; + + private final TIntObjectHashMap<int[]> SKILLS_HP = new TIntObjectHashMap<int[]>(); + + public PrimevalIsle(int id, String name, String descr) + { + super(id, name, descr); + SKILLS_HP.put(3626, new int[] { 65, 100 }); + SKILLS_HP.put(3627, new int[] { 25, 65 }); + SKILLS_HP.put(3628, new int[] { 0, 25 }); + addSkillSeeId(TREX_1); + addSkillSeeId(TREX_2); + addSkillSeeId(TREX_3); + addAggroRangeEnterId(TREX_1); + addAggroRangeEnterId(TREX_2); + addAggroRangeEnterId(TREX_3); + addAttackId(ANCIENT_EGG); + + int[] mob = + { + SPRIGNANT_ANESTHESIA, SPRIGNANT_POISON + }; + + registerMobs(mob); + + for (L2Spawn npc : SpawnTable.getInstance().getSpawnTable()) + { + if (Util.contains(mob, npc.getNpcid()) && npc.getLastSpawn() != null) + startQuestTimer("Skill", 5000, npc.getLastSpawn(), null); + } + + for (int i : mob) + addSpawnId(i); + } + + @Override + public String onAggroRangeEnter(L2Npc npc, L2PcInstance player, boolean isPet) + { + if (npc.getNpcId() == TREX_1 || npc.getNpcId() == TREX_2 || npc.getNpcId() == TREX_3) + { + npc.broadcastPacket(new NpcSay(npc.getObjectId(), 0, npc.getNpcId(), "?")); + npc.setTarget(player); + npc.setIsRunning(true); + npc.getAI().setIntention(CtrlIntention.AI_INTENTION_ATTACK, player); + } + return super.onAggroRangeEnter(npc, player, isPet); + } + + @Override + public String onAdvEvent(String event, L2Npc npc, L2PcInstance player) + { + if (npc == null) + return null; + + L2Attackable mob = null; + + if (npc instanceof L2Attackable) + mob = (L2Attackable) npc; + + if (mob == null) + return null; + + if (event.equalsIgnoreCase("Skill")) + { + int npcId = npc.getNpcId(); + if (npcId == SPRIGNANT_ANESTHESIA) + { + npc.setTarget(npc); + npc.doCast(SkillTable.getInstance().getInfo(5085, 1)); + } + else if (npcId == SPRIGNANT_POISON) + { + npc.setTarget(npc); + npc.doCast(SkillTable.getInstance().getInfo(5086, 1)); + } + startQuestTimer("Skill", 15000, npc, null); + } + return null; + } + + @Override + public String onSkillSee(L2Npc npc, L2PcInstance player, L2Skill skill, L2Object[] targets, boolean isPet) + { + if (npc.getNpcId() == TREX_1 || npc.getNpcId() == TREX_2 || npc.getNpcId() == TREX_3) + { + boolean b = false; + for (final L2Object trg : targets) + { + if (trg == npc) + b = true; + } + if (!b) + return super.onSkillSee(npc, player, skill, targets, isPet); + + final int skillId = skill.getId(); + if (skillId >= 3626 && skillId <= 3628) + { + final int trexHp = (int)npc.getCurrentHp(); + final int trexMaxHp = npc.getMaxHp(); + final int minHp = (SKILLS_HP.get(skillId))[0] * trexMaxHp / 100; + final int maxHp = (SKILLS_HP.get(skillId))[1] * trexMaxHp / 100; + if (trexHp < minHp || trexHp > maxHp) + { + npc.stopSkillEffects(skillId); + player.sendMessage("The conditions are not right to use this skill now."); + } + } + return super.onSkillSee(npc, player, skill, targets, isPet); + } + return null; + } + + @Override + public String onAttack(L2Npc npc, L2PcInstance player, int damage, boolean isPet, L2Skill skill) + { + int npcId = npc.getNpcId(); + if (npcId == ANCIENT_EGG) + { + player.setTarget(player); + player.doCast(SkillTable.getInstance().getInfo(5088, 1)); + + } + return ""; + + } + + public String onSpawn(L2Npc npc) + { + startQuestTimer("Skill", 5000, npc, null); + return super.onSpawn(npc); + } + + public static void main(String[] args) + { + new PrimevalIsle(-1, "PrimevalIsle", "ai/group_template"); + } +} Index: /trunk/dist/game/data/scripts.cfg =================================================================== --- /trunk/dist/game/data/scripts.cfg (revision 81) +++ /trunk/dist/game/data/scripts.cfg (revision 91) @@ -30,4 +30,5 @@ ai/group_template/PolymorphingAngel.java ai/group_template/PolymorphingOnAttack.java +ai/group_template/PrimevalIsle.java ai/group_template/PrisonGuards.java ai/group_template/RandomSpawn.java Index: /trunk/dist/game/data/stats/skills/05000-05099.xml =================================================================== --- /trunk/dist/game/data/stats/skills/05000-05099.xml (revision 72) +++ /trunk/dist/game/data/stats/skills/05000-05099.xml (revision 91) @@ -1035,20 +1035,40 @@ </skill> <skill id="5085" levels="1" name="Anesthesia"> - <!-- Temporarily stunned and Immobilized. --> - <set name="target" val="TARGET_NONE" /> - <set name="skillType" val="NOTDONE" /> - <set name="operateType" val="OP_PASSIVE" /> - <set name="hitTime" val="3300" /> - <set name="saveVs" val="MEN" /> + <!-- Temporarily stunned and immobilized. --> + <set name="mpConsume" val="23"/> + <set name="power" val="80"/> + <set name="target" val="TARGET_AURA"/> + <set name="element" val="6"/> + <set name="hitTime" val="3300"/> + <set name="skillType" val="MDAM"/> + <set name="reuseDelay" val="30000"/> + <set name="operateType" val="OP_ACTIVE"/> + <set name="castRange" val="-1"/> + <set name="effectRange" val="400"/> + <set name="effectType" val="STUN"/> + <set name="effectPower" val="80"/> + <set name="skillRadius" val="400"/> + <for> + <effect count="1" name="Stun" time="9" val="0" stackOrder="1" stackType="Stun"/> + </for> </skill> <skill id="5086" levels="1" name="Deadly Poison"> <!-- Infected with poison and gradually losing HP. If HP falls to 0, death will ensue. --> - <set name="target" val="TARGET_NONE" /> - <set name="skillType" val="NOTDONE" /> - <set name="operateType" val="OP_PASSIVE" /> - <set name="hitTime" val="3300" /> - <set name="saveVs" val="CON" /> - <set name="lvlDepend" val="1" /> - <set name="trait" val="POISON" /> + <set name="target" val="TARGET_AURA"/> + <set name="skillType" val="POISON"/> + <set name="operateType" val="OP_ACTIVE"/> + <set name="skillRadius" val="200"/> + <set name="reuseDelay" val="15000"/> + <set name="mpConsume" val="23"/> + <set name="power" val="100"/> + <set name="element" val="6"/> + <set name="hitTime" val="3300"/> + <set name="castRange" val="-1"/> + <set name="effectType" val="POISON"/> + <set name="effectLevel" val="7"/> + <set name="effectRange" val="400"/> + <for> + <effect count="10" name="DamOverTime" time="3" val="203" abnormal="poison"/> + </for> </skill> <skill id="5087" levels="2" name="Berserk">
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pes tis exeis dokimasei pote filiko sex xaneis!!!!!
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kai ti einai to pack me 10 euro? sakoula me ntomates?
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WTS [WTS]Extra Alternative Champion System
MadΜax replied to Darule's topic in Marketplace [L2Packs & Files]
and where is the difference from the current one? you change the names and? are you fucking kidding us?