
InfinityOwners
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Everything posted by InfinityOwners
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website doesnt even work...
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InfinityServers THE FIRST 2.5
InfinityOwners replied to InfinityOwners's topic in Aion Private Servers
INFINITYSERVERS IS NOW 2.5! -
InfinityServers THE FIRST 2.5
InfinityOwners replied to InfinityOwners's topic in Aion Private Servers
Our Server Now has MULTI SKILLS Come check it here -
Does anyone know where i can find this usercommand? That a player targets himself, he does .dye and money gets taken from him and his gear is dyed.
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InfinityServers THE FIRST 2.5
InfinityOwners replied to InfinityOwners's topic in Aion Private Servers
Thanks SoRa. Please check the Features tab in the Aion Server and witness many great reasons to why you should play on InfinityServers! -
InfinityServers THE FIRST 2.5
InfinityOwners replied to InfinityOwners's topic in Aion Private Servers
The server is now low rate! Read the first post for the latest updates!! -
InfinityServers THE FIRST 2.5
InfinityOwners replied to InfinityOwners's topic in Aion Private Servers
Improved the Custom Vote and reward to add items via the player inventory and send the player a notification (survey) of the received item. Also implemented compatibility of PayPal donation and the points(no wait for admin to add your points needed) -
InfinityServers THE FIRST 2.5
InfinityOwners replied to InfinityOwners's topic in Aion Private Servers
What do you mean "full complete"? -
InfinityServers THE FIRST 2.5
InfinityOwners replied to InfinityOwners's topic in Aion Private Servers
Added more features to server: Freefly Trade untradeable items Use //givemissingskills to give missing skills. Also works for players Auto learn stigma and normal skills. Working 6th Stigma -
Yea this server sucks..I played on it for 2 months and only once did i see a gm. Players constantly complain about the bugs, it lag spikes every couple of hours and it lags players out. Did i mention the bugs? Well, MANY bugs. Alot of OP players, donators are overpowered, you dont stand a chance against them on a PvP...
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The first 2.5 Server!! We have nothing to hide with the rates from our players so here is what the configuration file looks like: # =================================== # RATES # =================================== # Display server rates when player enter in world gameserver.rate.display.rates = true # Regular experience rate for group members gameserver.rate.regular.group.xp = 200 gameserver.rate.premium.group.xp = 225 gameserver.rate.vip.group.xp = 250 # Experience rate for single players gameserver.rate.regular.xp = 200 gameserver.rate.premium.xp = 225 gameserver.rate.vip.xp = 250 # Item drop rate gameserver.rate.regular.drop = 200 gameserver.rate.premium.drop =225 gameserver.rate.vip.drop = 250 # Gathering XP rates gameserver.rate.regular.gathering.xp = 200 gameserver.rate.premium.gathering.xp = 225 gameserver.rate.vip.gathering.xp = 250 # Crafting XP rates gameserver.rate.regular.crafting.xp = 200 gameserver.rate.premium.crafting.xp = 225 gameserver.rate.vip.crafting.xp = 250 # Quest XP rates gameserver.rate.regular.quest.xp = 200 gameserver.rate.premium.quest.xp = 225 gameserver.rate.vip.quest.xp = 250 # Quest Kinah rate gameserver.rate.regular.quest.kinah = 200 gameserver.rate.premium.quest.kinah = 225 gameserver.rate.vip.quest.kinah = 250 # Abyss points rate (can be 0.5 etc.) # For PvE gameserver.rate.regular.ap.npc = 100 gameserver.rate.premium.ap.npc = 125 gameserver.rate.vip.ap.npc = 150 # Abyss points rate (can be 0.5 etc.) # For PvP gameserver.rate.regular.ap.player = 10 gameserver.rate.regular.ap.lost_player = 1 gameserver.rate.premium.ap.player = 10 gameserver.rate.premium.ap.lost_player = 1 gameserver.rate.vip.ap.player = 10 gameserver.rate.vip.ap.lost_player = 1 # Kinah rate gameserver.rate.regular.kinah = 200 gameserver.rate.premium.kinah = 225 gameserver.rate.vip.kinah = 250 Our Server Now has MULTI SKILLS Come check it here Vote every 12 hours Double vote points on weekends Once a month, for 1 week, triple vote points Custom game Control Panel Working credit system Custom Vote & Reward system Freefly Trade untradeable items Use //givemissingskills to give missing skills. Also works for players Auto learn stigma and normal skills. Working 6th Stigma Working instances. Credit System Alliance system Characters creation. All basic chat types. Player inventory. Player cube expansion. Player warehouse. Full items support, equipements, potions, food, stones, etc. Exping and level up is possible. Player stats. Monsters and npc basic AI. Merchant npc sale & buy items, shops 100%. Drop and loot system from monsters. Normal & Flight Teleport. Trade between players. Player class change. Player pvp system. Player vs Player (pvp) in the Abyss. Player duel system. Active staff awaiting bug reports so they can be fixed Administrator is a staff member of an aion Emulator (Aion X Emu) Website: http://www.infinityservers.org We also have a Lineage 2 PvP Server
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Well, you guys both wrong:P After a couple of hours of searching and some help from my friends at L2J, i figured it out. Its not client side, its not core side. Its server side. All inside the xml. Must add a new condition like this: <cond msgId="1518"> <and> <player castle="5" /> <-Castle id <player pledgeClass="2" /> <- Player rank. In this case: Heir(clan members). </and> </cond>
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As the title says, on my server I have the custom cloaks (Aden Cloak, Dion Cloak, etc...) and I want only the members that own that castle to equip them. And if they loose the castle, they loose the cloak. Kinda like the "The Lord's Crown". I have been editing some java code inside the chamberlain configuration but it hasn't worked. Here is the code i came up with: else if (actualCommand.equals("give_cloak")) { if (siegeBlocksFunction(player)) return; NpcHtmlMessage html = new NpcHtmlMessage(getObjectId()); if (player.isClanLeader() && _castleId==5) <-I made that custom, so that the castle was Aden { if (player.getInventory().getItemByItemId(64000) == null)<-Aden Cloak ID { L2ItemInstance crown = player.getInventory().addItem("Aden Cloak", 64000, 1, player, this); SystemMessage ms = new SystemMessage(SystemMessageId.EARNED_ITEM); ms.addItemName(crown); player.sendPacket(ms); html.setFile(player.getHtmlPrefix(), "data/html/chamberlain/chamberlain-gavecrown.htm"); html.replace("%CharName%", String.valueOf(player.getName())); html.replace("%FeudName%", String.valueOf(getCastle().getName())); } else html.setFile(player.getHtmlPrefix(), "data/html/chamberlain/chamberlain-hascrown.htm"); } else html.setFile(player.getHtmlPrefix(), "data/html/chamberlain/chamberlain-noprivs.htm"); player.sendPacket(html); return; } Ofcourse after that i edited the chamberlain html and added this line: <a action="bypass -h npc_%objectId%_give_cloak">Aden Cloak</a><br>
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Sorry for double post but here is the code adapted to Freya. Test it and let me know if there are errors (ingame) because i have one. #Instance Event by Bloodshed adapted to freya by LiquidIce import com.l2jserver.gameserver.instancemanager.InstanceManager; import com.l2jserver.gameserver.model.L2ItemInstance; import com.l2jserver.gameserver.model.actor.L2Summon; import com.l2jserver.gameserver.model.entity.Instance; import com.l2jserver.gameserver.model.itemcontainer.PcInventory; import com.l2jserver.gameserver.model.quest.State; import com.l2jserver.gameserver.model.quest.QuestState; import com.l2jserver.gameserver.model.quest.jython.QuestJython as JQuest; import com.l2jserver.gameserver.network.serverpackets.CreatureSay; import com.l2jserver.gameserver.network.serverpackets.InventoryUpdate; import com.l2jserver.gameserver.network.serverpackets.MagicSkillUse; import com.l2jserver.gameserver.network.serverpackets.SystemMessage; import com.l2jserver.gameserver.network.serverpackets.ExShowScreenMessage; import com.l2jserver.gameserver.network.serverpackets.Earthquake; import com.l2jserver.gameserver.network.SystemMessageId; import com.l2jserver.gameserver.util.Util; import com.l2jserver.util.Rnd; qn = "Bloodshed" #Items E_APIGA = 14720 ADENA = 57 STONE = 9576 SCROLL = 960 #NPCs ROSE = 2009001 CHEST = 2009002 #Monsters NAGLFAR = 2009010 SENTRY1 = 2009011 SENTRY2 = 2009012 HOUND = 2009013 #Doors DOOR1 = 12240001 DOOR2 = 12240002 class PyObject: pass def openDoor(doorId,instanceId): for door in InstanceManager.getInstance().getInstance(instanceId).getDoors(): if door.getDoorId() == doorId: door.openMe() def closeDoor(doorId,instanceId): for door in InstanceManager.getInstance().getInstance(instanceId).getDoors(): if door.getDoorId() == doorId: door.closeMe() def checkConditions(player, new): party = player.getParty() if party: player.sendPacket(SystemMessage.sendString("You may not enter with a party.")) return False if not player.getLevel() >= 78: player.sendPacket(SystemMessage.sendString("You must be level 78 or higher to enter.")) return False if not party: return True return False def teleportplayer(self, player,teleto): player.setInstanceId(teleto.instanceId) player.teleto(teleto.x, teleto.y, teleto.z) pet = player.getPet() if pet != None : pet.setInstanceId(teleto.instanceId) pet.teleto(teleto.x, teleto.y, teleto.z) return def enterInstance(self,player,templateId,teleto): instanceId = 0 party = player.getParty() if party : for partyMember in party.getPartyMembers().toArray(): st = partyMember.getQuestState(qn) if not st : st = self.newQuestState(partyMember) if partyMember.getInstanceId()!=0: instanceId = partyMember.getInstanceId() else : if player.getInstanceId()!=0: instanceId = player.getInstanceId() if instanceId != 0: if not checkConditions(player,False): return 0 foundworld = False for worldid in self.world_ids: if worldid == instanceId: foundworld = True if not foundworld: player.sendPacket(SystemMessage.sendString("You have entered another zone, therefore you cannot enter this one.")) return 0 teleto.instanceId = instanceId teleportplayer(self, player,teleto) return instanceId else: if not checkConditions(player,True): return 0 instanceId = InstanceManager.getInstance().createDynamicInstance(template) if not instanceId in self.world_ids: world = PyObject() world.rewarded=[] world.instanceId = instanceId self.worlds[instanceId]=world self.world_ids.append(instanceId) print "Instance: Started " + template + " Instance: " +str(instanceId) + " created by " + str(player.getName()) teleto.instanceId = instanceId teleportplayer(self, player,teleto) return instanceId return instanceId def exitInstance(player,teleto): player.setInstanceId(0) player.teleto(teleto.x, teleto.y, teleto.z) pet = player.getPet() if pet != None : pet.setInstanceId(0) pet.teleto(teleto.x, teleto.y, teleto.z) class Bloodshed(JQuest): def __init__(self,id,name,descr): JQuest.__init__(self,id,name,descr) self.worlds = {} self.world_ids = [] def onTalk (self,npc,player): st = player.getQuestState(qn) npcId = npc.getNpcId() if npcId == ROSE : tele = PyObject() teleto.x = -238599 teleto.y = 219983 teleto.z = -10144 enterInstance(self, player, "Bloodshed.xml", teleto) st.playSound("ItemSound.quest_middle") elif npcId == CHEST : npc.decayMe() tele = PyObject() teleto.x = 82200 teleto.y = 148347 teleto.z = -3467 exitInstance(player,teleto) st.giveItems(ADENA,2750000) st.giveItems(STONE,1) st.giveItems(SCROLL,1) st.playSound("ItemSound.quest_finish") player.sendPacket(ExShowScreenMessage("Solo Instance Event (78+): Completed", 8000)) return def onKill(self,npc,player,isPet): st = player.getQuestState(qn) npcId = npc.getNpcId() if npcId == SENTRY1 : if npc.getInstanceId() in self.worlds: world = self.worlds[npc.getInstanceId()] st.playSound("ItemSound.quest_middle") player.sendPacket(CreatureSay(npc.getObjectId(), 0, npc.getName(), "Master, Forgive Me!")) st.giveItems(E_APIGA,1) openDoor(DOOR1,npc.instanceId) elif npcId == SENTRY2 : if npc.getInstanceId() in self.worlds: world = self.worlds[npc.getInstanceId()] st.playSound("ItemSound.quest_middle") player.sendPacket(CreatureSay(npc.getObjectId(), 0, npc.getName(), "Master, Forgive Me!")) st.giveItems(E_APIGA,1) openDoor(DOOR2,npc.instanceId) elif npcId == HOUND : if npc.getInstanceId() in self.worlds: world = self.worlds[npc.getInstanceId()] st.playSound("ItemSound.quest_middle") st.giveItems(E_APIGA,2) player.sendPacket(ExShowScreenMessage("Demonic Lord Naglfar Has Appeared!", 8000)) newNpc = self.addSpawn(NAGLFAR,-242754,219982,-9985,306,False,0,False,npc.instanceId) player.sendPacket(Earthquake(240826,219982,-9985,20,10)) elif npcId == NAGLFAR : if npc.getInstanceId() in self.worlds: world = self.worlds[npc.getInstanceId()] player.sendPacket(CreatureSay(npc.getObjectId(), 0, npc.getName(), "Ugh.... Defeated.. How!?")) player.sendPacket(ExShowScreenMessage("Congratulations! You have defeated Demonic Lord Naglfar.", 12000)) st.playSound("ItemSound.quest_fanfare_2") st.giveItems(E_APIGA,4) newNpc = self.addSpawn(CHEST,-242754,219982,-9985,306,False,0,False,npc.instanceId) return QUEST = Bloodshed(-1, qn, "Bloodshed") QUEST.addStartNpc(ROSE) QUEST.addTalkId(ROSE) QUEST.addTalkId(CHEST) QUEST.addKillId(NAGLFAR) QUEST.addKillId(HOUND) QUEST.addKillId(SENTRY1) QUEST.addKillId(SENTRY2)
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i adapted this code to work on L2J Freya, it loads fine but, when I talk to the npc ingame, the chat box appears with incorrect init.py errors.
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Ok, so I updated the server to freya. But the thing is, I kept the old custom npc's, i adapted them to freya tables and imported them but, whenever i spawn them, i get a critical error. Only for the CUSTOM npcs. Heres what the error says: PosCode : LS1(216) 82869:148583:-3469 1/0 [791] Assertion failed: Delta==Delta [File:.\UnPhysic.cpp] [Line: 1095] History: APawn::physWalking <- Dragon_centurion_135p Transient.Dragon_centurion_135p0 Loc.X=82869.000000 Y=148583.000000 Z=-3445.500000 Acc.X0.000000 Y=0.000000 Z=0.000000 Vel.X=-1.#IND00 Y=-1.#IND00 Z=-1.#IND00 Delta.X=-1.#IND00 Y=-1.#IND00 Z=0.000000 <- APawn::performPhysics <- AActor::Tick <- Transient.Dragon_centurion_135p0 <- TickAllActors <- ULevel::Tick <- (NetMode=0) <- UMasterLevel::Tick <- TickLevel <- UGameEngine::Tick <- UpdateWorld <- MainLoop
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[CRUCIAL] Decoded Freya Client Files + FileEdit?
InfinityOwners replied to tati's topic in [Request] Client Dev Help
Sorry to bring back a "dead" topic, not so dead. But i also have the same problems. I can use the old l2encdec on freya but not on npcgrp. the DDF files are outdated. -
sorry for delay. but yes, i fixed it
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gameserver doesnt progress while loading
InfinityOwners posted a question in Request Server Development Help [L2J]
2010.10.14 21:55:17,873 INFO 10 com.l2jserver.Config Loading GameServer Configuration Files... 2010.10.14 21:55:17,943 INFO 10 com.l2jserver.util.L2Properties L2Properties: Missing property for key - DatapackRoot 2010.10.14 21:55:17,997 INFO 10 com.l2jserver.Config Loaded 6 Filter Words. 2010.10.14 21:55:17,998 INFO 10 com.l2jserver.gameserver.GameServer -----------------------------------------------------------------=[ Database ] 2010.10.14 21:55:18,018 INFO 10 com.mchange.v2.log.MLog MLog clients using java 1.4+ standard logging. k it just freezes there. that happened after a daily restart when there were no modifications made to any type of configurations. -
[Help] Problem running gamserver
InfinityOwners replied to dios's question in Request Server Development Help [L2J]
right click on stargameserver and look for number 1024. increase it to 2048, only if u have 2gb of ram or more -
Did they? Well no biggy, just a small client edit and it should be fine. Thanks for the help guys.
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Sorry about the double post but i just figured something out. If its the "Exclusive" cloaks, like Kamael exclusive, Light exclusive, etc, it doesnt load!! The normal ones do. But i guess i know how to fix this. Just grab the basic ones in the armorgrp.dat and duplicate their lines and all i do is change the item id for the Exclusive armors and the textures should work.
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Well, it happens with the kamael's, 100% sure. i just tried the holy knights cloak kamael exclusive on the moirai armor and it doesnt show.
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I think someone has already posted this but, im still having this problem and never found a solution for it. Now heres the question. Why can i not see the cloaks? I mean the cloaks Lineage2 brings, like Knights Holy cloak, kamael exclusive, etc etc.. Is this a client problem or a server problem?? This is just like the akamanah problem that you could only see one sword instead of the 2 and it was a client fix that got it to work. So, any solution? Thanks.