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kuriku

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Posts posted by kuriku

  1. For High Five, L2j
     
    Here it comes Shot The Dog Event. Now for free
     
    Players are divided in two teams and they must fight transformed in Sniper Dogs with their Event Skills. In every kill they'll win Dollar Dogs, that they must use in the same Event to buy more powerful skills. The team that kill more enemies will won.
     

    Features:
     
    - Multiple Instance: You can choose if you want the script hand out the players in differents instances to avoid needless aglomerations

    - Full configurable Event (language, prizes for winners, losers and ties, time periods, automatic or non-automatic...)
     

    lono.jpgl40v.png

     

    p8il.jpgrj5r.jpg

     
     
     
    - Special GM Commands and special User Commands for the Event (incloudes and special event chat).
     
    Admin commands:

    • shooter_menu - shows the admin event menu
    • shooter_advance - advance the event to the next period
    • shooter_abort - cancel the event
    • shooter_reg_log - shows the log of the registred players once the event has started
    • shooter_info - shows the actual configuration of the event
    • shooter_score - shows the actual scores of the event in the different zones (if multiple instance option is active)
    • shooter_eventchat_listen - turn on/off to listen the event chat for GMs

     

    vsj3.jpg

     
    - GM panel for the Event that changes between the differents periods
     

    y4qo0.jpg5r4p.jpg

     
     
    - All users can participate although their levels and classes won't be the same. All stats inside the Event are statics (Elemental stats doesn't affect).

     

    1nsf.jpg

     
    - The Event can be viewed by another players outside the event

     

    1z2s.jpg

     
    - Scores at the end of the Event

     

    27sx.png

     

    2weausz.jpg

     

    5xlxc5.jpg

     

    6xlq.jpg

     

    be71.jpg

     
     
    Event full configurable:
     

    # ---------------------------------------------------------------------------
    # Laszlo Events Config
    # ---------------------------------------------------------------------------
    #
    # Be sure you have "CustomNpcTable" and "CustomSkillsLoad" in true values, check your General.properties file.
    #
    # ---------------------------------------------------------------------------
    # Shot The Dog Event
    # ---------------------------------------------------------------------------
    # Enable Event. Disable for not use.
    # Default: true
    ShooterEventEnable = true
    
    # Define your event language (htmls and system messages. For skills description use the correct skillname-e).
    # Default: english
    # Avaiable Options: english, spanish
    ShooterEventLang = english
    
    # If it is true, the event will start automatically at scheduled hours, set in "STDEventInterval" values.
    # Default: false
    ShooterEventAutomatic = true
    
    # Times Shot The Dog will occur (24h format).
    STDEventInterval = 16:20,15:45
    
    
    # If the value is true, the script will create predeterminated instances (max 5) and replace the players in those if ShooterEventParticipantsMaxInstance exceeds the own value.
    # NOTE: if the value is false, all the participants will be in the same place. Use true to avoid innecessary aglomeration.
    # Default: true
    ShooterEventMultipleInstance = true
    
    
    # Allow the players to see the features of the event in the inscription NPC (max-min players, max-min levels, prizes...)
    # Default: true
    ShooterEventFeatureView = true
    
    
    # Num of minimun Participants
    # Default: 2
    ShooterEventParticipantsMin = 2
    
    
    # Num of maxim Participants in total.
    # Default: 200
    ShooterEventParticipantsMaxTotal = 200
    
    
    # If the value is true, there will be a max-min level for the inscription.
    # Default: true
    ShooterEventLevelLimit = true
    # if you don't want max level limit, write 99
    ShooterEventLevelLimitMax = 99
    ShooterEventLevelLimitMin = 40
    
    
    # Num of maxim Participants in each instance. If the num of players exceeds this value, the script will redirect a equal num of players in differents event instances, to avoid inneccessary algomeration
    # NOTE: There are max five event instances for this event. Shot The Dog Event works properly if the math relation beetwen ShooterEventParticipantsMaxTotal and ShooterEventParticipantsMaxInstance is 5
    # Default: 40
    ShooterEventParticipantsMaxInstance = 4
    
    
    # Reward ID
    # Default: 57
    ShooterEventRewardId = 57
    
    
    # Reward Quantity
    # Default: 10000
    ShooterEventRewardQuant = 10000
    
    
    # Reward for loser Team. If it is true, it will give a reward to the loser team
    # Default: false
    ShooterEventEnableRewardLoser = true
    
    
    # Reward ID for loser Team
    # Default: 57
    ShooterEventRewardIdLoser = 57
    
    
    # Reward Quantity for loser Team
    # Default: 10000
    ShooterEventRewardQuantLoser = 1
    
    
    # Reward for event ended in Tie. If it is true, both teams will have reward
    # Default: false
    ShooterEventEnableRewardTie = true
    
    
    # Reward ID for Tie situation
    # Default: 57
    ShooterEventRewardIdTie = 57
    
    
    # Reward Quantity for Tie situation
    # Default: 10000
    ShooterEventRewardQuantTie = 100
    
    
    #Inscription time once start announcments (in mseconds)
    # Default: 600000 (10 minuts)
    ShooterEventInscriptionTime = 600000
    
    
    #Time to prepare party and skills once the event has started (in mseconds). Can't be inferior than 5.
    # Default: 30000 (30 seconds.)
    ShooterEventPreparationTime = 30000
    
    
    #Duration of the Event (in mseconds)
    # Default: 600000 (10 minuts)
    ShooterEventProcessTime = 600000
    
    
    #Time that allows the player view the stadistics of the event when it has ended (in mseconds).
    # Default: 300000 (5 minuts.)
    ShooterEventStadisticsTime = 300000
    
    
    # Location for Inscription NPCs (3) Event spawn in form x,y,z[,heading]
    # Default Giran: 83403,148618,-3404,32049
    # Default Aden: 147450,25813,-2012,17681
    # Default Goddard: 147685,-55514,-2734,49151
    ShooterEventNpc1Coordinates = 83403,148618,-3404,32049
    ShooterEventNpc2Coordinates = 147450,25813,-2012,17681
    ShooterEventNpc3Coordinates = 147685,-55514,-2734,49151
    
    
    # Fire Friend (only skills) in Shot The Dog Event
    # Default: false
    ShooterEventFireFriend = false
    
    

    Links:

    https://mega.co.nz/#!0t1CWT6S!TSUuHQk_NcJMKzyQmghMXkWo2UIIx5IsFh28D7h3Ypk

    https://www.mediafire.com/?kirs0m1fwp06988


    More Events coming soon!
     
    Credits by:
    Laszlo's Developers

    • Upvote 1
  2. For High Five, L2j

     

    Here it comes Shot The Dog Event.

     

    Players are divided in two teams and they must fight transformed in Sniper Dogs with their Event Skills. In every kill they'll win Dollar Dogs, that they must use in the same Event to buy more powerful skills. The team that kill more enemies will won.

     

    For:

    - If you are interested

    - If you have any question about the Event

    - If you wanna test it alone or with friends,  you can of course!
    Contact with me with a private message

    or in my skype: krisydea

     

    [some photos attached at the post, soon more]

     

    6xlq.jpg

     

    be71.jpg

     

    [Video soon]

     

    Event full configurable:

    # ---------------------------------------------------------------------------
    # Laszlo Events Config
    # ---------------------------------------------------------------------------
    #
    # Be sure you have "CustomNpcTable" and "CustomSkillsLoad" in true values, check your General.properties file.
    #
    # ---------------------------------------------------------------------------
    # Shot The Dog Event
    # ---------------------------------------------------------------------------
    # Enable Event. Disable for not use.
    # Default: true
    ShooterEventEnable = true
    
    # Define your event language (htmls and system messages. For skills description use the correct skillname-e).
    # Default: english
    # Avaiable Options: english, spanish
    ShooterEventLang = english
    
    # If it is true, the event will start automatically at scheduled hours, set in "STDEventInterval" values.
    # Default: false
    ShooterEventAutomatic = true
    
    # Times Shot The Dog will occur (24h format).
    STDEventInterval = 16:20,15:45
    
    
    # If the value is true, the script will create predeterminated instances (max 5) and replace the players in those if ShooterEventParticipantsMaxInstance exceeds the own value.
    # NOTE: if the value is false, all the participants will be in the same place. Use true to avoid innecessary aglomeration.
    # Default: true
    ShooterEventMultipleInstance = true
    
    
    # Allow the players to see the features of the event in the inscription NPC (max-min players, max-min levels, prizes...) 
    # Default: true
    ShooterEventFeatureView = true
    
    
    # Num of minimun Participants 
    # Default: 2
    ShooterEventParticipantsMin = 2
    
    
    # Num of maxim Participants in total. 
    # Default: 200
    ShooterEventParticipantsMaxTotal = 200
    
    
    # If the value is true, there will be a max-min level for the inscription. 
    # Default: true
    ShooterEventLevelLimit = true
    # if you don't want max level limit, write 99
    ShooterEventLevelLimitMax = 99
    ShooterEventLevelLimitMin = 40
    
    
    # Num of maxim Participants in each instance. If the num of players exceeds this value, the script will redirect a equal num of players in differents event instances, to avoid inneccessary algomeration
    # NOTE: There are max five event instances for this event. Shot The Dog Event works properly if the math relation beetwen ShooterEventParticipantsMaxTotal and ShooterEventParticipantsMaxInstance is 5
    # Default: 40
    ShooterEventParticipantsMaxInstance = 4
    
    
    # Reward ID
    # Default: 57
    ShooterEventRewardId = 57
    
    
    # Reward Quantity
    # Default: 10000
    ShooterEventRewardQuant = 10000
    
    
    # Reward for loser Team. If it is true, it will give a reward to the loser team
    # Default: false
    ShooterEventEnableRewardLoser = true
    
    
    # Reward ID for loser Team
    # Default: 57
    ShooterEventRewardIdLoser = 57
    
    
    # Reward Quantity for loser Team
    # Default: 10000
    ShooterEventRewardQuantLoser = 1
    
    
    # Reward for event ended in Tie. If it is true, both teams will have reward
    # Default: false
    ShooterEventEnableRewardTie = true
    
    
    # Reward ID for Tie situation
    # Default: 57
    ShooterEventRewardIdTie = 57
    
    
    # Reward Quantity for Tie situation
    # Default: 10000
    ShooterEventRewardQuantTie = 100
    
    
    #Inscription time once start announcments (in mseconds)
    # Default: 600000 (10 minuts)
    ShooterEventInscriptionTime = 600000
    
    
    #Time to prepare party and skills once the event has started (in mseconds). Can't be inferior than 5.
    # Default: 30000 (30 seconds.)
    ShooterEventPreparationTime = 30000
    
    
    #Duration of the Event (in mseconds)
    # Default: 600000 (10 minuts)
    ShooterEventProcessTime = 600000
    
    
    #Time that allows the player view the stadistics of the event when it has ended (in mseconds). 
    # Default: 300000 (5 minuts.)
    ShooterEventStadisticsTime = 300000
    
    
    # Location for Inscription NPCs (3) Event spawn in form x,y,z[,heading]
    # Default Giran: 83403,148618,-3404,32049
    # Default Aden: 147450,25813,-2012,17681
    # Default Goddard: 147685,-55514,-2734,49151
    ShooterEventNpc1Coordinates = 83403,148618,-3404,32049
    ShooterEventNpc2Coordinates = 147450,25813,-2012,17681
    ShooterEventNpc3Coordinates = 147685,-55514,-2734,49151
    
    
    # Fire Friend (only skills) in Shot The Dog Event
    # Default: false
    ShooterEventFireFriend = false
    
    

    Price: 10 €

    and for free:

    - Any support about our scripts

    - Any update about the bought script

     

    For payament mode, contact with me

    with a private message

    or in my skype: krisydea

     

    More Events will come soon!

     

     

     

    Laszlo's Developers

  3. Ok... iam re Aplying it manually this time.

    java.com.l2jserver.gameserver.model.entit... CTF.java

    My "last 2" errors... AT ALL

    if i choose Change to "RadarMarker" more errors appear.

    wwss.png

     

    And on that one i dont know... there is no Option.

    wws2.png

    Any help?  ::)

     

    Look if you have the L2Radar correctly imported:

    import com.l2jserver.gameserver.network.serverpackets.RadarControl;
    import com.l2jserver.gameserver.model.L2Radar;

     

    And for "config.CTF_EVENT_INTERVAL" look if you have modified the config file and insert all the CTF options. If it is not the solution, change the CTF_EVENT_INTERVAL por a numbers of your choose (the real interval between CTF Events).

     

  4. How to solve the unequip weapon problem (it's anoying the f***ing message on the log):

     

    Remember had imported:

    import com.l2jserver.gameserver.network.serverpackets.InventoryUpdate;
    import com.l2jserver.gameserver.model.itemcontainer.Inventory;
    import com.l2jserver.gameserver.model.L2ItemInstance;
    

     

     

    public static void addFlagToPlayer(L2PcInstance _player)
    {
    //remove items from the player hands (right, left, both)
    // This is NOT a BUG, I don't want them to see the icon they have 8D
    	L2ItemInstance wpnR = player.getInventory().getPaperdollItem(Inventory.PAPERDOLL_RHAND);
    	L2ItemInstance wpnL = player.getInventory().getPaperdollItem(Inventory.PAPERDOLL_LHAND);
    	if (wpnR == null)
    		wpnR = player.getInventory().getPaperdollItem(Inventory.PAPERDOLL_RHAND);
    
    	if (wpnL == null)
    		wpnL = player.getInventory().getPaperdollItem(Inventory.PAPERDOLL_LHAND);
    
    	if (wpnR != null && wpnL != null)
    	{
    		L2ItemInstance[] unequipedR =player.getInventory().unEquipItemInBodySlotAndRecord(wpnR.getItem().getBodyPart());
    		L2ItemInstance[] unequipedL =player.getInventory().unEquipItemInBodySlotAndRecord(wpnL.getItem().getBodyPart());
    		InventoryUpdate iu = new InventoryUpdate();
    		for (L2ItemInstance itemR: unequipedR)
    			iu.addModifiedItem(itemR);
    		for (L2ItemInstance itemL: unequipedL)
    			iu.addModifiedItem(itemL);
    
    		player.sendPacket(iu);
    	}
    	else if (wpnR == null && wpnL != null)
    	{
    		L2ItemInstance[] unequipedL =player.getInventory().unEquipItemInBodySlotAndRecord(wpnL.getItem().getBodyPart());
    		InventoryUpdate iu = new InventoryUpdate();
    		for (L2ItemInstance itemL: unequipedL)
    			iu.addModifiedItem(itemL);
    
    		player.sendPacket(iu);
    	}
    	else if (wpnR != null && wpnL == null)
    	{
    		L2ItemInstance[] unequipedR =player.getInventory().unEquipItemInBodySlotAndRecord(wpnR.getItem().getBodyPart());
    		InventoryUpdate iu = new InventoryUpdate();
    		for (L2ItemInstance itemR: unequipedR)
    			iu.addModifiedItem(itemR);
    
    		player.sendPacket(iu);
    	}
    	//add the flag in his hands
    	_player.getInventory().equipItem(ItemTable.getInstance().createItem("", CTF._FLAG_IN_HAND_ITEM_ID, 1, _player, null));
    	_player.broadcastPacket(new SocialAction(_player, 16)); //amazing glow
    	_player._haveFlagCTF = true;
    	_player.broadcastUserInfo();
    	CreatureSay cs = new CreatureSay(_player.getObjectId(), 15, ":", "You got it! Run back! ::"); // 8D
    	_player.sendPacket(cs);
    
    	// Start the flag holding timer 
    	_flagsNotRemoved.set(_teams.indexOf(_player._teamNameCTF), true);
    	flagHoldTimer(_player, _flagHoldTime);
    
    	// If player is invisible, make them visible
    	if (_player.getAppearance().getInvisible())
    	{
    		@SuppressWarnings("unused")
    		L2Effect eInvisible = _player.getFirstEffect(L2EffectType.HIDE);
    	}
    }
    

  5. I don't know exactly what number defines the longitud, but you can contrast between retails weapons and testing yourself. The enchant is defined in two types. The color glow size and the lightning glow size. I guess (I haven't time for test it), the first sequence of numbers is for color glow size:

    LineageEffect.c_u006		5.00000000	0.00000000	0.00000000	0.89999998	0.50000000					
    

    And the next is for lightning glow size:

    LineageWeapons.rangesample		1.50000000	0.69999999	0.69999999	12.00000000	0.00000000	0.00000000						
    

     

    In case of dual weapons (Dual Swords, Dual Daggers, Dual Fists, Dual Blunts...), the empty fields are filled by more numbers that defines the color/lightning glow size of the second weapon. Example of Dual Fist:

    LineageEffect.c_u001	LineageEffect.c_u001	0.00000000	3.09999990	1.00000000	0.00000000	3.09999990	1.00000000	0.86000001	0.86000001	0.25000000	0.25000000
    

    LineageWeapons2.rangesample	LineageWeapons2.rangesample	0.85000002	0.85000002	0.85000002	0.85000002	0.85000002	0.85000002	0.00000000	1.00000000	-0.00000000	0.00000000	1.00000000	0.00000000
    

  6. When you add an aditional texture you must change the "number of textures" numbers:

     

    before:

    2	1	3	LineageWeaponsTex2.R90_phasian_t00	LineageWeaponsTex2.R90_phasian_t01	LineageWeaponsTex2.R90_phasian_t00	LineageWeaponsTex2.R90_phasian_t01
    

    0	0	0	0	0	2	1	0	icon.weapon_r_dualdagger_i00
    

     

    after:

    2	2	4	LineageWeaponsTex2.R90_phasian_t00	LineageWeaponsTex2.R90_phasian_t01	LineageWeaponsTex2.R90_phasian_t00	LineageWeaponsTex2.R90_phasian_t01
    

    0	0	0	0	0	2	2	0	icon.weapon_r_dualdagger_i00
    

     

    Don't forget change the enchant effect glow and modify the following numbers to fit the enchant with the weapon.

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