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An4rchy

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Everything posted by An4rchy

  1. Most of the features are almost completed, just be patient guys. Thanks.
  2. One of the best developers around... Good luck from me.
  3. I was invited by Dεbian to be the developer of this project. We will all try our best to open the server as soon and as good as possible. I have already started working on it, but i will get more deeply into the files tomorrow.
  4. It doesn't work. Lol, this is actually made in order noone gets scammed, but also to choose the best dev for your server(if they choose you too, it's annoying to spam them with pms).
  5. I wish you the best, just for the idea, you rock! Good luck dude, i will surely try it out!
  6. Anyway, he was asking for dev, i told him where he can find one. That's all.
  7. It shows several skilled developers which could help you with your server. You could pm them.
  8. Check on announcements, the new topic about real developers. It might help you.
  9. Just remove the restriction so that players can vote all together. But that wouldn't be good, because someone might press the button with someone else at the same time, so if 1 votes then both will be rewarded.
  10. In my opinion, you should add on interlude weapons c4 weapons' stats and boost c4 weapons a bit. They are more beautiful..
  11. Thanks Romeo. Sorry, i forgot the bypass of the teleportation cube. You should make a bypass bp_enterSoloEvent, with these: if (_activeChar.getInventory().getItemByItemId(3481) == null) { _activeChar.sendMessage("You don't have a Solo-Event Teleportation Cube in your inventory."); return false; } if (SoloEvent.full) { _activeChar.sendMessage("Solo Event room is full."); return false; } SoloEvent.full = true; SoloEvent.player = _activeChar; SoloEvent.start = true; _activeChar.sendMessage("You will be teleported to Solo Event room in some seconds."); _activeChar.destroyItemByItemId("Solo Event teleportation cube.", 3481, 1, _activeChar, true); I used BypassHandlers for this(sth i had created), but you can just put it in RequestBypassToServer clientpacket.
  12. Yes, forgot to say it was coded on aCis. Configuration is easy. Thanks guys.
  13. That one. I created this for my server, but i guess it won't be opened(no money). Here: /* * 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 net.sf.l2j.gameserver.model.entity.events; import java.util.Vector; import net.sf.l2j.gameserver.ThreadPoolManager; import net.sf.l2j.gameserver.datatables.NpcTable; import net.sf.l2j.gameserver.datatables.SpawnTable; import net.sf.l2j.gameserver.datatables.MapRegionTable.TeleportWhereType; import net.sf.l2j.gameserver.model.L2Spawn; import net.sf.l2j.gameserver.model.actor.instance.L2PcInstance; import net.sf.l2j.gameserver.skills.AbnormalEffect; import net.sf.l2j.gameserver.templates.chars.L2NpcTemplate; /** * @author Anarchy * */ public class SoloEvent { public static boolean full = false, start = false; public static int highLs = 0, topLs = 0; private static String playerName = null; public static L2PcInstance player = null; public static long enterTime = 0; private static Vector<L2Spawn> _monsters = new Vector<L2Spawn>(); public static Vector<String> _savedPlayers = new Vector<String>(); public static void getInstance() { ThreadPoolManager.getInstance().scheduleGeneralAtFixedRate(new Runnable() { @Override public void run() { if (start) { start = false; startEvent(); return; } } }, 5000, 5000); } private static void startEvent() { enterTime = System.currentTimeMillis(); playerName = player.getName(); player.teleToLocation(184133, 114298, -8221); player.startAbnormalEffect(AbnormalEffect.ROOT); player.setIsParalyzed(true); player.sendMessage("10 seconds till the monsters get spawned."); wait(10); player.stopAbnormalEffect(AbnormalEffect.ROOT); player.setIsParalyzed(false); spawnMonsters(); player.sendMessage("The monsters were spawned. You have 2 minutes and 50 seconds to kill as many as possible."); wait(50); if (!checkPlayer()) { return; } wait(30); if (!checkPlayer()) { return; } wait(30); if (!checkPlayer()) { return; } wait(30); if (!checkPlayer()) { return; } wait(30); if (!checkPlayer()) { return; } player.sendMessage("The event is over. You were rewarded and teleported back to Giran."); reward(); } private static boolean checkPlayer() { if (player == null || !player.isOnline()) { _savedPlayers.add(playerName); playerName = null; highLs = 0; topLs = 0; full = false; enterTime = 0; for (L2Spawn s : _monsters) { s.getLastSpawn().deleteMe(); s.stopRespawn(); SpawnTable.getInstance().deleteSpawn(s, false); } _monsters.clear(); return false; } return true; } private static void reward() { player.addItem("Solo Event.", 8762, topLs, player, true); player.addItem("Solo Event.", 8752, highLs, player, true); player.teleToLocation(TeleportWhereType.Town); player = null; playerName = null; highLs = 0; topLs = 0; full = false; enterTime = 0; for (L2Spawn s : _monsters) { s.getLastSpawn().deleteMe(); s.stopRespawn(); SpawnTable.getInstance().deleteSpawn(s, false); } _monsters.clear(); } private static void spawnMonsters() { spawnAMonster(184868, 114281, -8219); spawnAMonster(185044, 114442, -8219); spawnAMonster(184880, 114720, -8219); spawnAMonster(185206, 115010, -8219); spawnAMonster(185474, 114886, -8219); spawnAMonster(185789, 115153, -8219); spawnAMonster(186002, 115058, -8219); spawnAMonster(186077, 114780, -8219); spawnAMonster(186018, 114594, -8219); spawnAMonster(186503, 114608, -8219); spawnAMonster(186717, 115616, -8219); spawnAMonster(186285, 115503, -8219); spawnAMonster(185990, 115797, -8219); spawnAMonster(185698, 115763, -8219); spawnAMonster(185571, 115514, -8219); spawnAMonster(185269, 115602, -8219); spawnAMonster(184880, 115599, -8219); spawnAMonster(185027, 115063, -8219); spawnAMonster(185220, 114434, -8219); spawnAMonster(185616, 113609, -8219); } private static void spawnAMonster(int x, int y, int z) { L2Spawn _monster = null; L2NpcTemplate monster = NpcTable.getInstance().getTemplate(65527); try { _monster = new L2Spawn(monster); _monster.setLocx(x); _monster.setLocy(y); _monster.setLocz(z); _monster.setHeading(1); _monster.setRespawnDelay(15); _monster.init(); _monster.getLastSpawn().decayMe(); _monster.getLastSpawn().spawnMe(_monster.getLastSpawn().getX(), _monster.getLastSpawn().getY(), _monster.getLastSpawn().getZ()); SpawnTable.getInstance().addNewSpawn(_monster, false); _monsters.add(_monster); } catch (Exception e) { } } private static void wait(int seconds) { try { Thread.sleep(seconds*1000); } catch (Exception e) { } } } /* * 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 net.sf.l2j.gameserver.handler.itemhandlers; import javolution.text.TextBuilder; import net.sf.l2j.gameserver.handler.IItemHandler; import net.sf.l2j.gameserver.model.L2ItemInstance; import net.sf.l2j.gameserver.model.actor.L2Playable; import net.sf.l2j.gameserver.model.actor.instance.L2PcInstance; import net.sf.l2j.gameserver.model.entity.events.SoloEvent; import net.sf.l2j.gameserver.network.serverpackets.NpcHtmlMessage; /** * @author Anarchy * */ public class SoloEventTeleportationCube implements IItemHandler { public void useItem(L2Playable playable, L2ItemInstance item, boolean forceUse) { if (!(playable instanceof L2PcInstance)) { return; } L2PcInstance player = (L2PcInstance)playable; if (player.isInOlympiadMode()) { player.sendMessage("You may not enter Solo Event while being in olympiad mode."); return; } if (player.getPvpFlag() > 0 || player.getKarma() > 0) { player.sendMessage("You may not enter Solo Event while fighting."); return; } if (player.getActiveTradeList() != null) { player.sendMessage("You may not enter Solo Event while trading."); return; } if (player.getActiveWarehouse() != null) { player.sendMessage("You may not enter Solo Event while using the warehouse."); return; } if (SoloEvent.player == player) { player.sendMessage("You can't use this while being in a Solo Event."); return; } NpcHtmlMessage htm = new NpcHtmlMessage(0); TextBuilder tb = new TextBuilder("<html><body>"); tb.append("<center>Solo Event room is "+(SoloEvent.full ? "full." : "empty.")); if (SoloEvent.full) { tb.append("<br1>Player inside: "+SoloEvent.player.getName()); tb.append("<br1>Time left: "+(180-((System.currentTimeMillis()-SoloEvent.enterTime)/1000) < 60 ? 180-((System.currentTimeMillis()-SoloEvent.enterTime)/1000)+" seconds." : 3-((System.currentTimeMillis()-SoloEvent.enterTime)/1000/60)+" minutes.")); } else { tb.append("<br><a action=\"bypass -h bp_enterSoloEvent\">Enter Solo Event.</a>"); } tb.append("</center></body></html>"); htm.setHtml(tb.toString()); player.sendPacket(htm); } } You should make a bypass bp_enterSoloEvent, with these: if (_activeChar.getInventory().getItemByItemId(3481) == null) { _activeChar.sendMessage("You don't have a Solo-Event Teleportation Cube in your inventory."); return false; } if (SoloEvent.full) { _activeChar.sendMessage("Solo Event room is full."); return false; } SoloEvent.full = true; SoloEvent.player = _activeChar; SoloEvent.start = true; _activeChar.sendMessage("You will be teleported to Solo Event room in some seconds."); _activeChar.destroyItemByItemId("Solo Event teleportation cube.", 3481, 1, _activeChar, true); I used BypassHandlers for this(sth i had created), but you can just put it in RequestBypassToServer clientpacket. I don't remember if there's something else(created before 6 months), if anything is missing tell me. HF. P.S. If someone could lock the topic i sell it i would be greatfull.
  14. You should do it 2 actives 1 passive, because everyone will try for passive/active duel might and it will be archer only server.
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