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  1. Hello members, I made a useful search action only for gms in order to save some of your time while you want to search items (ids,actual names etc). (Its 15 min code since i copied Bookmarks code and edited it) write //search to open the html or //search {word} for directly search Coded in aCis 370 rev Video Code Html P.s Dont forget to add the commands in adminCommands.xml ps2. i didnt design the html cause im lazy. Edit: Updated by @StinkyMadness
  2. Configure your Skin your way. code : Skin Code (github.com Updated topic for aCis 401.
  3. Den 3erw ean uparxi to sigkekrimeno share. ala mias kai to exw as to kanw share gia merikous pou to xriazonte. :) 1 Ikona apo to command Evala Spoilers gia na min ine olokliro katevato. :) Code: Pigenoume com.l2jfrozen.gameserver.handler.AdminCommandHandler Vazoume import import com.l2jfrozen.gameserver.handler.admincommandhandlers.AdminWho; import com.l2jfrozen.gameserver.handler.admincommandhandlers.AdminZone; +import com.l2jfrozen.gameserver.handler.admincommandhandlers.AdminAugment; Kanoume add sta commands registerAdminCommandHandler(new AdminAugment()); twra pigenoume com.l2jfrozen.gameserver.model.entity ftiaxnoume AugmentDatabase kai vazoume Meta pigenoume sto com.l2jfrozen.gameserver.handler.admincommandhandlers ftiaxnoume AdminAugment Kai vazoume Kai twra kanoume build to command ine //augment CREDITS: fofas
  4. Hey guys, some time ago I developed this mod from scratch, I present to you the Tournament 2.0. A fighting system with modes 1 vs 1 / 2 vs 2 / 3 vs 3 / 4 vs 4 / 5 vs 5 / 9 vs 9. Currently the code is for aCis, but with minimal knowledge in java you can adapt to any rev or chronicle. I can lend a hand to anyone who needs this discord: Discord Server Link Remembering that the system has been successfully tested on small servers, I believe that it will not be long before it gets 100% and be used on large servers, so I kindly ask you to report any bugs you find. What’s new? The code has been completely reworked for low memory and disk usage. The system is through listeners and triggers, considerably reducing the number of scheduled tasks and threads and, consequently, the use of system RAM. So let’s go to the list of news: All fights are instantiated: what gives the freedom to have several fights happen in the same place without the players of different fights interfering in their respective fights. Unlimited Arenas: arenas are created through a simple XML where only the spawn coordinates of a player in the world are configured, this means that you can create as many arenas as you want, ANYWHERE ON THE MAP. Fairer fights: fights were given a different way of picking a winner. They received a duration parameter – countdown – (that’s right, you can set the maximum time for each fight), with that, now there are 3 ways to win a fight: 1. Having the most live members on your team. 2. Having dealt more damage than the opposing team at the end of the fight countdown. 3. If one or more members of the enemy team is out of the combat zone for more than 10 seconds (for that a task – OutOfTheZoneTask – was created). If none of the above options are met, the fight will be considered a draw (meaning no damage was dealt or action taken during the fight – that’s right AFK players – and players will not receive rewards. Monitoring of fights: you can now monitor all fights that are currently taking place. Using an admin command you can enter the same instance of the fight and the players involved and thus check for any suspicious activity. Registration in fights: in order for a player to register he must choose the mode he wants to play, if it is a group mode (ie any one other than 1 vs 1), he must create a “TournamentTeam”, ie , he will no longer have the need to form a Party, he will have to invite to his team the members he wants to play with and the code itself will decide if all players are able to battle in the chosen mode. Choice of fights (WIP): fights will no longer be chosen randomly. Each player will have some parameters that determine their “fighting power”. 1. WDT (Win/Defeat/Ties) – This parameter determines the average wins per tie loss. 2. DPF (Damage per Fight) – this parameter determines the average damage the player deals per fight. These parameters are fully tied to defining the amount of points each player will earn on each win and draw and how much they will lose on each defeat, as well as sorting them into Elos (but this is still a work in progress). Defined the amount of points from the DPF and WDT teams will be allocated to play against teams that have a similar “fighting power”, so there will be a greater balance in the Tournament. – Automatic Rankings: last but not least, our specialty. HTMLs being dynamically and automatically generated. At the end of each fight, the data of the players involved are stored in the database. Every player can access these data using the command “.mytour” where you will see your own statistics on the tournament and other players. The statistics implemented (for all modes) so far are: 1. WDT Rate (Win/Defeat/Ties) 2. DPF (Damage per Fight) – Modes: 1 vs 1 / 2 vs 2 / 3 vs 3 / 4 vs 4 / 5 vs 5 / 9 vs 9. 3. Total Damage Caused 4. Damage Caused – Modes: 1 vs 1 / 2 vs 2 / 3 vs 3 / 4 vs 4 / 5 vs 5 / 9 vs 9. 5. Total Kills 6. Total Kills – Modes: 1 vs 1 / 2 vs 2 / 3 vs 3 / 4 vs 4 / 5 vs 5 / 9 vs 9. 7. Total Wins – Modes: 1 vs 1 / 2 vs 2 / 3 vs 3 / 4 vs 4 / 5 vs 5 / 9 vs 9. 8. Total Losses – Modes: 1 vs 1 / 2 vs 2 / 3 vs 3 / 4 vs 4 / 5 vs 5 / 9 vs 9. 9. Total draws – Modes: 1 vs 1 / 2 vs 2 / 3 vs 3 / 4 vs 4 / 5 vs 5 / 9 vs 9. Important Settings: – Restriction of Skills in the arena. – Restriction of items in the arena. – Class restriction in all modes. – Auto Teleport when starting Tournament 2.0 (Confirm Dialog) – All other settings described above have the option to be disabled/enabled. Download: https://mega.nz/file/NdhCgaiZ#n_zgBmXNlgLheVRQQ6XeGpT0klD-4Zwl0NneS1u6NNQ Rar pass is https://discord.gg/2C37UszZ Enjoy
  5. Hi guys, I'm looking for a game mode for l2j Tournament that contains 1vs1 2vs2 3v3 5v5 9v9, in any arena with party class restrictions, my discord zheiNN#7006
  6. Hi, I just wanted to share my code i wrote for fun and study purpose. I used l2j Server as plattform. Following stuff you can find in my custom package: Event Engine from l2 Athena - i have adopted it and implemented Groundhunting event and some others. L2j acis interlude Autobot - recoded in Java and imported to high five chronicle (working up to 80%) Custom Skin System with Community board UI Raid boss System like l2 Devil Rotating Pvp and Farming zones Bounty System ( I think there is one bug left) Custom Buffer inside Community Board And some other stuff inside Community Board Achievement System with UI editable by json file And some more hope someone can learn from it as i did. L2j Datapack: https://github.com/silvar97/l2j-server-datapack L2j Game Server :https://github.com/silvar97/l2j-server-gameserver Any Questions write me on Discord: Hallo#4976
  7. Hello there.. Here is my buffer from my old server.. (Main html made by protoftw) What's inside? Mage | Fighter set [config] Buffs/Dance/Song/Extra etc one by one Special buffs + Malaria Vote buff [If you want it, you can enable it, config] Scheme Buffer Code Preview > pastebin [aCis 401] Code/HTML/XML > Download [aCis 401] Baggos coded the buffer protoftw the html design Scheme coded by Tryskell on his own project. UPDATED FOR ACIS LATEST FREE REV 401.
  8. I no longer have time to maintain and develop the project so I'm sharing it for free with everyone. Anyone who bought it got a full refund. So almost 3 years ago I released a very primitive Fake Players engine called L2jRoboto. It lacked many features and it wasn't really manageable. Thanks to the quarantine situation I decided to spend some of my spare time writing a completely new engine from scratch. So without any further ado I present to you, Autobots, the most Advanced Fake Player & Autofarm Engine. Code: https://github.com/Elfocrash/L2Autobots I will NOT be offering ANY support to install or do whatever with the engine. You are alone. I MIGHT offer some help to anyone that is in our Discord server: https://discord.gg/6DYMDV4 The engine currently supports every class except for the summoner classes and prophet-like classes. Features Autobots Full autobot control through an in game dashboard with amazing UX Spawn/Despawn/Delete Inspect a bot's inventory, status, skills and buffs Customise the bot's combat and social preferences in game Target radius PvP aggression and preferences Self sustain with potions that can be configured in game Infinite buff replenishing Infinite consumable replenishing Ingame bot filtering Persistent bots that are saved in the database and can be logged in where they logged out Unique behaviour on each bot based on its class Archers will kite Spoilers will spoil and sweeper Pet owners will have pets following or assisting them Create an autobot in game Name Level Class Appearance Create random Autobot Bot chat control You can see what the bot sees in the chat and you can do things like talk in general chat or shout chat and also use PMs Bot clan control Create a bot clan in game and change the members of the clan from the dashboard, including clan crests for remote locations Full ingame bot control (movement, attack, skills, chat) Automatic return to death area using gatekeepers Features Autofarm Fully automatic farming with targeting, attacking and self sustain logic Here is a video showcasing the features as of 04/05/2020 Some images: https://imgur.com/a/ttFkkef New feature: Full bot control Movement Chat Skills Action Combat PvP/PK (Ctrl button support) Configurable skill preferences per class Configurable Private Sell Store Configurable Private Buy Store Bots will now return to their death area after they respawn in town You you want to get a version of the engine that is already installed and it is easy to run check this out:
  9. Hey, correct me if i am wrong, but what i have noticed that 99% interlude packs still have this bug. I saw this in Acis, Frozen, Mobius and actually in all older packs. DIFF: Index: java/net/sf/l2j/gameserver/network/serverpackets/CharInfo.java =================================================================== --- java/net/sf/l2j/gameserver/network/serverpackets/CharInfo.java (revision 5) +++ java/net/sf/l2j/gameserver/network/serverpackets/CharInfo.java (working copy) @@ -34,7 +34,7 @@ writeD(_activeChar.getX()); writeD(_activeChar.getY()); writeD(_activeChar.getZ()); - writeD(_activeChar.getHeading()); + writeD(0); writeD(_activeChar.getObjectId()); writeS(_activeChar.getName()); writeD(_activeChar.getRace().ordinal()); @@ -180,7 +180,7 @@ writeD(_activeChar.getAppearance().getNameColor()); - writeD(0x00); // isRunning() as in UserInfo? + writeD(_activeChar.getHeading()); writeD(_activeChar.getPledgeClass()); writeD(_activeChar.getPledgeType());
  10. I have created a code to reward for voting on several well-known sites. If someone has difficulty adding this code to their package, they can write to me at my discord https://discord.com/invite/VbnZbWR I will adapt this code for l2jfrozen and l2jserver or for some popular open source package. You can see the code in the following link: aCis: https://pastebin.com/1Wq6GZPs L2JServer H5: https://pastebin.com/KVyPAZ0X L2JFrozen 1.5 Interlude https://pastebin.com/GaAyMMT2 L2JMobius Classic Interlude https://pastebin.com/rJcPsbD4 L2JMobius Interlude https://pastebin.com/1HAX4UbN l2jfrozen 1132 https://pastebin.com/YczLkpUp L2jMobius High-Five https://pastebin.com/aYvSZVC8 L2Mythras (2017.07.12) https://pastebin.com/yTKnHpDD 05/17/2020 - For people who have integrated the voting system, I have made some arrangements to the voting system, it is currently working correctly and stable, the changes are already applied to the sources. http://www.mediafire.com/file/g6kag6pg5zu342h/patch_with_some_fiexes.txt/file
  11. Hi folks, some time has passed since my last share so, i decided to share with you a pretty basic communication between l2 and discord. Q&A Do i need to download external libraries? Yes, you need the JDA-4.3.0_310-withDependencies.jar library to be implemented at your sources What is currently implemented on this code? Well, there are 3 features that i have implemented: Whenever a player logs in, the discord bot will send him a Private Message containing the IP Address from which this action was performed . Whenever a grand boss dies, the bot will send a message in a channel (currently #raid-died) with some images,last hit,clan,respawn time etc. Currently, only Baium is implemented with images. You can add the rest at the ImageContent enum. Whenever a player is DiscordLegend (you have to think how a player would get that status) and says something in shout or trade, the bot will also write the same text at the shout, trade channels. (You can play with those channels and think of something smart) How will the bot recognize the discord profile of a member and send him a pm? Where is the profile id located in discord? You have to create your own method for that. In the previews, i have add manually MY id to do the tests. You can add custom html message that would be optional and request from users to enter their discord ID in order to get notifications etc. The ID is not the one that is after the hash (#) . You have to go at My Account tab, and click at the 3 dots that are located just after your name#id by pressing CopyID. (i would say that is a long value and not Integer.) How can i add my own image for a grand boss death feature? Just upload it somewhere (or even on your own website) and pass that url at the ImageContent enum which is located in GrandBossDeath class. Wont that spamming the whole discord with all those notifications? Well, actually no, its in your hand to handle WHEN the bot should say something. What is bot? And how can i create it? Well, you should go at youtube and watch some tutorials for that. If you dont know what is it just dont implement the code. I have my own bot, how can i make my bot do this job? Thats nice, all you have to do is to fill the BOT_TOKEN variable in Discord class with your bot token. What's the purpose of the channel messages of transactions? Well, plenty of discord servers have their own channels with trade transactions and many of them are using it to announce a transaction (wts,wtb). It's very convenient, players can see who is selling or buying what without even being ingame. Some previews: Login activity: Shout & Trade notification: Raid killed notification: Will you support that in the future? No. It took me about 2 weeks to create it while the whole code can be written in 2 days of 3 hours of work per day. My time is limited. In which acis rev can be implemented? Its java. a few adaptions and you're done. Can i add it to l2jfrozen? Read one bullet above. What else could be added to that one? I can't find any idea. Well your imagination sucks. Like mine . BUT! I'll give you an example that is not implemented in the source code. The result of This code is that one: Source code Also, be kind if you find mistakes in the code, as humans we make mistakes... Have fun!
  12. Hello, I would like to share with you some project I found on one Spanish forum. It's MOD Engine developed by Fissban. This engine will have a system of listeners and codes that allow us to easily design all our mods almost without modifying the core of our project, this will make it easier to update our pack and avoid programming errors.​ SVN https://svn.code.sf.net/p/l2devs-custom/code/ TIMELINE https://sourceforge.net/p/l2devs-custom/code/commit_browser WIKI https://sourceforge.net/p/l2devs-custom/wiki/browse_pages/ ​ Installation: Requirements: Having the latest revision or higher L2jAcis free. ​Download the latest version of engine from repository Steps: Indicate the JDK version that will use our project to compile and be programmed, it must be either within versions JDK Once downloaded right click on the project, select the "export" option in the new window look "java -> JAR-File" will ask us where we want to export and we will put the name "L2Devs_Custom.jar" We take the generated file and paste it into the "lib" folder L2jAcis project Now within the Eclipse will right click on the jar, we will go to the "Build Patch" and we will click on the "add to Build Patch" option Let the "data" folder of our repository, open the file "patch.diff" take your content and apply the patch on the draft L2jAcis Let the "dist / sql" folder and introduce the sql "engine.sql" our DB Let the "dist / game / config" folder and introduce the propertie "engine.propertie" to the folder "... \ gameserver \ config" file Now compile the project again L2 Acis and update the server with the new version.​ Avaliable mods for now: ColorAccordingAmountPvPorPk EnchantAbnormalEffectArmor SpreeKills AubClassAcumulatives PvPReward AnnounceKi​​llBoss​​ PlayerStats ​SellBuff VoteReward​ AntiBot ​Events: BonusExpSP Champions RandomBossSpawn ​​ NPC:​ NpcRanking Credits to: Fissban
  13. https://svn.code.sf.net/p/l2devs-custom/code/ Hello, can someone re-upload the SVN file? please I need to add cumulative subclass system to an aCis project.. and this Mods is interesting
  14. As title says... https://gist.github.com/Hl4p3x/e71d5491a5fcbb071445bd9857f8e9bb/be4e2eea6c247cc888c5e6dcf9ee7e9528470580 Credits: Index/MrKirill
  15. Do anyone have a modified and balanced preferably for a low rate server DROPLIST.SQL (Im just looking for the adena balance, rest is not imporant). my current droplist.sql is not balanced on all mobs adena for a low rate server. if someone have an extra one to spare i would appreciate it! ty
  16. As title says fake player buffer. This mod is made so players can avoid using 4 different chars to buff themselves and also add something for admins to "sell" to players. Obviously inorder to sell such thing u have to add a simple npc buffer and use this premium feature for the rest. It can be triggered with item so players can buy this thing as an item but u have to buy it either with donation coin or whatever crap admins can think of (not included u have to make it). Since it's loading x numbers of bots from xml you have limited supplies of bots to sell it doesnt matter in the end if u are skilled dev u can optimise the code or fix whatever u dont like. It's a free share in the end. Buffer Conditions Bot only give buffs while it's within a party. You have to select the target to give buffs to (same with schemes). It has also radius conditions players must be close to the bot inorder to receive buffs. Player needs to be party leader or w.o party inorder to invite the bot in party. If player isnt in owners radius it will teleport to him. Missing Conditions I didnt add important conditions such if player is in oly/siege or whatever place u dont want the bot buffer to be (you have to add it). Screenshots / Vids This window is for admins only. Details window for the bot Main fake bot window Fake bot buffer solo buffs video Fake bot buffer scheme buffs video Follow / Unfollow behavior Fake bot party invite Pastebin pass: maxcheaters Code FakePcTables.java FakePc.java BotBufferAI.java Command Handlers <-- I believe at this point everyone got their own custom command handlers. If u want to spawn the bot with an item u have to make the right adjustments. HTML path: \data\html\mods\fakebots fakeBot.html fakeBotEditScheme.html mainBotsWindow.html solobuffpage.html XML path: \data\xml FakePcs bufferSkills Gameserver.java +StringUtil.printSection("Custom Mods"); +FakePcTables.getInstance(); PlayerMove.java +/** + * Ignore fake bot + */ +if(_actor instanceof FakePc) { +} +else if (!_actor.getClient().performAction(FloodProtector.MOVE)) { _actor.sendPacket(ActionFailed.STATIC_PACKET); return; } Player.java +private final Map<Integer, FakePc> _ownerFakePcs = new ConcurrentHashMap<>(); +boolean _setFakeBot = false; +/** +* Custom Bots +* @return the list of bots for this player +*/ +public Collection<FakePc> getOwnerFakePcs() +{ + return _ownerFakePcs.values(); +} +public void setOwnerFakePc(FakePc bot) +{ + _ownerFakePcs.put(bot.getObjectId(), bot); +} +public void setFakeBot(boolean bot) { + _setFakeBot = bot; +} +public boolean isFakeBot() { + return _setFakeBot; +} FloodProtector.java MOVE(13, Config.MOVE_TIME), +BOTBUFFS(14,500); I guess credits go to Tryskell too since i basically copy/paste all already existed scheme buffer methods and elfo for getting ideas from his code.
  17. mini event to let the happy friends! rsrs ^^ info: set //dropmonsters and wait 60secs to start ========================================================== go to com.seuprojeto.gameserver.model.event new DropMonstersEvent.java package com.l2jdemonniac.gameserver.model.event; import java.sql.Connection; import java.sql.PreparedStatement; import java.sql.SQLException; import java.util.List; import javolution.util.FastList; import com.l2jdemonniac.Config; import com.l2jdemonniac.gameserver.datatables.sql.NpcTable; import com.l2jdemonniac.gameserver.datatables.sql.SpawnTable; import com.l2jdemonniac.gameserver.model.L2World; import com.l2jdemonniac.gameserver.model.actor.instance.L2ItemInstance; import com.l2jdemonniac.gameserver.model.actor.instance.L2PcInstance; import com.l2jdemonniac.gameserver.model.entity.Announcements; import com.l2jdemonniac.gameserver.model.spawn.L2Spawn; import com.l2jdemonniac.gameserver.templates.L2NpcTemplate; import com.l2jdemonniac.gameserver.thread.ThreadPoolManager; import com.l2jdemonniac.util.database.L2DatabaseFactory; import com.l2jdemonniac.util.random.Rnd; /** * @author allanalcantara * */ public class DropMonstersEvent implements Runnable { public static L2Spawn _mobsSpawn; public static boolean TownMonsterAtivo = false; public static int _bossHeading = 0; @SuppressWarnings("unused") public List<L2Spawn> _MonsterSpawn = new FastList<L2Spawn>(); static int[] mobs={ 21162, 21253, 21184, 21205, 21163, 21254, 21206, 21185, 21255, 21207, 21165, 21186 }; public void eventomanager() { TownMonsterAtivo = true; Announcements.getInstance().gameAnnouncetoEvents("The event will start at 60 Seconds."); waitSecs(60); spawnMonstersEvent(); Announcements.getInstance().gameAnnouncetoEvents("The event will finish in 30 Minutes."); wait(30); ThreadPoolManager.getInstance().scheduleGeneral(new unspawnMonstersrun(), 1); waitSecs(10); TownMonsterAtivo = false; Announcements.getInstance().gameAnnouncetoEvents("The event ended."); } class unspawnMonstersrun implements Runnable { @Override public void run() { unspawnMonsters(); } } private void SpawnMonster1() { L2NpcTemplate tmpl = NpcTable.getInstance().getTemplate(mobs[Rnd.get(0, 11)]);// ID do mob try { int valorr = 1; while (valorr < 25) { _mobsSpawn = new L2Spawn(tmpl); _mobsSpawn.setLocx(149013 + Rnd.get(950) - Rnd.get(350) + Rnd.get(150)); // loc x _mobsSpawn.setLocy(16694 + Rnd.get(950) - Rnd.get(250) + Rnd.get(140)); // loc y _mobsSpawn.setLocz(-1541); // loc z _mobsSpawn.setAmount(1); _mobsSpawn.setHeading(0); _mobsSpawn.setRespawnDelay(150000); _mobsSpawn.setLocation(0); //SpawnTable.getInstance().addNewSpawn(_mobsSpawn, false); _MonsterSpawn.add(_mobsSpawn); _mobsSpawn = null; valorr++; } } catch (Exception e) { System.out.println("Error in event"); } } private void SpawnMonster01() { L2NpcTemplate tmpl = NpcTable.getInstance().getTemplate(mobs[Rnd.get(0, 11)]);// ID do mob try { int valorr = 1; Announcements.getInstance().gameAnnouncetoEvents("The boxes are in Aden Castle."); while (valorr < 30) { _mobsSpawn = new L2Spawn(tmpl); _mobsSpawn.setLocx(145885 + Rnd.get(950) + (Rnd.get(50) * 2) - Rnd.get(350) + Rnd.get(150)); // loc x _mobsSpawn.setLocy(16830 + Rnd.get(950) + (Rnd.get(30) * 2) - Rnd.get(310) + Rnd.get(130)); // loc y _mobsSpawn.setLocz(-1560); // loc z _mobsSpawn.setAmount(1); _mobsSpawn.setHeading(0); _mobsSpawn.setRespawnDelay(150000); _mobsSpawn.setLocation(0); //SpawnTable.getInstance().addNewSpawn(_mobsSpawn, false); _MonsterSpawn.add(_mobsSpawn); _mobsSpawn = null; valorr++; } } catch (Exception e) { System.out.println("Error in event"); } } private void SpawnMonster2() { L2NpcTemplate tmpl = NpcTable.getInstance().getTemplate(mobs[Rnd.get(0, 11)]);// ID do mob try { int valorr = 1; while (valorr < 25) { _mobsSpawn = new L2Spawn(tmpl); _mobsSpawn.setLocx(87054 + Rnd.get(950) + (Rnd.get(50) * 2) - Rnd.get(350) + Rnd.get(150)); // loc x _mobsSpawn.setLocy(148844 + Rnd.get(950) - (Rnd.get(30) * 2) + Rnd.get(200) + Rnd.get(110)); // loc y _mobsSpawn.setLocz(-3061); // loc z _mobsSpawn.setAmount(1); _mobsSpawn.setHeading(0); _mobsSpawn.setRespawnDelay(150000); _mobsSpawn.setLocation(0); //SpawnTable.getInstance().addNewSpawn(_mobsSpawn, false); _MonsterSpawn.add(_mobsSpawn); _mobsSpawn = null; valorr++; } } catch (Exception e) { System.out.println("Error in event"); } } private void SpawnMonster02() { L2NpcTemplate tmpl = NpcTable.getInstance().getTemplate(mobs[Rnd.get(0, 11)]);// ID do mob try { int valorr = 1; Announcements.getInstance().gameAnnouncetoEvents("The boxes are in entrance of Monastery."); while (valorr < 30) { _mobsSpawn = new L2Spawn(tmpl); _mobsSpawn.setLocx(124109 + Rnd.get(950) + (Rnd.get(50) * 2) - Rnd.get(350) + Rnd.get(150)); // loc x _mobsSpawn.setLocy(-74952 + Rnd.get(950) + (Rnd.get(30) * 2) - Rnd.get(310) + Rnd.get(130)); // loc y _mobsSpawn.setLocz(-2915); // loc z _mobsSpawn.setAmount(1); _mobsSpawn.setHeading(0); _mobsSpawn.setRespawnDelay(150000); _mobsSpawn.setLocation(0); //SpawnTable.getInstance().addNewSpawn(_mobsSpawn, false); _MonsterSpawn.add(_mobsSpawn); _mobsSpawn = null; valorr++; } } catch (Exception e) { System.out.println("Error in event"); } } private void SpawnMonster3() { L2NpcTemplate tmpl = NpcTable.getInstance().getTemplate(mobs[Rnd.get(0, 11)]);// ID do mob try { int valorr = 1; while (valorr < 25) { _mobsSpawn = new L2Spawn(tmpl); _mobsSpawn.setLocx(124860 + Rnd.get(950) + (Rnd.get(50) * 2) - Rnd.get(350) + Rnd.get(150)); // loc x _mobsSpawn.setLocy(-75504 + Rnd.get(950) + (Rnd.get(20) * 2) - Rnd.get(200) + Rnd.get(110)); // loc y _mobsSpawn.setLocz(-2912); // loc z _mobsSpawn.setAmount(1); _mobsSpawn.setHeading(0); _mobsSpawn.setRespawnDelay(150000); _mobsSpawn.setLocation(0); //SpawnTable.getInstance().addNewSpawn(_mobsSpawn, false); _MonsterSpawn.add(_mobsSpawn); _mobsSpawn = null; valorr++; } } catch (Exception e) { System.out.println("Error in event"); } } private void SpawnMonster03() { L2NpcTemplate tmpl = NpcTable.getInstance().getTemplate(mobs[Rnd.get(0, 11)]);// ID do mob try { int valorr = 1; Announcements.getInstance().gameAnnouncetoEvents("The boxes are in Giran."); while (valorr < 20) { _mobsSpawn = new L2Spawn(tmpl); _mobsSpawn.setLocx(82732 + Rnd.get(950) + (Rnd.get(50) * 2) - Rnd.get(350) + Rnd.get(150)); // loc x _mobsSpawn.setLocy(148723 + Rnd.get(950) + (Rnd.get(30) * 2) - Rnd.get(310) + Rnd.get(130)); // loc y _mobsSpawn.setLocz(-3471); // loc z _mobsSpawn.setAmount(1); _mobsSpawn.setHeading(0); _mobsSpawn.setRespawnDelay(150000); _mobsSpawn.setLocation(0); //SpawnTable.getInstance().addNewSpawn(_mobsSpawn, false); _MonsterSpawn.add(_mobsSpawn); _mobsSpawn = null; valorr++; } } catch (Exception e) { System.out.println("Error in event"); } } private void SpawnMonster4() { L2NpcTemplate tmpl = NpcTable.getInstance().getTemplate(mobs[Rnd.get(0, 11)]);// ID do mob try { int valorr = 1; while (valorr < 25) { _mobsSpawn = new L2Spawn(tmpl); _mobsSpawn.setLocx(81948 + Rnd.get(950) + (Rnd.get(30) * 2) - Rnd.get(350) + Rnd.get(150)); // loc x _mobsSpawn.setLocy(147837 + Rnd.get(950) + (Rnd.get(30) * 2) - Rnd.get(200) + Rnd.get(110)); // loc y _mobsSpawn.setLocz(-3471); // loc z _mobsSpawn.setAmount(1); _mobsSpawn.setHeading(0); _mobsSpawn.setRespawnDelay(150000); _mobsSpawn.setLocation(0); //SpawnTable.getInstance().addNewSpawn(_mobsSpawn, false); _MonsterSpawn.add(_mobsSpawn); _mobsSpawn = null; valorr++; } } catch (Exception e) { System.out.println("Error in event"); } } private void SpawnMonster04() { L2NpcTemplate tmpl = NpcTable.getInstance().getTemplate(mobs[Rnd.get(0, 11)]);// ID do mob try { int valorr = 1; Announcements.getInstance().gameAnnouncetoEvents("The boxes are in Near the Town of Dion."); while (valorr < 15) { _mobsSpawn = new L2Spawn(tmpl); _mobsSpawn.setLocx(19023 + Rnd.get(950) + (Rnd.get(50) * 2) - Rnd.get(350) + Rnd.get(150)); // loc x _mobsSpawn.setLocy(141199 + Rnd.get(950) - (Rnd.get(30) * 2) + Rnd.get(200) + Rnd.get(110)); // loc y _mobsSpawn.setLocz(-3340); // loc z _mobsSpawn.setAmount(1); _mobsSpawn.setHeading(0); _mobsSpawn.setRespawnDelay(150000); _mobsSpawn.setLocation(0); //SpawnTable.getInstance().addNewSpawn(_mobsSpawn, false); _MonsterSpawn.add(_mobsSpawn); _mobsSpawn = null; valorr++; } } catch (Exception e) { System.out.println("Error in event"); } } private void SpawnMonster5() { L2NpcTemplate tmpl = NpcTable.getInstance().getTemplate(mobs[Rnd.get(0, 11)]);// ID do mob try { int valorr = 1; while (valorr < 25) { _mobsSpawn = new L2Spawn(tmpl); _mobsSpawn.setLocx(20781 + Rnd.get(950) + (Rnd.get(50) * 2) - Rnd.get(350) + Rnd.get(150)); // loc x _mobsSpawn.setLocy(140355 + Rnd.get(950) - (Rnd.get(30) * 2) + Rnd.get(200) + Rnd.get(110)); // loc y _mobsSpawn.setLocz(-3464); // loc z _mobsSpawn.setAmount(1); _mobsSpawn.setHeading(0); _mobsSpawn.setRespawnDelay(150000); _mobsSpawn.setLocation(0); //SpawnTable.getInstance().addNewSpawn(_mobsSpawn, false); _MonsterSpawn.add(_mobsSpawn); _mobsSpawn = null; valorr++; } } catch (Exception e) { System.out.println("Error in event"); } } private void SpawnMonster05() { L2NpcTemplate tmpl = NpcTable.getInstance().getTemplate(mobs[Rnd.get(0, 11)]);// ID do mob try { int valorr = 1; Announcements.getInstance().gameAnnouncetoEvents("The boxes are in west of gludin, Near the harbor."); while (valorr < 20) { _mobsSpawn = new L2Spawn(tmpl); _mobsSpawn.setLocx(-86372 + Rnd.get(950) + (Rnd.get(50) * 2) - Rnd.get(350) + Rnd.get(150)); // loc x _mobsSpawn.setLocy(150012 + Rnd.get(950) - (Rnd.get(30) * 2) + Rnd.get(200) + Rnd.get(110)); // loc y _mobsSpawn.setLocz(-3061); // loc z _mobsSpawn.setAmount(1); _mobsSpawn.setHeading(0); _mobsSpawn.setRespawnDelay(150000); _mobsSpawn.setLocation(0); //SpawnTable.getInstance().addNewSpawn(_mobsSpawn, false); _MonsterSpawn.add(_mobsSpawn); _mobsSpawn = null; valorr++; } } catch (Exception e) { System.out.println("Error in event"); } } public static void waitSecs(int i) { try { Thread.sleep(i * 1000); } catch (InterruptedException ie) { ie.printStackTrace(); } } public static void wait(int i) { try { Thread.sleep(i * 60000); } catch (InterruptedException ie) { ie.printStackTrace(); } } public final List<L2Spawn> getMonsterIds() { return _MonsterSpawn; } public void unspawnMonsters() { for (L2Spawn spawn : getMonsterIds()) { spawn.stopRespawn(); spawn.getLastSpawn().doDie(spawn.getLastSpawn()); } getMonsterIds().clear(); } public void spawnMonstersEvent() { int city = Rnd.get(5) + 1; if (city == 1) { SpawnMonster1(); SpawnMonster01(); } else if (city == 2) { SpawnMonster2(); SpawnMonster02(); } else if (city == 3) { SpawnMonster3(); SpawnMonster03(); } else if (city == 4) { SpawnMonster4(); SpawnMonster04(); } else if (city == 5) { SpawnMonster5(); SpawnMonster05(); } for (L2Spawn spawn : getMonsterIds()) if (spawn != null) { spawn.init(); } } @Override public void run() { if (TownMonsterAtivo == true) { return; } eventomanager(); } } go com.seuprojeto.gameserver.handler.admincommandhandlers new AdminDropMonstersEvent.java package com.l2jdemonniac.gameserver.handler.admincommandhandlers; import com.l2jdemonniac.Config; import com.l2jdemonniac.gameserver.handler.IAdminCommandHandler; import com.l2jdemonniac.gameserver.model.actor.instance.L2PcInstance; import com.l2jdemonniac.gameserver.model.entity.event.DropMonstersEvent; import com.l2jdemonniac.gameserver.thread.ThreadPoolManager; public class AdminDropMonstersEvent implements IAdminCommandHandler { public AdminDropMonstersEvent() { } @Override public boolean useAdminCommand(String command, L2PcInstance activeChar) { if (command.startsWith("admin_dropmonsters")) { ThreadPoolManager.getInstance().scheduleGeneral(new DropMonstersEvent(), 1); } return true; } @Override public String[] getAdminCommandList() { return ADMIN_COMMANDS; } private static final String ADMIN_COMMANDS[] = { "admin_dropmonsters" }; } dont forget: AdminCommandHandler: import com.l2jdemonniac.gameserver.handler.admincommandhandlers.AdminRandomFight; +import com.l2jdemonniac.gameserver.handler.admincommandhandlers.AdminDropMonstersEvent; ====== registerAdminCommandHandler(new AdminRandomFight()); +registerAdminCommandHandler(new AdminDropMonstersEvent()); basically its a event where you choose the id of the monsters " make some specials ones or w.e" setup a spawner, with random spawn " X coordinate - randomly generated number etc.) From what the code states there are 4 different spawner's, and it gets picked at random, so for example if it rolls aden castle, like the coordinates suggests then it will spawn the monsters there, and so on. People have X amount of time to kill them and get special rewards, then after that X amount of time mobs disappear and then you can set the timer or set them manually from the admin commands. events by me thx, enjoy!
  18. Hello here is a gode for this http://postimg.org/image/gk2nw63l3/ #P L2jFrozen_GameServer Index: head-src/com/l2jfrozen/Config.java =================================================================== --- head-src/com/l2jfrozen/Config.java (revision 986) +++ head-src/com/l2jfrozen/Config.java (working copy) @@ -2891,6 +2891,8 @@ public static int GM_OVER_ENCHANT; public static int MAX_ITEM_ENCHANT_KICK; + public static boolean ENABLE_ENCHANT_ANNOUNCE; + public static int ENCHANT_ANNOUNCE_LEVEL; //============================================================ public static void loadEnchantConfig() @@ -3196,6 +3198,8 @@ MAX_ITEM_ENCHANT_KICK = Integer.parseInt(ENCHANTSetting.getProperty("EnchantKick", "0")); GM_OVER_ENCHANT = Integer.parseInt(ENCHANTSetting.getProperty("GMOverEnchant", "0")); + ENABLE_ENCHANT_ANNOUNCE = Boolean.parseBoolean(ENCHANTSetting.getProperty("EnableEnchantAnnounce", "False")); + ENCHANT_ANNOUNCE_LEVEL = Integer.parseInt(ENCHANTSetting.getProperty("EnchantAnnounceLevel", "16")); } catch(Exception e) { Index: head-src/com/l2jfrozen/gameserver/network/clientpackets/RequestEnchantItem.java =================================================================== --- head-src/com/l2jfrozen/gameserver/network/clientpackets/RequestEnchantItem.java (revision 986) +++ head-src/com/l2jfrozen/gameserver/network/clientpackets/RequestEnchantItem.java (working copy) @@ -25,6 +25,7 @@ import com.l2jfrozen.gameserver.model.actor.instance.L2ItemInstance; import com.l2jfrozen.gameserver.model.actor.instance.L2PcInstance; import com.l2jfrozen.gameserver.model.base.Race; +import com.l2jfrozen.gameserver.model.entity.Announcements; import com.l2jfrozen.gameserver.network.SystemMessageId; import com.l2jfrozen.gameserver.network.serverpackets.EnchantResult; import com.l2jfrozen.gameserver.network.serverpackets.InventoryUpdate; @@ -301,6 +302,7 @@ int chance = 0; int maxEnchantLevel = 0; int minEnchantLevel = 0; + int nextEnchantLevel = item.getEnchantLevel() + 1; if(item.getItem().getType2() == L2Item.TYPE2_WEAPON) { @@ -565,6 +567,9 @@ sm = new SystemMessage(SystemMessageId.S1_SUCCESSFULLY_ENCHANTED); sm.addItemName(item.getItemId()); activeChar.sendPacket(sm); + + if(Config.ENABLE_ENCHANT_ANNOUNCE && Config.ENCHANT_ANNOUNCE_LEVEL == 0) + Announcements.getInstance().gameAnnounceToAll("Congratulations to " + activeChar.getName() + "! Your " + item.getItem() + " has been successfully enchanted to +" + nextEnchantLevel); } else { @@ -572,6 +577,9 @@ sm.addNumber(item.getEnchantLevel()); sm.addItemName(item.getItemId()); activeChar.sendPacket(sm); + + if(Config.ENABLE_ENCHANT_ANNOUNCE && Config.ENCHANT_ANNOUNCE_LEVEL <= item.getEnchantLevel()) + Announcements.getInstance().gameAnnounceToAll("Congratulations to " + activeChar.getName() + "! Your " + item.getItem() + " has been successfully enchanted to +" + nextEnchantLevel); } item.setEnchantLevel(item.getEnchantLevel() + Config.CUSTOM_ENCHANT_VALUE); Index: config/head/enchant.properties =================================================================== --- config/head/enchant.properties (revision 986) +++ config/head/enchant.properties (working copy) @@ -131,4 +131,14 @@ # HOW WORKS: if you set it to 20, and player have an item > 20 # he will be kicked and the item will disappear! # Enchant amount at which a player gets punished (0 disabled) -EnchantKick = 0 \ No newline at end of file +EnchantKick = 0 + +# ---------------------- +# Enchant Announce - +# ---------------------- +# Announce when a player successfully enchant an item to x +# Default: False +EnableEnchantAnnounce = False + +# The value of x is... set it here (No have default value) +EnchantAnnounceLevel = 16 credits: RedHot
  19. Hello, I bring you the l2jdev dungeon event adapted to l2jfrozen for me video test Update Code: https://pastebin.com/Kc61EPNc sql,html: https://www.mediafire.com/file/7z5v60myf9tf1vn/Dungeon.rar/file I don't know exactly all the credits but I leave the names of the codes I use, sorry if any are missing Credits: Anarchy, Juvenil Walker, Baggos, mkizub, G1ta0, Forsaiken Help:melron
  20. Hello, its my first share i made for my server, maybe some one need it. Its function when you delete something , after you can recovery it and take back at itemrecovery.ini you can find settings how much days item will save for you sorry my english :D code and install guide can find on git my https://bitbucket.org/vagan2005/lineage2-works/src/master/itemRecovery-mobius/ its for last version mobius photos
  21. Hello again Cheaters i rework and redesign an already shared code of my friend @melron (Official code : HERE) - Using multi-word search. - Cleanup parts of the code. - Code not include part of "item.getIcon()" you can find many shared ways to get icon for each item. Updates: - Add idea/part of the code of @Creamy G Colin - Add check of empty seach (was throwing error on GS console) - Add info if its Quest Item Coded for aCis 385 revision Code : Here
  22. Hello everyone, I would like to share this simple event. A registration npc spawns at a specific time and announces the registration as any event, after that everyone will have a time to register and those that are registered will be taken to a configured location where they will have time to kill the boss that will spawn. Each must achieve a minimum damage to the boss to receive the rewards. There are also two active functions: Last Attacker Reward and Main Damage Dealer reward. Both announced on the boss's death. Enjoy. Code
  23. Hi I'm new here I came from united-extreme, no one helped me there so I came here to ask for help. I'm using L2Eola!! I created this config to set my monster's spawn with its id. Config.java public static Map<Integer, List<Location>> SPOIL_MONSTER_LOC; SPOIL_MONSTER_LOC = new HashMap<>(); for (String data : events.getProperty("SpoilMonsterLocs", "0,0,0,0").split(";")) { String[] spawnData = data.split(","); List<Location> loc = new ArrayList<>(); loc.add(new Location(Integer.parseInt(spawnData[1]), Integer.parseInt(spawnData[2]), Integer.parseInt(spawnData[3]))); SPOIL_MONSTER_LOC.put(Integer.parseInt(spawnData[0]), loc); loc = new ArrayList<>(); } Return Map in Event.java for (int npcId : Config.SPOIL_MONSTER_LOC.keySet()) { final List<Location> teleports = Config.SPOIL_MONSTER_LOC.get(npcId); for (int index = 0; index < teleports.size(); index++) { final Location teleport = teleports.get(index); if (teleport == null) continue; spawnNpc(npcId, teleport, "Event"); } } # Spawn Monsters Location. MonsterLocs = 18011,178008,-15640,-2256;\ 18011,178275,-15690,-2256;\ 18011,178696,-15768,-2256;\ 18012,178990,-16052,-2256;\ 18012,179480,-16216,-2256;\ 18012,179608,-16008,-2256;\ 18012,179432,-15784,-2256;\ 18012,178440,-16024,-2256;\ it does not return all spawns in the list. Only the first on the list is born.
  24. Hey there! Referring to aCis project, I noticed an issue that if you open a public server from your PC, other players can join but you can't join from the machine that you are running the server (as localhost). Here is the quick fix about that issue, --- a/aCis_gameserver/java/net/sf/l2j/loginserver/network/serverpackets/ServerList.java +++ b/aCis_gameserver/java/net/sf/l2j/loginserver/network/serverpackets/ServerList.java @@ -22,10 +22,13 @@ { _lastServer = client.getLastServer(); + String clientIp = client.getConnection().getInetAddress().getHostAddress(); + boolean isLocalhost = clientIp.equals("127.0.0.1"); + for (GameServerInfo gsi : GameServerManager.getInstance().getRegisteredGameServers().values()) { final StatusType status = (client.getAccessLevel() < 0 || (gsi.getStatus() == StatusType.GM_ONLY && client.getAccessLevel() <= 0)) ? StatusType.DOWN : gsi.getStatus(); - final String hostName = gsi.getHostName(); + final String hostName = isLocalhost ? "127.0.0.1" : gsi.getHostName(); _servers.add(new ServerData(status, hostName, gsi)); }
  25. Idle Auto Farm aka giving rewards to AFK players. I also added an option for premium in case u want to give bonus to premium players. I dont suggest u to use the current threadpool timers it was just for tests. Ideally u have to set it to minutes. IdleFarmer.java IdleFarmManager.java pastebin pass : maxcheaters Video Video 2 It's up to u on how to trigger it for the player //To start the idle farm IdleFarmManager.getInstance().addIdleFarmer(activeChar); //To stop the idle farm IdleFarmManager.getInstance().removeIdleFarmer(activeChar); GameServer.java +StringUtil.printSection("Idle Engine"); +IdleFarmManager.getInstance().start(); Player.java +IdleFarmManager.getInstance().removeIdleFarmer(this); World.getInstance().removePlayer(this); // force remove in case of crash during teleport
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