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Found 7 results

  1. do we have any code for editing droplist *add/remove* items in monsters * Ingame * , without going all the way inside the xmls n' doin it ingame ?
  2. Kalhspera. edw pera ine 1 donate manager. apo ton l2sayn to exw vgalei kai to dinw se esas. parakalw mhn krazete. :D Code: http://pastebin.com/tuWcQAXQ EDIT: 3exasa na valw to name sto Instance. valte L2DonateShopInstance (ADAPTED FOR L2JACIS http://pastebin.com/6d9P4wm1 ) by member l2jkain SCREENSHOTS Download: Gia na doulepsi to code prepei na valete auta ta arxia. Click Me Diavaste to ReadMe.txt To sql uparxi sto arxio. To Donate Coin exei id 1704 Ean vgalei kapoio provlima kalo einai na kanete 1 post se auto to topic gia na to checkarw. :) Doulevei sto l2jfrozen last rev. twra gia prohgoumena den 3erw. :D UPDATED** //augment command http://www.maxcheaters.com/topic/207755-l2jfrozen-augment-command/ CREDITS: fofas
  3. /* * 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.item; import net.sf.l2j.gameserver.model.actor.instance.L2PcInstance; import net.sf.l2j.gameserver.model.item.instance.ItemInstance; import net.sf.l2j.gameserver.model.itemcontainer.Inventory; /** * @author Luno */ public final class ArmorSet { private final int[] _set; private final int _skillId; private final int _shield; private final int _shieldSkillId; private final int _enchant6Skill; -> private final int _enchant16Skill; -> public ArmorSet(int[] set, int skillId, int shield, int shieldSkillId, int enchant6Skill, int enchant16Skill) { _set = set; _skillId = skillId; _shield = shield; _shieldSkillId = shieldSkillId; _enchant6Skill = enchant6Skill; -> _enchant16Skill = enchant16Skill; } /** * Checks if player have equipped all items from set (not checking shield) * @param player whose inventory is being checked * @return True if player equips whole set */ public boolean containAll(L2PcInstance player) { final Inventory inv = player.getInventory(); int legs = 0; int head = 0; int gloves = 0; int feet = 0; final ItemInstance legsItem = inv.getPaperdollItem(Inventory.PAPERDOLL_LEGS); if (legsItem != null) legs = legsItem.getItemId(); if (_set[1] != 0 && _set[1] != legs) return false; final ItemInstance headItem = inv.getPaperdollItem(Inventory.PAPERDOLL_HEAD); if (headItem != null) head = headItem.getItemId(); if (_set[2] != 0 && _set[2] != head) return false; final ItemInstance glovesItem = inv.getPaperdollItem(Inventory.PAPERDOLL_GLOVES); if (glovesItem != null) gloves = glovesItem.getItemId(); if (_set[3] != 0 && _set[3] != gloves) return false; final ItemInstance feetItem = inv.getPaperdollItem(Inventory.PAPERDOLL_FEET); if (feetItem != null) feet = feetItem.getItemId(); if (_set[4] != 0 && _set[4] != feet) return false; return true; } public boolean containItem(int slot, int itemId) { switch (slot) { case Inventory.PAPERDOLL_CHEST: return _set[0] == itemId; case Inventory.PAPERDOLL_LEGS: return _set[1] == itemId; case Inventory.PAPERDOLL_HEAD: return _set[2] == itemId; case Inventory.PAPERDOLL_GLOVES: return _set[3] == itemId; case Inventory.PAPERDOLL_FEET: return _set[4] == itemId; default: return false; } } public int getSkillId() { return _skillId; } public boolean containShield(L2PcInstance player) { final ItemInstance shieldItem = player.getInventory().getPaperdollItem(Inventory.PAPERDOLL_LHAND); if (shieldItem != null && shieldItem.getItemId() == _shield) return true; return false; } public boolean containShield(int shieldId) { if (_shield == 0) return false; return _shield == shieldId; } public int getShieldSkillId() { return _shieldSkillId; } public int getEnchant6skillId() { return _enchant6Skill; } -> public int getEnchant16skillId() { return _enchant16Skill; } /** * Checks if all parts of set are enchanted to +6 or more * @param player * @return */ public boolean isEnchanted6(L2PcInstance player) { final Inventory inv = player.getInventory(); final ItemInstance chestItem = inv.getPaperdollItem(Inventory.PAPERDOLL_CHEST); if (chestItem.getEnchantLevel() < 6) return false; int legs = 0; int head = 0; int gloves = 0; int feet = 0; final ItemInstance legsItem = inv.getPaperdollItem(Inventory.PAPERDOLL_LEGS); if (legsItem != null && legsItem.getEnchantLevel() > 5) legs = legsItem.getItemId(); if (_set[1] != 0 && _set[1] != legs) return false; final ItemInstance headItem = inv.getPaperdollItem(Inventory.PAPERDOLL_HEAD); if (headItem != null && headItem.getEnchantLevel() > 5) head = headItem.getItemId(); if (_set[2] != 0 && _set[2] != head) return false; final ItemInstance glovesItem = inv.getPaperdollItem(Inventory.PAPERDOLL_GLOVES); if (glovesItem != null && glovesItem.getEnchantLevel() > 5) gloves = glovesItem.getItemId(); if (_set[3] != 0 && _set[3] != gloves) return false; final ItemInstance feetItem = inv.getPaperdollItem(Inventory.PAPERDOLL_FEET); if (feetItem != null && feetItem.getEnchantLevel() > 5) feet = feetItem.getItemId(); if (_set[4] != 0 && _set[4] != feet) return false; return true; } -> public boolean isEnchanted16(L2PcInstance player) { final Inventory inv = player.getInventory(); final ItemInstance chestItem = inv.getPaperdollItem(Inventory.PAPERDOLL_CHEST); if (chestItem.getEnchantLevel() < 16) return false; int legs = 0; int head = 0; int gloves = 0; int feet = 0; final ItemInstance legsItem = inv.getPaperdollItem(Inventory.PAPERDOLL_LEGS); if (legsItem != null && legsItem.getEnchantLevel() > 15) legs = legsItem.getItemId(); if (_set[1] != 0 && _set[1] != legs) return false; final ItemInstance headItem = inv.getPaperdollItem(Inventory.PAPERDOLL_HEAD); if (headItem != null && headItem.getEnchantLevel() > 15) head = headItem.getItemId(); if (_set[2] != 0 && _set[2] != head) return false; final ItemInstance glovesItem = inv.getPaperdollItem(Inventory.PAPERDOLL_GLOVES); if (glovesItem != null && glovesItem.getEnchantLevel() > 15) gloves = glovesItem.getItemId(); if (_set[3] != 0 && _set[3] != gloves) return false; final ItemInstance feetItem = inv.getPaperdollItem(Inventory.PAPERDOLL_FEET); if (feetItem != null && feetItem.getEnchantLevel() > 15) feet = feetItem.getItemId(); if (_set[4] != 0 && _set[4] != feet) return false; return true; } /** * @return chest, legs, gloves, feet, head */ public int[] getSetItemsId() { return _set; } /** * @return shield id */ public int getShield() { return _shield; } } a quick answer i did copy paste the enchantset of 6 into +16 i wanna do the same for 20 and 25 , though i want an answer if its correct on eclipse i didnt had errors but still havent tested :) the marks * -> * is what i inserted
  4. Hello here is a pvp auto enchant code for acis when you kill some you have a chance to get a random item from yours by +1 http://prntscr.com/i451wk go to net/sf/l2j/gameserver/model/actor/instance/player.java find this protected int _classIndex; and put this /** Pvp enchant System **/ private int rewardConsecutiveKillCount = 0; like that protected int _classIndex; /** Pvp enchant System **/ private int rewardConsecutiveKillCount = 0; next find this // Add PvP point to attacker. setPvpKills(getPvpKills() + 1); and paste this rewardConsecutiveKillCount++; like that // Add PvP point to attacker. setPvpKills(getPvpKills() + 1); rewardConsecutiveKillCount++; and under this rewardConsecutiveKillCount++; paste all this final ItemInstance pvpwep = getInventory().getPaperdollItem(Inventory.PAPERDOLL_RHAND); final ItemInstance pvphead = getInventory().getPaperdollItem(Inventory.PAPERDOLL_HEAD); final ItemInstance pvpgloves = getInventory().getPaperdollItem(Inventory.PAPERDOLL_GLOVES); final ItemInstance pvpchest = getInventory().getPaperdollItem(Inventory.PAPERDOLL_CHEST); final ItemInstance pvplegs = getInventory().getPaperdollItem(Inventory.PAPERDOLL_LEGS); final ItemInstance pvpfeet = getInventory().getPaperdollItem(Inventory.PAPERDOLL_FEET); final ItemInstance pvpneck = getInventory().getPaperdollItem(Inventory.PAPERDOLL_NECK); final ItemInstance pvplf = getInventory().getPaperdollItem(Inventory.PAPERDOLL_LFINGER); final ItemInstance pvprf = getInventory().getPaperdollItem(Inventory.PAPERDOLL_RFINGER); if (rewardConsecutiveKillCount >= Config.PVP_COUNT_TILL_ENCHANTMENT && Config.ENABLE_PVP_ENCHANTMENT) { switch (Rnd.get(9)) { case 0: { pvpwep.setEnchantLevel(pvpwep.getEnchantLevel() + 1); sendMessage("Your " + getInventory().getPaperdollItem(Inventory.PAPERDOLL_RHAND) + "has been enchanted by +1 due to your pvp kills"); rewardConsecutiveKillCount = 0; break; } case 1: { pvphead.setEnchantLevel(pvphead.getEnchantLevel() + 1); sendMessage("Your " + getInventory().getPaperdollItem(Inventory.PAPERDOLL_HEAD) + "has been enchanted by +1 due to your pvp kills"); rewardConsecutiveKillCount = 0; break; } case 2: { pvpgloves.setEnchantLevel(pvpgloves.getEnchantLevel() + 1); sendMessage("Your " + getInventory().getPaperdollItem(Inventory.PAPERDOLL_GLOVES) + "has been enchanted by +1 due to your pvp kills"); rewardConsecutiveKillCount = 0; break; } case 3: { pvpchest.setEnchantLevel(pvpchest.getEnchantLevel() + 1); sendMessage("Your " + getInventory().getPaperdollItem(Inventory.PAPERDOLL_CHEST) + "has been enchanted by +1 due to your pvp kills"); rewardConsecutiveKillCount = 0; break; } case 4: { pvplegs.setEnchantLevel(pvplegs.getEnchantLevel() + 1); sendMessage("Your " + getInventory().getPaperdollItem(Inventory.PAPERDOLL_LEGS) + "has been enchanted by +1 due to your pvp kills"); rewardConsecutiveKillCount = 0; break; } case 5: { pvpfeet.setEnchantLevel(pvpfeet.getEnchantLevel() + 1); sendMessage("Your " + getInventory().getPaperdollItem(Inventory.PAPERDOLL_FEET) + "has been enchanted by +1 due to your pvp kills"); rewardConsecutiveKillCount = 0; break; } case 6: { pvpneck.setEnchantLevel(pvpneck.getEnchantLevel() + 1); sendMessage("Your " + getInventory().getPaperdollItem(Inventory.PAPERDOLL_NECK) + "has been enchanted by +1 due to your pvp kills"); rewardConsecutiveKillCount = 0; break; } case 7: { pvplf.setEnchantLevel(pvplf.getEnchantLevel() + 1); sendMessage("Your " + getInventory().getPaperdollItem(Inventory.PAPERDOLL_LFINGER) + "has been enchanted by +1 due to your pvp kills"); rewardConsecutiveKillCount = 0; break; } case 8: { pvprf.setEnchantLevel(pvprf.getEnchantLevel() + 1); sendMessage("Your " + getInventory().getPaperdollItem(Inventory.PAPERDOLL_RFINGER) + "has been enchanted by +1 due to your pvp kills"); rewardConsecutiveKillCount = 0; break; } } } go to net/sf/l2j find this public static boolean ALT_GAME_SUBCLASS_WITHOUT_QUESTS; and paste this like that public static boolean ALT_GAME_SUBCLASS_WITHOUT_QUESTS; /** PvP auto enchant system */ public static boolean ENABLE_PVP_ENCHANTMENT; public static int PVP_COUNT_TILL_ENCHANTMENT; find this ALT_GAME_SUBCLASS_WITHOUT_QUESTS = players.getProperty("AltSubClassWithoutQuests", false); and put this like that ALT_GAME_SUBCLASS_WITHOUT_QUESTS = players.getProperty("AltSubClassWithoutQuests", false); ENABLE_PVP_ENCHANTMENT = players.getProperty("EnablePvpEnchantSystem", false); PVP_COUNT_TILL_ENCHANTMENT = players.getProperty("PvpCountTillEnchanment", 20); go to config/players.properties #=================================# #== by thelwhelprepaidia ==# #== Pvp Enchant System ==# #=================================# #By enabling this then every X pvp #in a row the player will get randomly #a part of his armor,weapon or jewel that #is currently equiped automatically enchanted #To enable the system set True below EnablePvpEnchantSystem = True #Every how many kills you want the chars to be #awared with +1? PvpCountTillEnchanment = 20 And you are done. credits Elfocrash
  5. Im Looking for a Anti Farm PVP Protection with ip/hwid option , im using l2jacis 370
  6. hello i did edited my experience.java at -> net.sf.l2j.gameserver.model.base; package net.sf.l2j.gameserver.model.base; public class Experience { public static final long LEVEL[] = { -1L, // level 0 (unreachable) 0L, 68L, 363L, 1168L, 2884L, 6038L, 11287L, 19423L, 31378L, 48229L, // level 10 71201L, 101676L, 141192L, 191452L, 254327L, 331864L, 426284L, 539995L, 675590L, 835854L, // level 20 1023775L, 1242536L, 1495531L, 1786365L, 2118860L, 2497059L, 2925229L, 3407873L, 3949727L, 4555766L, // level 30 5231213L, 5981539L, 6812472L, 7729999L, 8740372L, 9850111L, 11066012L, 12395149L, 13844879L, 15422851L, // level 40 17137002L, 18995573L, 21007103L, 23180442L, 25524751L, 28049509L, 30764519L, 33679907L, 36806133L, 40153995L, // level 50 45524865L, 51262204L, 57383682L, 63907585L, 70852742L, 80700339L, 91162131L, 102265326L, 114038008L, 126509030L, // level 60 146307211L, 167243291L, 189363788L, 212716741L, 237351413L, 271973532L, 308441375L, 346825235L, 387197529L, 429632402L, // level 70 474205751L, 532692055L, 606319094L, 696376867L, 804219972L, 931275828L, 1151275834L, 1511275834L, 2099275834L, 4200000000L, // level 80 6299994999L, 10499905559L, 16800005559L, 27299995559L, 44100005559L, // level 85 71400000000L, 115500000000L, 186900000000L, 302400000000L, 489300000000L,// level 90 791700000000L }; /** * This is the first UNREACHABLE level.<BR> * ex: If you want a max at 80 & 99.99%, you have to put 81.<BR> * <BR> */ public static final byte MAX_LEVEL = 91; } Unfortunately i did tried to set my level to 90 ingame but i had msg that max lvl was 80/81 (retail) is there any other file i should edit or i did something wrong on that file ?
  7. [ES] En la vista de lo popular de Acis y de lo mucho que se complica la gente en adaptar y meter nuevos códigos me dispuse a hacer este engine. Este engine contará con un sistema de listeners y codigos que nos permitirá diseñar de forma sencilla todos nuestros mods prácticamente sin modificar el core de nuestro proyecto, esto hará más fácil actualizar nuestro pack y evitar errores de programación. [EN] In the view of popular Acis and how much people complicate in adapting and putting new codes I was prepared to do this engine. This engine will have a system of listeners and codes that will allow us to easily design all our mods practically without modifying the core of our project, this will make it easier to update our pack and avoid programming errors. REPOSITORIO/ REPOSITORY * https://svn.code.sf.net/p/l2j-engine-mods/code/L2J_EngineMods/ CAMBIOS / TIMELINE * https://sourceforge.net/p/l2j-engine-mods/code/commit_browser SUPPORT * https://l2devsadmins.net/fissban/index.php DESCARGAR E INSTALAR / DOWNLOAD AND INSTALL https://l2devsadmins.net/fissban/index.php?topic=23.0 [ES] Ire agregando mas mods a medida que me lo vayan pidiendo y vea que tenga tiempo en crearlos....el test queda por parte de ustedes ya que esto es para ustedes, or ahora solo cuenta con estos mods. [EN] I will add more mods as they ask me and see that I have time to create them .... the test remains on you as this is for you, for now you only have these mods.. -> MODS -> AnnounceKillBoss -> AntiBot -> ColorAccordingAmountPvPorPk -> EnchantAbnormalEffectArmor -> FakePlayer -> NewCharacterCreated -> OfflineShop -> PvpReward -> SellBuffs -> SpreeKills -> SubClassAcumulatives -> SystemAio -> SystemVip -> VoteReward -> EVENTS -> BonusWeekend -> Champions -> CityElpys -> RandomBossSpawn -> NPC -> NpcBufferScheme. -> NpcClassMaster. -> NpcRanking. -> NpcTeleporter. -> NpcVoteRewardHopzone. -> NpcVoteRewardNetwork. -> NpcVoteRewardTopzone.
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