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interlude [L2J] L2 Factor GvE Beta Version 9m/10d/2011y 22:00 GMT+3


xtremex

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yea nice server i was playing there but leavin... its a litle borring server and have some problems on geodata... but if you lookin for a good Faction Server without Donators Join on Factor!!!

 

about geodata, we going to change by complete and we will add more maps soon!

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ADDED: New unique anti feed system with auto ban ( not more buggers making exploiting)

 

CLEANED DATABASE:

 

deleted players banned, account banned, player with more of 10 days not playing

 

NEXT UPDATES:

 

More funny faction maps

Making more strong the weak class

Add more class skills

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man why when we kill crystals we dont take 3 adena?is this changed or is bugged?

 

not, this is a protection enable for do not get crystal adena feed and disable when the server have more players online on every faction team

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  • 3 weeks later...

we have a new server version, complete changelog will be posted in forum.

 

players opened a poll for server wipe and they win, so the server will be wiped 29/4/2011 6PM GMT+2

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if not mistaken   BACKUPCODE package net.sf.l2j.mods.itemhandlers; import net.sf.l2j.gameserver.data.xml.AugmentationData; import net.sf.l2j.gameserver.enums.Paperdoll; import net.sf.l2j.gameserver.enums.SayType; import net.sf.l2j.gameserver.handler.IItemHandler; import net.sf.l2j.gameserver.model.Augmentation; import net.sf.l2j.gameserver.model.actor.Playable; import net.sf.l2j.gameserver.model.actor.Player; import net.sf.l2j.gameserver.model.item.instance.ItemInstance; import net.sf.l2j.gameserver.network.serverpackets.CreatureSay; import net.sf.l2j.gameserver.network.serverpackets.ExShowScreenMessage; import net.sf.l2j.gameserver.network.serverpackets.InventoryUpdate; import net.sf.l2j.gameserver.network.serverpackets.SocialAction; /** * @author RKolibri */ public class FastAugmentation implements IItemHandler { @Override public void useItem(Playable playable, ItemInstance item, boolean forceUse) { Player player = (Player) playable; ItemInstance weapon = player.getInventory().getItemFrom(Paperdoll.RHAND); Augmentation topLs = AugmentationData.getInstance().generateRandomAugmentation(76, 3); Augmentation highLs = AugmentationData.getInstance().generateRandomAugmentation(76, 2); Augmentation midLs = AugmentationData.getInstance().generateRandomAugmentation(76, 1); Augmentation noGradeLs = AugmentationData.getInstance().generateRandomAugmentation(76, 0); InventoryUpdate iu = new InventoryUpdate(); int ls = item.getItemId(); if (weapon == null) { player.sendMessage("You have to equip a weapon first."); return; } if (weapon.getItem().getCrystalType().getId() <= 3) { player.sendMessage("Fast Augmentation available only for A and S grade Weapons!"); return; } if (weapon.isHeroItem()) { player.sendMessage("Hero weapons can't be augmented!"); return; } if (weapon.isAugmented()) { removeAug(playable); } else { player.destroyItem("Consume", item.getObjectId(), 1, null, false); Augmentation augmentation; if (ls == 8762) { augmentation = topLs; } else if (ls == 8752) { augmentation = highLs; } else if (ls == 8742) { augmentation = midLs; } else if (ls == 8732) { augmentation = noGradeLs; } else { return; } weapon.setAugmentation(augmentation); iu.addModifiedItem(weapon); player.sendPacket(iu); player.broadcastUserInfo(); if (weapon.getAugmentation().getSkill() == null) { player.sendMessage("No luck try again!"); } else { checkAugmentResult(playable); } } } public static boolean removeAug(Playable playable) { Player player = (Player) playable; ItemInstance weapon = player.getInventory().getItemFrom(Paperdoll.RHAND); InventoryUpdate iu = new InventoryUpdate(); weapon.getAugmentation().removeBonus(player); weapon.removeAugmentation(true); iu.addModifiedItem(weapon); player.sendPacket(iu); player.broadcastUserInfo(); return true; } private static void checkAugmentResult(Playable playable) { Player player = (Player) playable; ItemInstance weapon = player.getInventory().getItemFrom(Paperdoll.RHAND); String name = weapon.getAugmentation().getSkill().getName(); boolean isChance = weapon.getAugmentation().getSkill().isChance(); boolean isActive = weapon.getAugmentation().getSkill().isActive(); boolean isPassive = weapon.getAugmentation().getSkill().isPassive() && !isChance; InventoryUpdate iu = new InventoryUpdate(); String type; if (isChance) { type = "CHANCE"; } else if (isActive) { type = "ACTIVE"; } else if (isPassive) { type = "PASSIVE"; } else { return; } player.sendPacket(new CreatureSay(0, SayType.HERO_VOICE, "[" + type + "]", "You got " + name)); sendMessage(player, type + " : You got " + name); player.broadcastPacket(new SocialAction(player, 3)); player.disarmWeapon(true); iu.addModifiedItem(weapon); player.sendPacket(iu); player.broadcastUserInfo(); } public static void sendMessage(final Player player, final String message) { player.sendPacket(new ExShowScreenMessage(message, 3000, ExShowScreenMessage.SMPOS.TOP_CENTER, true)); player.sendMessage(message); } }   Pastebin   Have fun and enjoy Author : RKolibri Credits : RKolibri  
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