Jump to content
  • 0

[INFO]How to respawn in an area after death


Question

Posted

My doubt was.. i've created a "levelling area" , and i want people who die there, with the button to village respawn at the beginnig of that area.. there is a way to do it?

7 answers to this question

Recommended Posts

  • 0
Posted

RequestRestartPoint clientpacket, located in gameserver / network / clientpackets for postIL or gameserver / serverpackets in IL and before.

ok..file found.. and?

  • 0
Posted

ok..file found.. and?

 

And there is used method which will teleport you to nearest town. Replace it with teleToLocation with your x/y/z

  • 0
Posted

Here's the file.. What have i to write in order to make ppl who die in elven ruins respawn at the beginning of the ruins?

 

 

/*
* 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 com.l2jserver.gameserver.network.clientpackets;

import java.util.logging.Logger;

import com.l2jserver.gameserver.ThreadPoolManager;
import com.l2jserver.gameserver.datatables.MapRegionTable;
import com.l2jserver.gameserver.instancemanager.CastleManager;
import com.l2jserver.gameserver.instancemanager.ClanHallManager;
import com.l2jserver.gameserver.instancemanager.FortManager;
import com.l2jserver.gameserver.instancemanager.TerritoryWarManager;
import com.l2jserver.gameserver.model.L2SiegeClan;
import com.l2jserver.gameserver.model.Location;
import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
import com.l2jserver.gameserver.model.actor.instance.L2SiegeFlagInstance;
import com.l2jserver.gameserver.model.entity.Castle;
import com.l2jserver.gameserver.model.entity.ClanHall;
import com.l2jserver.gameserver.model.entity.Fort;
import com.l2jserver.gameserver.model.entity.TvTEvent;


/**
* This class ...
*
* @version $Revision: 1.7.2.3.2.6 $ $Date: 2005/03/27 15:29:30 $
*/
public final class RequestRestartPoint extends L2GameClientPacket
{
private static final String _C__6d_REQUESTRESTARTPOINT = "[C] 6d RequestRestartPoint";
private static Logger _log = Logger.getLogger(RequestRestartPoint.class.getName());

protected int     _requestedPointType;
protected boolean _continuation;

@Override
protected void readImpl()
{
	_requestedPointType = readD();
}

class DeathTask implements Runnable
{
	final L2PcInstance activeChar;

	DeathTask (L2PcInstance _activeChar)
	{
		activeChar = _activeChar;
	}

	@SuppressWarnings("synthetic-access")
	public void run()
	{
		Location loc = null;
		Castle castle = null;
		Fort fort = null;
		boolean isInDefense = false;
		int instanceId = 0;

		// force jail
		if (activeChar.isInJail())
		{
			_requestedPointType = 27;
		}
		else if (activeChar.isFestivalParticipant())
		{
			_requestedPointType = 5;
		}
		switch (_requestedPointType)
		{
			case 1: // to clanhall
				if (activeChar.getClan() == null || activeChar.getClan().getHasHideout() == 0)
				{
					_log.warning("Player ["+activeChar.getName()+"] called RestartPointPacket - To Clanhall and he doesn't have Clanhall!");
					return;
				}
				loc = MapRegionTable.getInstance().getTeleToLocation(activeChar, MapRegionTable.TeleportWhereType.ClanHall);

				if (ClanHallManager.getInstance().getClanHallByOwner(activeChar.getClan())!= null &&
						ClanHallManager.getInstance().getClanHallByOwner(activeChar.getClan()).getFunction(ClanHall.FUNC_RESTORE_EXP) != null)
				{
					activeChar.restoreExp(ClanHallManager.getInstance().getClanHallByOwner(activeChar.getClan()).getFunction(ClanHall.FUNC_RESTORE_EXP).getLvl());
				}
				break;

			case 2: // to castle
				castle = CastleManager.getInstance().getCastle(activeChar);

				if (castle != null && castle.getSiege().getIsInProgress())
				{
					// Siege in progress
					if (castle.getSiege().checkIsDefender(activeChar.getClan()))
						loc = MapRegionTable.getInstance().getTeleToLocation(activeChar, MapRegionTable.TeleportWhereType.Castle);
					// Just in case you lost castle while being dead.. Port to nearest Town.
					else if (castle.getSiege().checkIsAttacker(activeChar.getClan()))
						loc = MapRegionTable.getInstance().getTeleToLocation(activeChar, MapRegionTable.TeleportWhereType.Town);
					else
					{
						_log.warning("Player ["+activeChar.getName()+"] called RestartPointPacket - To Castle and he doesn't have Castle!");
						return;
					}
				}
				else
				{
					if (activeChar.getClan() == null || activeChar.getClan().getHasCastle() == 0)
						return;
					else
						loc = MapRegionTable.getInstance().getTeleToLocation(activeChar, MapRegionTable.TeleportWhereType.Castle);
				}
				if (CastleManager.getInstance().getCastleByOwner(activeChar.getClan())!= null &&
						CastleManager.getInstance().getCastleByOwner(activeChar.getClan()).getFunction(Castle.FUNC_RESTORE_EXP) != null)
				{
					activeChar.restoreExp(CastleManager.getInstance().getCastleByOwner(activeChar.getClan()).getFunction(Castle.FUNC_RESTORE_EXP).getLvl());
				}
				break;

			case 3: // to fortress
				//fort = FortManager.getInstance().getFort(activeChar);

				if ((activeChar.getClan() == null || activeChar.getClan().getHasFort() == 0) && !isInDefense)
				{
					_log.warning("Player ["+activeChar.getName()+"] called RestartPointPacket - To Fortress and he doesn't have Fortress!");
					return;
				}
				loc = MapRegionTable.getInstance().getTeleToLocation(activeChar, MapRegionTable.TeleportWhereType.Fortress);
				if (FortManager.getInstance().getFortByOwner(activeChar.getClan())!= null &&
						FortManager.getInstance().getFortByOwner(activeChar.getClan()).getFunction(Fort.FUNC_RESTORE_EXP) != null)
				{
					activeChar.restoreExp(FortManager.getInstance().getFortByOwner(activeChar.getClan()).getFunction(Fort.FUNC_RESTORE_EXP).getLvl());
				}
				break;

			case 4: // to siege HQ
				L2SiegeClan siegeClan = null;
				castle = CastleManager.getInstance().getCastle(activeChar);
				fort = FortManager.getInstance().getFort(activeChar);
				L2SiegeFlagInstance flag = TerritoryWarManager.getInstance().getFlagForClan(activeChar.getClan());

				if (castle != null && castle.getSiege().getIsInProgress())
					siegeClan = castle.getSiege().getAttackerClan(activeChar.getClan());
				else if (fort != null && fort.getSiege().getIsInProgress())
					siegeClan = fort.getSiege().getAttackerClan(activeChar.getClan());

				if ((siegeClan == null || siegeClan.getFlag().isEmpty()) && flag == null)
				{
					_log.warning("Player ["+activeChar.getName()+"] called RestartPointPacket - To Siege HQ and he doesn't have Siege HQ!");
					return;
				}
				loc = MapRegionTable.getInstance().getTeleToLocation(activeChar, MapRegionTable.TeleportWhereType.SiegeFlag);
				break;

			case 5: // Fixed or Player is a festival participant
				if (!activeChar.isGM() && !activeChar.isFestivalParticipant())
				{
					_log.warning("Player ["+activeChar.getName()+"] called RestartPointPacket - Fixed and he isn't festival participant!");
					return;
				}
				instanceId = activeChar.getInstanceId();
				loc = new Location(activeChar.getX(), activeChar.getY(), activeChar.getZ()); // spawn them where they died
				break;
			case 6: // TODO: agathion ress
				break;
			case 27: // to jail
				if (!activeChar.isInJail()) return;
				loc = new Location(-114356, -249645, -2984);
				break;

			default:
				loc = MapRegionTable.getInstance().getTeleToLocation(activeChar, MapRegionTable.TeleportWhereType.Town);
				break;
		}

		// Teleport and revive
		activeChar.setInstanceId(instanceId);
		activeChar.setIsIn7sDungeon(false);
		activeChar.setIsPendingRevive(true);
		activeChar.teleToLocation(loc, true);
	}
}

@Override
protected void runImpl()
{
	L2PcInstance activeChar = getClient().getActiveChar();

	if (activeChar == null)
		return;

	if (TvTEvent.isStarted() && TvTEvent.isPlayerParticipant(activeChar.getObjectId()))
		return;

	//SystemMessage sm2 = SystemMessage.getSystemMessage(SystemMessage.S1_S2);
	//sm2.addString("type:"+requestedPointType);
	//activeChar.sendPacket(sm2);

	if (activeChar.isFakeDeath())
	{
		activeChar.stopFakeDeath(true);
		return;
	}
	else if(!activeChar.isDead())
	{
		_log.warning("Living player ["+activeChar.getName()+"] called RestartPointPacket! Ban this player!");
		return;
	}

	Castle castle = CastleManager.getInstance().getCastle(activeChar.getX(), activeChar.getY(), activeChar.getZ());
	if (castle != null && castle.getSiege().getIsInProgress())
	{
		if (activeChar.getClan() != null && castle.getSiege().checkIsAttacker(activeChar.getClan()))
		{
			// Schedule respawn delay for attacker
			ThreadPoolManager.getInstance().scheduleGeneral(new DeathTask(activeChar), castle.getSiege().getAttackerRespawnDelay());
			if (castle.getSiege().getAttackerRespawnDelay() > 0)
				activeChar.sendMessage("You will be re-spawned in " + castle.getSiege().getAttackerRespawnDelay()/1000 + " seconds");
			return;
		}
	}

	// run immediately (no need to schedule)
	new DeathTask(activeChar).run();
}

/* (non-Javadoc)
 * @see com.l2jserver.gameserver.clientpackets.ClientBasePacket#getType()
 */
@Override
public String getType()
{
	return _C__6d_REQUESTRESTARTPOINT;

  • 0
Posted

Look, by default (means without any other factors, like die in siege zone etc)

 

You will be teleported to the nearest town/village:

 

default:

loc = MapRegionTable.getInstance().getTeleToLocation(activeChar, MapRegionTable.TeleportWhereType.Town);

break;

 

You can expand default case with if check (you will need to check if player is in XYZ zone) and if he is there, use this:

 

activeChar.teleToLocation(x, y, z);

 

Where X/Y/Z are your coordinates (begining of the elven ruins in your case)

 

Thats all, but as I remember, there isnt any zone type for elven ruins, so it left for you, to implement it, have fun :)!

  • 0
Posted

Well I wanted to answer but Matim got 4 hands :P.

 

You have to understand how works the Zone system. Basically you got 2 possibilities :

- You can create TownZones and put respawn areas "not peace zone". It depends of chronicle, this feature isn't implemented on IL from what I rem.

- You can create a whole new ZoneType, where each leveling zone got its own self number. Those special areas can be improved with time.

 

Check L2TownZone.

 

In both cases, you will have to create a zone in zone.xml, depending if it is already existing or not.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now


  • Posts

    • I connected everything without any problems. Does anyone know why I'm not getting experience for killing mobs? Has anyone encountered this? I'm setting the rates to x300, but it still doesn't give experience or level for killing mobs.
    • I'm using Myext64 HF and recently tried to replicate the "br_xmas09_event" Raising Rudolph Event. Detailed event information can be found at https://legacy-lineage2.com/news/_rudolf_the_red.html After configuring .eventdata.xml and starting the server, t  server log shows: 12/02/2025 15:39:01.809, [NO_ERROR] SpawnEx2 [br_xmas2009_invisible][schuttgart20_npc2213_xs03m1] [1][0][0][0][0][346796390] 12/02/2025 15:39:02.057, DummyPacket received from L2Server 12/02/2025 15:39:02.058, server socket close 312ac(f0820224) error(997) 12/02/2025 15:39:02.058, [CallStack][tid:0][tick:2][0] Begin 12/02/2025 15:39:02.058, [CallStack][tid:0][tick:2][1][0] void __cdecl IOThreadCallback::IOThread_common(void) 12/02/2025 15:39:02.059, [CallStack][tid:0][tick:2][2][1] void IOThread_common 1 12/02/2025 15:39:02.059, [CallStack][tid:0][tick:2][3][2] void __cdecl CIOSocketEx<class CIOBufferEx<16384> >::Close(void) 12/02/2025 15:39:02.059, [CallStack][tid:0][tick:2][4][3] void __cdecl CServerSocket::OnClose(void) 12/02/2025 15:39:02.059, [CallStack][tid:0][tick:2][5] End l2server log: 12/02/2025 15:39:02.112, npc server closed(127.0.0.1) error: 64 read buffer size: (server:0 npc:0) 12/02/2025 15:39:02.112, [NO_ERROR] L2Server is under protection mode!!! 12/02/2025 15:39:02.112, [NO_ERROR] L2Server is under protection mode!!! 12/02/2025 15:39:02.112, [NO_ERROR] L2Server is under protection mode!!! 12/02/2025 15:39:02.131, dwTime[0] < 80 !!!!!!! 12/02/2025 15:39:02.131, [CallStack][tid:7][tick:1][0] Begin 12/02/2025 15:39:02.132, [CallStack][tid:7][tick:1][1][0] void __cdecl IOThreadCallback::IOThread_common(void) 12/02/2025 15:39:02.132, [CallStack][tid:7][tick:1][2][1] void IOThread_common 1 12/02/2025 15:39:02.132, [CallStack][tid:7][tick:1][4][3] void __cdecl NpcSocket::OnClose(void) 12/02/2025 15:39:02.132, [CallStack][tid:7][tick:1][3][2] void __cdecl CIOSocketEx<class CIOBufferEx<16384> >::Close(void) 12/02/2025 15:39:02.132, [CallStack][tid:7][tick:1][5] End 12/02/2025 15:39:31.767, server closed(127.0.0.1) Error: 64 Read buffer size: (server:0 npc:0) 12/02/2025 15:39:31.768, [NO_ERROR] Logout All Characters : 1   The NPC server sent a packet to the L2 server while generating the br_xmas2009_invisible game NPC server, and the NPC server subsequently crashed.     After some digging, I found a clue in a very old MXC post, but the fix was for the GF version. The whole problem is in l2server side support for NPC function CreateOnePrivateNearUser. It sends CreatePacket but Koreans made some changes in it (added instance ID) so it got broken. As Santa event is the only AI that uses this function, they probably don't know about it    So is there a way to fix this problem, specifically for Myext64 HF? I'd be happy to buy him coffee. set_compiler_opt base_event_type(@NTYPE_NPC_EVENT) class ai_br_vital_manager : default_npc { parameter: int br_vitality2010_EVENT_ID = 20108888; handler: EventHandler CREATED() { } EventHandler TALKED(talker) { ShowPage(talker, "br_vi_stevu001.htm"); super; } EventHandler GIVE_EVENT_DATA(talker, i0, i1, i2, i3, i4) { i3 = i2 / 3600; i2 = i2 - i3 * 3600; i4 = i2 / 60; i2 = i2 - i4 * 60; if (i1 == 20108888) { if (i0 == 1) { CastBuffForQuestReward(talker, @s_br_vitality_day_1); CastBuffForQuestReward(talker, @s_br_vitality_day_2); ShowPage(talker, "br_vi_stevu002.htm"); } else { ShowPage(talker, "br_vi_stevu003.htm"); } } } EventHandler MENU_SELECTED(talker, ask, reply, c0) { if (ask == 50021) { select (reply) { case 1: CanGiveEventData(talker, 20108888); break; case 2: if (talker.level <= 75) { ShowPage(talker, "br_vi_stevu005.htm"); } else if (IsInCategory(@fighter_group, talker.occupation)) { CastBuffForQuestReward(talker, @s_wind_walk_for_newbie); CastBuffForQuestReward(talker, @s_shield_for_newbie); CastBuffForQuestReward(talker, @s_magic_barrier_for_adventurer); CastBuffForQuestReward(talker, @s_bless_the_body_for_newbie); CastBuffForQuestReward(talker, @s_vampiric_rage_for_newbie); CastBuffForQuestReward(talker, @s_regeneration_for_newbie); CastBuffForQuestReward(talker, @s_haste_for_adventurer); ShowPage(talker, "br_vi_stevu006.htm"); } else if (IsInCategory(@mage_group, talker.occupation)) { CastBuffForQuestReward(talker, @s_wind_walk_for_newbie); CastBuffForQuestReward(talker, @s_shield_for_newbie); CastBuffForQuestReward(talker, @s_magic_barrier_for_adventurer); CastBuffForQuestReward(talker, @s_bless_the_soul_for_newbie); CastBuffForQuestReward(talker, @s_acumen_for_newbie); CastBuffForQuestReward(talker, @s_concentration_for_newbie); CastBuffForQuestReward(talker, @s_empower_for_newbie); ShowPage(talker, "br_vi_stevu007.htm"); } break; case 3: c0 = GetSummon(talker); if (talker.level <= 75) { ShowPage(talker, "br_vi_stevu011.htm"); } else if (IsNullCreature(c0) == 0 && IsInCategory(@summon_npc_group, c0.class_id) && IsInCategory(@pet_group, c0.class_id) == 0) { CastBuffForQuestReward(c0, @s_wind_walk_for_newbie); CastBuffForQuestReward(c0, @s_shield_for_newbie); CastBuffForQuestReward(c0, @s_magic_barrier_for_adventurer); CastBuffForQuestReward(c0, @s_bless_the_body_for_newbie); CastBuffForQuestReward(c0, @s_vampiric_rage_for_newbie); CastBuffForQuestReward(c0, @s_regeneration_for_newbie); CastBuffForQuestReward(c0, @s_bless_the_soul_for_newbie); CastBuffForQuestReward(c0, @s_acumen_for_newbie); CastBuffForQuestReward(c0, @s_concentration_for_newbie); CastBuffForQuestReward(c0, @s_empower_for_newbie); CastBuffForQuestReward(c0, @s_haste_for_adventurer); ShowPage(talker, "br_vi_stevu009.htm"); } else { ShowPage(talker, "br_vi_stevu010.htm"); } break; } } } } Another one is about the " br_vitality2010_event event".   GIVE_EVENT_DATA is likely the only one in the activity AI script that uses this handle.      
    • Offtopic, personal attacks, probably too old to use that much memes and what's YOUR actual contribution to L2J, in order I laugh aswell ?   The main poster quotes my pack so I answer accordingly, while you advertise L2JFrozen in both of your posts - discontinued since 2014 (? 1132 rev), with none taking back the open source lead while anyone could.   If you're somewhat affiliated to hopzone, you probably packed way more money than me. Packs don't make any type of money (barely 100e/month) and if you would follow me, you would know there are ways to handle it or even getting paid.   Hope I was short enough, 🧂🤡.
    • Hi guys, this is a CMS im sharing for lineage 2 servers, im tired of the crap i see on new release servers. Dont let me start on the IA developed ones lmao.   📋 Description Free and open source template to create landing pages for Lineage 2 private servers. Designed with a dark fantasy theme and modern animations. ✨ Current Features This FREE version includes: Complete Landing Page - Professional design ready to use Multi-language Support - Spanish, English, Portuguese Dark Fantasy Theme - With animated UI elements Server Information - Rates, features, and rules Olympiad Ranking - Rankings display Download Section - For game client Skins and Animations Gallery Streaming Widget - Twitch/Kick integration Fully Customizable - Via configuration files ❌ Not Included in Free Version ❌ User Registration System ❌ Online Players Counter ❌ Donation Panel 💎 Premium Integrations IntegrationPrice Registration System $50 USD Online Players Counter $50 USD Donation Panel $50 USD   📧 Contact: https://gh0tstudio.com 🛠️ Tech Stack Technology    Version    Description React              19.2.0       UI Library TypeScript       5.8.2        Static typing Vite                 6.2.0         Build tool TailwindCSS   CDNCSS    Framework Lucide React   0.554.0         Icons i18next           23.16.0       Internationalization react-i18next   15.1.0        React bindings for i18n All documentation provided for AI AGENTS to make changes on the ui texts and so on. u can have a look on the cms fully working with donation panel, online count and register via: https://crmlineage2.vercel.app/ https://github.com/6h0T/CRM-LINEAGE2-FREE If u are in the lookings to develop a unique website for ur projects, u can dm me or contact me throw my socials on my profile. all code has encrypted references so any type of rebranding, copying or selling without authorization will result in take downs
  • Topics

×
×
  • Create New...

AdBlock Extension Detected!

Our website is made possible by displaying online advertisements to our members.

Please disable AdBlock browser extension first, to be able to use our community.

I've Disabled AdBlock