Jump to content

Question

Posted

Hello community . As you know , there is a bug on L2jFrozen . If admin set to color clan leader title , you can make all players of this clan to have the same title by changing the clan leader .

 

Exemple : I am Leader . I have green color and then i change clan leader . After changing i'm not leader but i have green title color . My friend gonna give my clan back and then he will have green title color too as me , but he's not clan leader .

 

I tryied fix it and i successed.

 

 

                                L2jFrozen Code 

// Apply color settings to clan leader when entering  
	if (activeChar.getClan() != null && activeChar.isClanLeader() && Config.CLAN_LEADER_COLOR_ENABLED && activeChar.getClan().getLevel() >= Config.CLAN_LEADER_COLOR_CLAN_LEVEL)
	{
		if (Config.CLAN_LEADER_COLORED == 1)
			activeChar.getAppearance().setNameColor(Config.CLAN_LEADER_COLOR);
		else
			activeChar.getAppearance().setTitleColor(Config.CLAN_LEADER_COLOR);
	}

                   MY EDIT ADDED .
	if(activeChar.getClan() != null )
		if(!activeChar.isClanLeader())
			activeChar.getAppearance().setTitleColor(Config.CLAN_NOLEADER_COLOR);

 

But that's not really good , cuz player must restart to change his title color from "green"(Config.CLAN_LEADER_COLOR) to "white"Config.CLAN_NOLEADER_COLOR). Can you tell me how i can kill connection ? In moment when clan leader is changed , last clan leader to be kicked , not actually .

 

Sorry for my english ... :D But i hope you understand what i'm writing

9 answers to this question

Recommended Posts

  • 0
Posted

Hello community . As you know , there is a bug on L2jFrozen . If admin set to color clan leader title , you can make all players of this clan to have the same title by changing the clan leader .

 

Exemple : I am Leader . I have green color and then i change clan leader . After changing i'm not leader but i have green title color . My friend gonna give my clan back and then he will have green title color too as me , but he's not clan leader .

 

I tryied fix it and i successed.

 

 

                                L2jFrozen Code 

// Apply color settings to clan leader when entering  
	if (activeChar.getClan() != null && activeChar.isClanLeader() && Config.CLAN_LEADER_COLOR_ENABLED && activeChar.getClan().getLevel() >= Config.CLAN_LEADER_COLOR_CLAN_LEVEL)
	{
		if (Config.CLAN_LEADER_COLORED == 1)
			activeChar.getAppearance().setNameColor(Config.CLAN_LEADER_COLOR);
		else
			activeChar.getAppearance().setTitleColor(Config.CLAN_LEADER_COLOR);
	}

                   MY EDIT ADDED .
	if(activeChar.getClan() != null )
		if(!activeChar.isClanLeader())
			activeChar.getAppearance().setTitleColor(Config.CLAN_NOLEADER_COLOR);

 

But that's not really good , cuz player must restart to change his title color from "green"(Config.CLAN_LEADER_COLOR) to "white"Config.CLAN_NOLEADER_COLOR). Can you tell me how i can kill connection ? In moment when clan leader is changed , last clan leader to be kicked , not actually .

 

Sorry for my english ... :D But i hope you understand what i'm writing

 

 

 

    MY EDIT ADDED .

if(activeChar.getClan() != null )

if(!activeChar.isClanLeader())

-activeChar.getAppearance().setTitleColor(Config.CLAN_NOLEADER_COLOR);

                    +activeChar.getAppearance().setTitleColor(0xFFFFFF);

 

  • 0
Posted

 

    MY EDIT ADDED .

if(activeChar.getClan() != null )

if(!activeChar.isClanLeader())

-activeChar.getAppearance().setTitleColor(Config.CLAN_NOLEADER_COLOR);

 

 

                    +activeChar.getAppearance().setTitleColor(0xFFFFFF);

 

 

 

Buddy , i already finished problem with bug , now i just want to kick last leader after changing leader

  • 0
Posted

I don't know how l2jfrozen does clans but from the default interlude in L2Clan.java you could use this function after doing that crap.

 

public void removeClanMember(String name, long clanJoinExpiryTime)

 

 

  • 0
Posted

I don't know how l2jfrozen does clans but from the default interlude in L2Clan.java you could use this function after doing that crap.

 

public void removeClanMember(String name, long clanJoinExpiryTime)

 

 

 

it's not about kicking him , just close his connection ( lineage 2 screen ).

  • 0
Posted

it's not about kicking him , just close his connection ( lineage 2 screen ).

 

why do you want to close his connection? I don't really see the logic in that but, alright. What you can do is turn on the debugger, freeze your L2PcInstance and see what happens when you trigger a disconnect, perhaps there is a player disconnect function somewhere.

  • 0
Posted

Hi, but about this, I can say, what I have been searching for leader color name changing, and I saw what, leaders name color is changing only when leader is crossing packet Enterworld (or in other words, he is starting playing) and then clan is destroying. But I didn't saw what clan leader color is changing, for example, when he creates the clan, or changes leader. So we can think like this:

Add these:

		if (Config.CLAN_LEADER_COLOR_ENABLED && getLevel() >= Config.CLAN_LEADER_COLOR_CLAN_LEVEL)
		{
			exLeader.getAppearance().setNameColor(0x000000);
			exLeader.getAppearance().setTitleColor(0x9900CC);
			exLeader.updateNameTitleColor();
		}

Below these:

public boolean setLeader(L2ClanMember member)
{
	if(member==null){
		return false;
	}

	L2ClanMember old_leader = _leader;
	_leader = member;
	_members.put(member.getName(), member);

	//refresh oldleader and new leader info
	if(old_leader!=null){

		L2PcInstance exLeader = old_leader.getPlayerInstance();
		exLeader.setClan(this);
		exLeader.setPledgeClass(exLeader.getClan().getClanMember(exLeader.getObjectId()).calculatePledgeClass(exLeader));
		exLeader.setClanPrivileges(L2Clan.CP_NOTHING);

And then, these:

		if (Config.CLAN_LEADER_COLOR_ENABLED && getLevel() >= Config.CLAN_LEADER_COLOR_CLAN_LEVEL)
		{
			if (Config.CLAN_LEADER_COLORED == 1)
				newLeader.getAppearance().setNameColor(Config.CLAN_LEADER_COLOR);
			else
				newLeader.getAppearance().setTitleColor(Config.CLAN_LEADER_COLOR);
			newLeader.updateNameTitleColor();
		}

Below these:

	updateClanInDB();


	if(member.getPlayerInstance()!=null){

		L2PcInstance newLeader = member.getPlayerInstance();
		newLeader.setClan(this);
		newLeader.setPledgeClass(member.calculatePledgeClass(newLeader));
		newLeader.setClanPrivileges(L2Clan.CP_ALL);

 

P.s. Sorry, I haven't finded good project with svn, so I couldn't put patch.

P.s.s. All this change is in L2Clan.java / setLeader method.

P.s.s.s. Sorry for bad English. :)

  • 0
Posted

main thing:

exLeader.updateNameTitleColor();

But without these:

				exLeader.getAppearance().setNameColor(0x000000);
			exLeader.getAppearance().setTitleColor(0x9900CC);

You have nothing to update...  :-X

  • 0
Posted

you set the colors, but you will not see them if you dont send some update packet to the client, that why the client still see the old colors, usualy its:

 

sendPacket(new ShortBuffStatusUpdate(0, 0, 0));

type

for example

 

but that function looks like it does send the packet inside it, check it, and if its ot doing it, the find what packet you need to send and send it

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

    • A question: I’ve had two servers that were downgraded from C6 to C4, and both would lag for players when they changed subclass, and almost every time the L2 server would crash. They say it’s a problem with the C5 skills that were added. Has anyone experienced this issue? The server would run fine without errors until people started changing classes. Has anyone gone through this and knows the solution to the problem?
    • L2jBayev Chronicle 3: Rise of Darkness – AiEngine Edition In short: this is a C3 build with a full-fledged AI engine, live mercenaries, a built-in quiz, a “personal account” in the Community Board, and server logic neatly distributed across thread pools. The project is about a living world without lags : bots farm, communicate, gather parties, teleport along routes, and the server remains cold and stable.   What's inside (the most delicious) 1) Full-fledged AI engine for characters Behavior types: farming ( FarmAI ), combat ( CombatAI ), party logic ( PartyAI ), trading/walking ( TraderAI / WalkerAI ), support roles (healer, etc.). Class profiles: for mages/archers/daggers, etc., “smart” skill rotations, distance control, sleep/save skills, healing, loot pickup, etc. are implemented (see examples of classes like SpellSingerAI , NecromancerAI , etc.). Self-healing and teleports: when dying, the bot goes through a sequence of steps without sleep()- via AITaskSequence + AITeleportToLocTask , searches for the nearest gatekeeper and teleports via TeleportationManager with routes depending on the level. Auto-support: auto-nipples, arrows/bones, smart auto-proceduring of buffs and auto-banks CP/HP/MP with thresholds - all sewn into the auxiliary EtcPlayersAi . Chat context: ChatManagerAi processes mentions, makes responses with delays (anti-flood), supports party chat and “human” reaction. Understanding: ChatManagerAi system  processes the dialogue, bots remember your aggression and insults, they start to respond less often to modern users, stop accepting or inviting to a group (party) and when it goes beyond the peak they will simply merge you, and every time they see you on the PC, there is an opportunity to measure more often, communicate respectfully and beautifully, in general, a “human” reaction. Why a player/admin needs this: bots actually “live”, farm and interact, and don’t just stand on macros. This is a great background for online and PvE action.   2) Mercenaries (Mercenary system) Full-fledged companion character : L2MercenaryInstance with its own MercenaryAI (movement, attack, support, consumables, shots). Behavior modes: DEFENDER / SUPPORT / PASSIVE - switchable to suit your playing style. Progress and trust: the mercenary's trust/exp/level grows , skills are learned according to the MercenarySkillTree (conditions are based on the trust or level of the owner). Templates and equipment: via MercenaryTemplateTable and spawner - model/weapon/type are selected. Social: MercenarySpeechManager - a set of speeches; the mercenary "comes to life" in the chat. Premium Link: Premium account owners give the mercenary additional trust (faster progress). Why: This is not a dummy pet, but a playful companion with modes, training and “character”.   3) Quiz (event viktorina ) Rounds according to schedule: pre-launch with announcements (minutes/seconds before start), registration .reg, auto-opening of the window. Multiple choice questions: question + set of answer buttons; fair processing, timings, question change. Tops and history: results table, statistics, neat UI via HTML assembly. Flexible control: you can start immediately or set a delayed start (notification package 5/2/1 min, etc.). Why: regular activity for players, “social entertainment” module right in the build.   4) Personal account in Community Board KB managers: buff cabinet, teleports, clans/forums/mail/friends, tops (PK/PvP/wealth/players), character repair, viewing skill trees , etc. Premium logic: some services/mail are limited by premium; premium also affects the visual (nickname color) and bonuses (see effect on mercenary). Single sign-on: all in one place, no team chaos. Why: conveniently manage your character and services without going into the console or installing third-party mods.   Why is the system technically valuable? Minimum load and stability Separated thread pools: AI logic, hunting, teleports, chat - on separate onesScheduledExecutorService ( AI_THREAD_POOL , MONSTER_HUNT_POOL , TELEPORT_POOL , CHAT_POOL ). No "freezing": task sequencers (teleport/recovery) work through the scheduler, not Thread.sleep(). Bot limitation: protection against overload via thresholds/counters - “extra” bots do not start. One bot - one sequence: AITaskManager ensures that the character does not have parallel conflicting tasks. Smoothing out peaks: starting tasks with offsets so that there are no simultaneous “ticks” of hundreds of bots. Monitoring/logs: own loggers (separate files for info/errors/processes/chats), CPU load monitoring. Bottom line: the build is designed for “thick online” and mass activities without TPS failures .   Additional Features Auto-alliances for farming: party logic invites suitable players (checking level/equipment/clan flags), there are “human” responses to requests. Sub/class management: out of the box helpers for changing class/subclass, auto-learning of necessary skills and selection of equipment by level. Security/protection: secondary PIN/picture password support (used in KB/voiced commands; optional). Premium accounts: privileges in KB/mail/visual and synergy with mercenary progress. Ready-made services: tops, auctions/mail, teleports from KB, buff rooms, repairs, viewing skill trees, etc.   Who is this build for? Freeshare/project admins who want a living world “from the pack”: bots and mercenaries provide a constant background of activity. Players who value convenience: personal account, premium services, events and a mercenary companion. Developers who want a clean, predictable backend with thread pools and a neat task model without “magic”.   How it differs from standard assemblies Not macros - AI profiles with “brains”: rotations, positioning, healing, decision making. Not a decoration pet - a mercenary with his own modes, progress, skill tree and lines. Not a faceless gamemod - an event quiz with UI, schedule, tops. No chaos in flows - strict pools, planning and task managers designed for online and growth. No separate scripts - a single personal account in KB for most activities.   TL;DR (one paragraph for the project card) AiEngine C3 is a build with live AI, smart bots, mercenaries (modes/progress/skills), built-in quiz, premium logic and a convenient personal account in KB. Under the hood are distributed thread pools and task managers without sleep(), so even with a dense online the server remains stable and responsive.   Additionally add - there is still a lot of interesting things command .assassin or shift+target (order murder), shift+target for admins on AI characters for control, admin panel is completely rewritten, many additional functions, mercenaries change their appearance depending on trust, deepseek and chatGPT system is connected for communication of characters like real players, GPT - for newer java, there is still a very large list of fixes after the last versions, a lot has been fixed, including height coordinates (Z) geo-Squares, pathfinding, visibility through obstacles, fix pet summons, trade packages, shop packages, many effects, quests (including the original ones like nipples, etc.), Ai behavior of NPC and RB monsters, absolutely all epics have been transferred to AiLoader no longer in python scripts. Attention! The server is suitable for both classic mode and PvP format, as well as with various mods. Absolutely everything is configured in the configurations to suit your taste and purposes of use. It is recommended to launch the server through L2ServerControl (simplifies management and control of processes). Download Servers: Chronicle 3 Server Chronicle 4 Test Upgraded Server Full Desc & screens: Post & Screens c3 Post & Desc c4    
  • 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