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  • 9 months later...
Posted

it needs many changes for interlude

 

Are you nuts or just trolling?

 

Yes.. imports are rly hard to change.. :not bad:

 

Works on interlude?

 

Yes it does, and you don't need any serious (imports and htm path..) changes.

Posted

Are you nuts or just trolling?

 

Yes.. imports are rly hard to change.. :not bad:

 

Yes it does, and you don't need any serious (imports and htm path..) changes.

Were did you read Hard changes?

When you read it Start reply on me !

Until then Dont spam

Posted

This is code for l2jfrozen?

/* 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 2, 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, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
* 02111-1307, USA.
*
* [url]http://www.gnu.org/copyleft/gpl.html[/url]
*/
package com.l2jfrozen.gameserver.model.actor.instance;

import com.l2jfrozen.gameserver.instancemanager.CastleManager;
import com.l2jfrozen.gameserver.model.actor.templates.L2NpcTemplate;
import com.l2jfrozen.gameserver.model.entity.Castle;
import com.l2jfrozen.gameserver.network.serverpackets.ActionFailed;
import com.l2jfrozen.gameserver.network.serverpackets.NpcHtmlMessage;
import com.l2jfrozen.gameserver.network.serverpackets.SiegeInfo;

/**
* @author -=DoctorNo=-
*/
public class L2CastleManageInstance extends L2NpcInstance
{	
public L2CastleManageInstance(int objectId, L2NpcTemplate template)
{
	super(objectId, template);
}

@Override
public void onBypassFeedback(L2PcInstance player, String command)
{
	if(player == null )  return;
	if (!canTarget(player))
		return;

	else if (command.startsWith("siege_"))
	{
		int castleId = 0;

		if (command.startsWith("siege_gludio"))
			castleId = 1;
		else if (command.startsWith("siege_dion"))
			castleId = 2;
		else if (command.startsWith("siege_giran"))
			castleId = 3;
		else if (command.startsWith("siege_oren"))
			castleId = 4;
		else if (command.startsWith("siege_aden"))
			castleId = 5;
		else if (command.startsWith("siege_innadril"))
			castleId = 6;
		else if (command.startsWith("siege_goddard"))
			castleId = 7;
		else if (command.startsWith("siege_rune"))
			castleId = 8;
		else if (command.startsWith("siege_schuttgart"))
			castleId = 9;

		Castle castle = CastleManager.getInstance().getCastleById(castleId);
		if(castle != null && castleId != 0)
			player.sendPacket(new SiegeInfo(castle));
	}
}

@Override
public void showChatWindow(L2PcInstance player)
{
	player.sendPacket(ActionFailed.STATIC_PACKET);

	NpcHtmlMessage html = new NpcHtmlMessage(getObjectId());	
	html.setFile(player.getHtmlPrefix(), "data/html/mods/CastleManager.htm");
	html.replace("%objectId%", String.valueOf(getObjectId()));
	player.sendPacket(html);

}
}

Posted

 

package com.l2jfrozen.gameserver.model.actor.instance;

import com.l2jfrozen.gameserver.instancemanager.CastleManager;
import com.l2jfrozen.gameserver.model.actor.templates.L2NpcTemplate;
import com.l2jfrozen.gameserver.model.entity.Castle;
import com.l2jfrozen.gameserver.network.serverpackets.ActionFailed;
import com.l2jfrozen.gameserver.network.serverpackets.NpcHtmlMessage;
import com.l2jfrozen.gameserver.network.serverpackets.SiegeInfo;

Posted

Work on interlude?

 

Yes it does

 

Jesus, people. Everything is gonna work on interlude with more or less rework :rage:

 

This is code for l2jfrozen?

 

Can't you add it into source and see for errors, test in game ?

 

You are the server owner as I see.. :o

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