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Castle Manager All In One


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  • 9 months later...

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.

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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

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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);

}
}

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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;

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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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