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  • 2 weeks later...
Posted

New version only for H5 chronicle now i go pass exams when i back i will do it for all chronicles.

Temporary DeathManager fix for Frozen:

 

replace java file in my package:

 

/*
* 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.l2jfrozen.gameserver.masteriopack.rankpvpsystem;

import javolution.text.TextBuilder;
import javolution.util.FastMap;
import com.l2jfrozen.gameserver.model.Inventory;
import com.l2jfrozen.gameserver.model.actor.instance.L2ItemInstance;
import com.l2jfrozen.gameserver.model.actor.instance.L2PcInstance;
import com.l2jfrozen.gameserver.network.serverpackets.NpcHtmlMessage;

/**
* @author Masterio
*
*/
public class RankPvpSystemDeathMgr
{
//private static Logger _log = Logger.getLogger(CustomPvpSystemDeathMgr.class.getName());

private L2PcInstance _killer = null;
private L2PcInstance _victim = null;

//store killer data, (anti-change target protection).
//data updating on every kill.
private int _killerLevel = 0;
private int _killerClassId = 0;
private int _killerCurrentCP = 0;
private int _killerCurrentHP = 0;
private int _killerCurrentMP = 0;

private int _killerMaxCP = 0;
private int _killerMaxHP = 0;
private int _killerMaxMP = 0;

/** [slot_id, killer_item] */
private FastMap<Integer, KillerItem> _killerItems = new FastMap<>();

/**
 * Always use this constructor as default!
 * @param killer
 * @param victim
 */
public RankPvpSystemDeathMgr(L2PcInstance killer, L2PcInstance victim)
{	

	_killer = killer;
	_victim = victim;

	_killerLevel = killer.getLevel();
	_killerClassId = killer.getClassId().getId();
	_killerCurrentCP = (int) killer.getCurrentCp();
	_killerCurrentHP = (int) killer.getCurrentHp();
	_killerCurrentMP = (int) killer.getCurrentMp();

	_killerMaxCP = killer.getMaxCp();
	_killerMaxHP = killer.getMaxHp();
	_killerMaxMP = killer.getMaxMp();

	// load item killer list:
	if(_killer != null && RankPvpSystemConfig.DEATH_MANAGER_SHOW_ITEMS_ENABLED)
	{
		_killerItems = getKillerItems();
	}

}

/**
 * Send HTML response to dead player (victim).
 */
public void sendVictimResponse()
{
	NpcHtmlMessage n = new NpcHtmlMessage(0);
	n.setHtml(victimHtmlResponse().toString());
	_victim.sendPacket(n);
}

private TextBuilder victimHtmlResponse()
{

	TextBuilder tb = new TextBuilder();
	TextBuilder tb_weapon = new TextBuilder();
	TextBuilder tb_armor = new TextBuilder();
	TextBuilder tb_jewel = new TextBuilder();
	TextBuilder tb_other = new TextBuilder();

	tb.append("<html><title>"+_killer.getName()+" Equipment informations</title><body><center>");

	tb.append("<table width=270 border=0 cellspacing=0 cellpadding=2 bgcolor=000000>");
		tb.append("<tr><td width=270 height=18 align=center><font color=ae9977>Killer Name (lvl):</font> "+getKiller().getName()+" ("+_killerLevel+")</td></tr>");
		tb.append("<tr><td width=270 height=18 align=center><font color=ae9977>Killer Class:</font> "+RankPvpSystemUtil.getClassName(_killerClassId)+"</td></tr>");
		tb.append("<tr><td FIXWIDTH=270 HEIGHT=4><img src=\"L2UI.Squaregray\" width=\"270\" height=\"1\"></td></tr>");
	tb.append("</table>");	

	tb.append("<table width=270 border=0 cellspacing=0 cellpadding=2 bgcolor=000000>");
		tb.append("<tr><td width=270 height=18 align=center><font color=ae9977>CP:</font> <font color=FFF000>"+_killerCurrentCP+" / "+_killerMaxCP+"</font></td></tr>");
		tb.append("<tr><td width=270 height=18 align=center><font color=ae9977>HP:</font> <font color=FF0000>"+_killerCurrentHP+" / "+_killerMaxHP+"</font><font color=ae9977>, MP:</font> <font color=2080D0>"+_killerCurrentMP+"/"+_killerMaxMP+"</font></td></tr>");
		tb.append("<tr><td FIXWIDTH=270 HEIGHT=4><img src=\"L2UI.Squaregray\" width=\"270\" height=\"1\"></td></tr>");
		tb.append("<tr><td width=270 height=12></td></tr>");
	tb.append("</table>");	

	// show item list:
	if(RankPvpSystemConfig.DEATH_MANAGER_SHOW_ITEMS_ENABLED){

		tb.append("<table width=270 border=0 cellspacing=0 cellpadding=2 bgcolor=000000>");

			if(getKiller() != null)
			{

				// create groups headers:
				tb_weapon.append("<tr><td width=270 height=18 align=center><font color=2080D0>Weapon / Shield</font></td></tr>");
				tb_armor.append("<tr><td width=270 height=18 align=center><font color=2080D0>Armor</font></td></tr>");
				tb_jewel.append("<tr><td width=270 height=18 align=center><font color=2080D0>Jewellery</font></td></tr>");
				tb_other.append("<tr><td width=270 height=18 align=center><font color=2080D0>Other</font></td></tr>");

				// create group separator:
				tb_weapon.append("<tr><td FIXWIDTH=270 HEIGHT=3><img src=\"L2UI.Squaregray\" width=\"270\" height=\"1\"></td></tr>");
				tb_armor.append("<tr><td FIXWIDTH=270 HEIGHT=3><img src=\"L2UI.Squaregray\" width=\"270\" height=\"1\"></td></tr>");
				tb_jewel.append("<tr><td FIXWIDTH=270 HEIGHT=3><img src=\"L2UI.Squaregray\" width=\"270\" height=\"1\"></td></tr>");
				tb_other.append("<tr><td FIXWIDTH=270 HEIGHT=3><img src=\"L2UI.Squaregray\" width=\"270\" height=\"1\"></td></tr>");


				// add items to groups:
				for (FastMap.Entry<Integer, KillerItem> e = _killerItems.head(), end = _killerItems.tail(); (e = e.getNext()) != end;) 
				{

					if(e.getValue()._group == 1)
					{

						tb_weapon.append("<tr><td width=270 height=16 align=center><font color=808080>"+e.getValue()._itemName+" (</font><font color=FF8000>+"+e.getValue()._itemEnchantLevel+"</font><font color=808080>)</font></td></tr>");
						tb_weapon.append("<tr><td width=270 HEIGHT=3><img src=\"L2UI.Squaregray\" width=\"270\" height=\"1\"></td></tr>");

					}
					else if(e.getValue()._group == 2)
					{

						tb_armor.append("<tr><td width=270 height=16 align=center><font color=808080>"+e.getValue()._itemName+" (</font><font color=FF8000>+"+e.getValue()._itemEnchantLevel+"</font><font color=808080>)</font></td></tr>");
						tb_armor.append("<tr><td width=270 HEIGHT=3><img src=\"L2UI.Squaregray\" width=\"270\" height=\"1\"></td></tr>");

					}
					else if(e.getValue()._group == 3)
					{

						tb_jewel.append("<tr><td width=270 height=16 align=center><font color=808080>"+e.getValue()._itemName+" (</font><font color=FF8000>+"+e.getValue()._itemEnchantLevel+"</font><font color=808080>)</font></td></tr>");
						tb_jewel.append("<tr><td width=270 HEIGHT=3><img src=\"L2UI.Squaregray\" width=\"270\" height=\"1\"></td></tr>");

					}
					else
					{ // group 4

						tb_other.append("<tr><td width=270 height=16 align=center><font color=808080>"+e.getValue()._itemName+" (</font><font color=FF8000>+"+e.getValue()._itemEnchantLevel+"</font><font color=808080>)</font></td></tr>");
						tb_other.append("<tr><td width=270 HEIGHT=3><img src=\"L2UI.Squaregray\" width=\"270\" height=\"1\"></td></tr>");

					}

				}

				// add to head TB generated TB's:
				tb.append(tb_weapon);
				tb.append(tb_armor);
				tb.append(tb_jewel);
				tb.append(tb_other);

			}
			else
			{
				tb.append("<tr><td>I can't load Killer Data!</td></tr>");
			}

		tb.append("</table>");
	}

	// footer and back button:
	tb.append("<table border=0 cellspacing=0 cellpadding=0>");
		tb.append("<tr><td width=270 height=12 align=center><font color=808080>- killer state in kill moment -</font></td></tr>");
		tb.append("<tr><td width=270 height=12></td></tr>");
		tb.append("<tr><td width=270 align=center><button value=\"Back\" action=\"bypass -h _rps_info\"  width="+RankPvpSystemConfig.BUTTON_W+" height="+RankPvpSystemConfig.BUTTON_H+" back=\""+RankPvpSystemConfig.BUTTON_DOWN+"\" fore=\""+RankPvpSystemConfig.BUTTON_UP+"\"></td></tr>");
	tb.append("</table>");

	tb.append("</center></body></html>");
	return tb;
}

/**
 * @return the _killer
 */
public L2PcInstance getKiller()
{
	return _killer;
}

/**
 * @param killer the killer to set
 */
public void setKiller(L2PcInstance killer)
{
	this._killer = killer;
}

/**
 * Returns killer items.
 * @return
 */
private FastMap<Integer, KillerItem> getKillerItems()
{

	FastMap<Integer, KillerItem> items = new FastMap<>();

	for (int j = 0; j < Inventory.PAPERDOLL_TOTALSLOTS; j++)
	{
		L2ItemInstance item = getKiller().getInventory().getPaperdollItem(j);

		if(item != null && (j == Inventory.PAPERDOLL_LHAND || j == Inventory.PAPERDOLL_RHAND))
		{
			items.put(j, new KillerItem(item, KillerItem.GROUP_WEAPON));
		}
		else if (item != null && (j == Inventory.PAPERDOLL_HEAD || j == Inventory.PAPERDOLL_CHEST || j == Inventory.PAPERDOLL_GLOVES || j == Inventory.PAPERDOLL_LEGS || j == Inventory.PAPERDOLL_FEET))
		{
			items.put(j, new KillerItem(item, KillerItem.GROUP_ARMOR));
		}
		else if (item != null && (j == Inventory.PAPERDOLL_NECK || j == Inventory.PAPERDOLL_REAR || j == Inventory.PAPERDOLL_LEAR || j == Inventory.PAPERDOLL_RFINGER || j == Inventory.PAPERDOLL_LFINGER))
		{
			items.put(j, new KillerItem(item, KillerItem.GROUP_JEWEL));
		}
		else if(item != null)
		{
			items.put(j, new KillerItem(item, KillerItem.GROUP_OTHER));
		}

	}

	return items;

}

class KillerItem
{
	int _itemObjId = 0;
	String _itemName = null;
	int _itemEnchantLevel = 0;
	int _group = GROUP_OTHER;

	/* item groups */
	public static final int GROUP_WEAPON = 1;
	public static final int GROUP_ARMOR= 2;
	public static final int GROUP_JEWEL = 3;
	public static final int GROUP_OTHER = 4;

	public KillerItem(L2ItemInstance itemInstance, int group)
	{
		_itemObjId = itemInstance.getObjectId();
		_itemName = itemInstance.getItemName();
		_itemEnchantLevel = itemInstance.getEnchantLevel();
		_group = group;
	}

}
}

 

this code is universal for all chronicles, just correct imports for your pack.

 

PS. Marlin this path should resolve your problem.

Posted

Hi matthew! Your rank system is the best i ever seen! Thanks for it!

I want to ask you if it's possible to add a function to give to player status when reach "x" pvps..Like hero effect when reach 30 pvp and etc...

I've tried(i'm so noob on java), but your codes are different from the others that use l2pcinstance to control it.

This is easy to do?!

Thanks anyway!

Posted

New version only for H5 chronicle now i go pass exams when i back i will do it for all chronicles.

Temporary DeathManager fix for Frozen:

 

replace java file in my package:

 

/*
* 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.l2jfrozen.gameserver.masteriopack.rankpvpsystem;

import javolution.text.TextBuilder;
import javolution.util.FastMap;
import com.l2jfrozen.gameserver.model.Inventory;
import com.l2jfrozen.gameserver.model.actor.instance.L2ItemInstance;
import com.l2jfrozen.gameserver.model.actor.instance.L2PcInstance;
import com.l2jfrozen.gameserver.network.serverpackets.NpcHtmlMessage;

/**
* @author Masterio
*
*/
public class RankPvpSystemDeathMgr
{
//private static Logger _log = Logger.getLogger(CustomPvpSystemDeathMgr.class.getName());

private L2PcInstance _killer = null;
private L2PcInstance _victim = null;

//store killer data, (anti-change target protection).
//data updating on every kill.
private int _killerLevel = 0;
private int _killerClassId = 0;
private int _killerCurrentCP = 0;
private int _killerCurrentHP = 0;
private int _killerCurrentMP = 0;

private int _killerMaxCP = 0;
private int _killerMaxHP = 0;
private int _killerMaxMP = 0;

/** [slot_id, killer_item] */
private FastMap<Integer, KillerItem> _killerItems = new FastMap<>();

/**
 * Always use this constructor as default!
 * @param killer
 * @param victim
 */
public RankPvpSystemDeathMgr(L2PcInstance killer, L2PcInstance victim)
{	

	_killer = killer;
	_victim = victim;

	_killerLevel = killer.getLevel();
	_killerClassId = killer.getClassId().getId();
	_killerCurrentCP = (int) killer.getCurrentCp();
	_killerCurrentHP = (int) killer.getCurrentHp();
	_killerCurrentMP = (int) killer.getCurrentMp();

	_killerMaxCP = killer.getMaxCp();
	_killerMaxHP = killer.getMaxHp();
	_killerMaxMP = killer.getMaxMp();

	// load item killer list:
	if(_killer != null && RankPvpSystemConfig.DEATH_MANAGER_SHOW_ITEMS_ENABLED)
	{
		_killerItems = getKillerItems();
	}

}

/**
 * Send HTML response to dead player (victim).
 */
public void sendVictimResponse()
{
	NpcHtmlMessage n = new NpcHtmlMessage(0);
	n.setHtml(victimHtmlResponse().toString());
	_victim.sendPacket(n);
}

private TextBuilder victimHtmlResponse()
{

	TextBuilder tb = new TextBuilder();
	TextBuilder tb_weapon = new TextBuilder();
	TextBuilder tb_armor = new TextBuilder();
	TextBuilder tb_jewel = new TextBuilder();
	TextBuilder tb_other = new TextBuilder();

	tb.append("<html><title>"+_killer.getName()+" Equipment informations</title><body><center>");

	tb.append("<table width=270 border=0 cellspacing=0 cellpadding=2 bgcolor=000000>");
		tb.append("<tr><td width=270 height=18 align=center><font color=ae9977>Killer Name (lvl):</font> "+getKiller().getName()+" ("+_killerLevel+")</td></tr>");
		tb.append("<tr><td width=270 height=18 align=center><font color=ae9977>Killer Class:</font> "+RankPvpSystemUtil.getClassName(_killerClassId)+"</td></tr>");
		tb.append("<tr><td FIXWIDTH=270 HEIGHT=4><img src=\"L2UI.Squaregray\" width=\"270\" height=\"1\"></td></tr>");
	tb.append("</table>");	

	tb.append("<table width=270 border=0 cellspacing=0 cellpadding=2 bgcolor=000000>");
		tb.append("<tr><td width=270 height=18 align=center><font color=ae9977>CP:</font> <font color=FFF000>"+_killerCurrentCP+" / "+_killerMaxCP+"</font></td></tr>");
		tb.append("<tr><td width=270 height=18 align=center><font color=ae9977>HP:</font> <font color=FF0000>"+_killerCurrentHP+" / "+_killerMaxHP+"</font><font color=ae9977>, MP:</font> <font color=2080D0>"+_killerCurrentMP+"/"+_killerMaxMP+"</font></td></tr>");
		tb.append("<tr><td FIXWIDTH=270 HEIGHT=4><img src=\"L2UI.Squaregray\" width=\"270\" height=\"1\"></td></tr>");
		tb.append("<tr><td width=270 height=12></td></tr>");
	tb.append("</table>");	

	// show item list:
	if(RankPvpSystemConfig.DEATH_MANAGER_SHOW_ITEMS_ENABLED){

		tb.append("<table width=270 border=0 cellspacing=0 cellpadding=2 bgcolor=000000>");

			if(getKiller() != null)
			{

				// create groups headers:
				tb_weapon.append("<tr><td width=270 height=18 align=center><font color=2080D0>Weapon / Shield</font></td></tr>");
				tb_armor.append("<tr><td width=270 height=18 align=center><font color=2080D0>Armor</font></td></tr>");
				tb_jewel.append("<tr><td width=270 height=18 align=center><font color=2080D0>Jewellery</font></td></tr>");
				tb_other.append("<tr><td width=270 height=18 align=center><font color=2080D0>Other</font></td></tr>");

				// create group separator:
				tb_weapon.append("<tr><td FIXWIDTH=270 HEIGHT=3><img src=\"L2UI.Squaregray\" width=\"270\" height=\"1\"></td></tr>");
				tb_armor.append("<tr><td FIXWIDTH=270 HEIGHT=3><img src=\"L2UI.Squaregray\" width=\"270\" height=\"1\"></td></tr>");
				tb_jewel.append("<tr><td FIXWIDTH=270 HEIGHT=3><img src=\"L2UI.Squaregray\" width=\"270\" height=\"1\"></td></tr>");
				tb_other.append("<tr><td FIXWIDTH=270 HEIGHT=3><img src=\"L2UI.Squaregray\" width=\"270\" height=\"1\"></td></tr>");


				// add items to groups:
				for (FastMap.Entry<Integer, KillerItem> e = _killerItems.head(), end = _killerItems.tail(); (e = e.getNext()) != end;) 
				{

					if(e.getValue()._group == 1)
					{

						tb_weapon.append("<tr><td width=270 height=16 align=center><font color=808080>"+e.getValue()._itemName+" (</font><font color=FF8000>+"+e.getValue()._itemEnchantLevel+"</font><font color=808080>)</font></td></tr>");
						tb_weapon.append("<tr><td width=270 HEIGHT=3><img src=\"L2UI.Squaregray\" width=\"270\" height=\"1\"></td></tr>");

					}
					else if(e.getValue()._group == 2)
					{

						tb_armor.append("<tr><td width=270 height=16 align=center><font color=808080>"+e.getValue()._itemName+" (</font><font color=FF8000>+"+e.getValue()._itemEnchantLevel+"</font><font color=808080>)</font></td></tr>");
						tb_armor.append("<tr><td width=270 HEIGHT=3><img src=\"L2UI.Squaregray\" width=\"270\" height=\"1\"></td></tr>");

					}
					else if(e.getValue()._group == 3)
					{

						tb_jewel.append("<tr><td width=270 height=16 align=center><font color=808080>"+e.getValue()._itemName+" (</font><font color=FF8000>+"+e.getValue()._itemEnchantLevel+"</font><font color=808080>)</font></td></tr>");
						tb_jewel.append("<tr><td width=270 HEIGHT=3><img src=\"L2UI.Squaregray\" width=\"270\" height=\"1\"></td></tr>");

					}
					else
					{ // group 4

						tb_other.append("<tr><td width=270 height=16 align=center><font color=808080>"+e.getValue()._itemName+" (</font><font color=FF8000>+"+e.getValue()._itemEnchantLevel+"</font><font color=808080>)</font></td></tr>");
						tb_other.append("<tr><td width=270 HEIGHT=3><img src=\"L2UI.Squaregray\" width=\"270\" height=\"1\"></td></tr>");

					}

				}

				// add to head TB generated TB's:
				tb.append(tb_weapon);
				tb.append(tb_armor);
				tb.append(tb_jewel);
				tb.append(tb_other);

			}
			else
			{
				tb.append("<tr><td>I can't load Killer Data!</td></tr>");
			}

		tb.append("</table>");
	}

	// footer and back button:
	tb.append("<table border=0 cellspacing=0 cellpadding=0>");
		tb.append("<tr><td width=270 height=12 align=center><font color=808080>- killer state in kill moment -</font></td></tr>");
		tb.append("<tr><td width=270 height=12></td></tr>");
		tb.append("<tr><td width=270 align=center><button value=\"Back\" action=\"bypass -h _rps_info\"  width="+RankPvpSystemConfig.BUTTON_W+" height="+RankPvpSystemConfig.BUTTON_H+" back=\""+RankPvpSystemConfig.BUTTON_DOWN+"\" fore=\""+RankPvpSystemConfig.BUTTON_UP+"\"></td></tr>");
	tb.append("</table>");

	tb.append("</center></body></html>");
	return tb;
}

/**
 * @return the _killer
 */
public L2PcInstance getKiller()
{
	return _killer;
}

/**
 * @param killer the killer to set
 */
public void setKiller(L2PcInstance killer)
{
	this._killer = killer;
}

/**
 * Returns killer items.
 * @return
 */
private FastMap<Integer, KillerItem> getKillerItems()
{

	FastMap<Integer, KillerItem> items = new FastMap<>();

	for (int j = 0; j < Inventory.PAPERDOLL_TOTALSLOTS; j++)
	{
		L2ItemInstance item = getKiller().getInventory().getPaperdollItem(j);

		if(item != null && (j == Inventory.PAPERDOLL_LHAND || j == Inventory.PAPERDOLL_RHAND))
		{
			items.put(j, new KillerItem(item, KillerItem.GROUP_WEAPON));
		}
		else if (item != null && (j == Inventory.PAPERDOLL_HEAD || j == Inventory.PAPERDOLL_CHEST || j == Inventory.PAPERDOLL_GLOVES || j == Inventory.PAPERDOLL_LEGS || j == Inventory.PAPERDOLL_FEET))
		{
			items.put(j, new KillerItem(item, KillerItem.GROUP_ARMOR));
		}
		else if (item != null && (j == Inventory.PAPERDOLL_NECK || j == Inventory.PAPERDOLL_REAR || j == Inventory.PAPERDOLL_LEAR || j == Inventory.PAPERDOLL_RFINGER || j == Inventory.PAPERDOLL_LFINGER))
		{
			items.put(j, new KillerItem(item, KillerItem.GROUP_JEWEL));
		}
		else if(item != null)
		{
			items.put(j, new KillerItem(item, KillerItem.GROUP_OTHER));
		}

	}

	return items;

}

class KillerItem
{
	int _itemObjId = 0;
	String _itemName = null;
	int _itemEnchantLevel = 0;
	int _group = GROUP_OTHER;

	/* item groups */
	public static final int GROUP_WEAPON = 1;
	public static final int GROUP_ARMOR= 2;
	public static final int GROUP_JEWEL = 3;
	public static final int GROUP_OTHER = 4;

	public KillerItem(L2ItemInstance itemInstance, int group)
	{
		_itemObjId = itemInstance.getObjectId();
		_itemName = itemInstance.getItemName();
		_itemEnchantLevel = itemInstance.getEnchantLevel();
		_group = group;
	}

}
}

 

this code is universal for all chronicles, just correct imports for your pack.

 

PS. Marlin this path should resolve your problem.

 

this last hotfix need jre 1.7.0 fo be compiled? I am using 1.7.4 jdk and i have a problems in compiling.

  • 2 weeks later...
Posted

dude could you rework it for acis pls? its pretty cool system and the most ppl use acis now

 

Yea , i want it for acis too :-s if someone make it work 100% corectly i pay him 10 euro :> a small motivation :D:D

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    • Lol good joke.   If I'd be the one contacting yo then I'd say at least 50% in advance because you can basically just fuck off when things doesn't go your way, and then you as a developer just wasted days or even weeks of time with development.
    • "Just make your own game!" sounds simple until you’ve tried it. I did, with Epic Dragon World and learned the hard way that "open source" often means "free labor for resellers." The MIT license became a buffet for people to grab code, rebrand it and ghost the project. Even basic collaboration collapsed because everyone wanted their vision, not *a* vision. NCSoft’s lawyers aren’t theoretical. They’re a sword of Damocles. Even if you rebuild a client from scratch, if it feels like Lineage 2, they’ll come knocking. Ask the Chrono Trigger fangame corpses how that goes. MMOs are hospice care. The genre’s on life support, kept alive by whales and nostalgia. Look at Throne and Liberty, NCSoft’s own "successor" to L2, flopping harder than a 2004 PKer in ToI. Classic reboots (WoW, L2) are bandaids, not resurrections. This is the hobby. Optimizing old systems, reverse-engineering spaghetti code and preserving janky mechanics is the fun part. Monetizing it turns it into customer service hell. No thanks. Community? What community? The L2 scene is 90% resellers, 10% players who’ll quit the second they don’t get +16 on day one. Both asking how to install Java and why running the uncompiled server does not work.
    • Dear players, Open beta test for C3 begins today at 19:00 server time (GMT +2). 💰 All participants who find bugs during OBT will be rewarded with Coin of Luck (CoL): - 1 CoL for each staticmesh issue found — e.g., walking through textures, etc., - 2 CoL or more for server-side issues, depending on their severity., We strongly recommend reviewing the quest list - when switching to Chronicle 3, the total number of quests should match the number shown in the upper right corner of the window and correspond to the quest count from Chronicle 2. To log into the game, use the same data you use to access the Airin server. 📌 Download client: Google Drive
    • 🔥 Sale Alert! 🔥 Twitter Accounts with 50 Followers — now on SALE! Looking to launch a project or warm up your account base fast? We’ve got starter Twitter accounts with ~50 followers at a sweet price. 💰 Limited-time offer – while stock lasts! ✅ Organic-Looking ✅ Clean & Safe ✅ Perfect for boosting credibility 📦 Instant delivery
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