Jump to content

classic [L2J] L2 Netherrealm


Recommended Posts

Guest Elfocrash
Posted

can't wait to test this. keep up the good work !!

Good to hear. Waiting to see you on open beta :)

Guest Elfocrash
Posted

Working on something about the battleship event. As the project chagned to H5 the ships will probably be flying ships and if someone dies more than 3 times in

the battle ship event falls from the ship and the team loses an active member. He will still be rewarded if the team wins. The battle will be on air. What do you think?

Posted

The curse,debuff,stun system.

 

This is also one of the worse RNG features of the game. People use to actually spam silence and stun shot in order to debuff you and kill you after a 5 days stun or silence. This ends here. Now all the spells have a standard cooldown which is not affected by your casting speed and all the debuffs have a 100% chance and standard duration. For example Stunning shot now has a 24 seconds cooldown and 3 seconds duration. No more no less.

 

So there wont be any grand rb's because there wont be need for rb jewellery ??? (for example frintezza +15% stun success, or other rb's who gives u stun resist etc..)

Anyways everything sounds good but idk I think u gonna fail as others did =/

okey gl, u rly need it :D

Posted

Working on something about the battleship event. As the project chagned to H5 the ships will probably be flying ships and if someone dies more than 3 times in

the battle ship event falls from the ship and the team loses an active member. He will still be rewarded if the team wins. The battle will be on air. What do you think?

oh project changed client? too bad!

Guest Elfocrash
Posted

The curse,debuff,stun system.

 

This is also one of the worse RNG features of the game. People use to actually spam silence and stun shot in order to debuff you and kill you after a 5 days stun or silence. This ends here. Now all the spells have a standard cooldown which is not affected by your casting speed and all the debuffs have a 100% chance and standard duration. For example Stunning shot now has a 24 seconds cooldown and 3 seconds duration. No more no less.

 

So there wont be any grand rb's because there wont be need for rb jewellery ??? (for example frintezza +15% stun success, or other rb's who gives u stun resist etc..)

Anyways everything sounds good but idk I think u gonna fail as others did =/

okey gl, u rly need it :D

Nop you are wrong here. Rbs will give the normal resistances but they will be real resistances like 40% less chance for stun or some lifesteal. not the current percentage of the percentage of the percentage.

Posted

Working on something about the battleship event. As the project chagned to H5 the ships will probably be flying ships and if someone dies more than 3 times in

the battle ship event falls from the ship and the team loses an active member. He will still be rewarded if the team wins. The battle will be on air. What do you think?

I like the fact that you chose h5 instead of sh1tlude. Also I like thisi dea of yours about this battleship event.
Guest Elfocrash
Posted

I like the fact that you chose h5 instead of sh1tlude. Also I like thisi dea of yours about this battleship event.

Yeah the idea is pretty nice. I will implement a little RP before it starts with a cinematic and stuff. It will be nice

Posted

Working on something about the battleship event. As the project chagned to H5 the ships will probably be flying ships and if someone dies more than 3 times in

the battle ship event falls from the ship and the team loses an active member. He will still be rewarded if the team wins. The battle will be on air. What do you think?

awesome

Posted

It's awesome that you have started something like that, i will give you my opinion after getting a bigger picture of the server :)

Posted

Well,i saw that topic before but it was sh1tlude and didnt give a fk.

Now its much better,i like the idea that it has unique features and isnt a ' home' made one.

 

If its a pvp server,i will test it for sure. Gl Elfo :)

Guest Elfocrash
Posted

The Soulshot/Spiritshot system.(Redesigned)

 

Due to the fact that many players like this feature the ss system is redesigned. Now the soulshots and spiritshots are not purchasable.

However every time you equip a weapon the sytem will check if you have more than 1 soulshot or spiritshot for this grade of weapon.

If you don't you will be rewarded with a packet of 5000 soulshots and spiritshots of this grade and they will be auto enabled. If your ss count gets 2 or less

you will automatically recieve 5000 mroe ss.

Posted

The Soulshot/Spiritshot system.(Redesigned)

 

Due to the fact that many players like this feature the ss system is redesigned. Now the soulshots and spiritshots are not purchasable.

However every time you equip a weapon the sytem will check if you have more than 1 soulshot or spiritshot for this grade of weapon.

If you don't you will be rewarded with a packet of 5000 soulshots and spiritshots of this grade and they will be auto enabled. If your ss count gets 2 or less

you will automatically recieve 5000 mroe ss.

or just made them unlimited :O

same result i quess

Guest Elfocrash
Posted

Soon I will announce exactly the spells of each reworked class and the new last 5 level system and also the 5 tier talent system.

 

Just some words.

The xp you get till lvl 80 is quite easy, you will be able to get there in a day or too. After that the xp gets kinda hard and it scales up to 85. From the levels 81-85 there will be 5 tiers of the 3 skills per tier. That means that every time you get a level after 80 you will be able to choose one of 3 skills that will be on each tier.

 

Example: let's say you are an archer and you hit 81. You can press /tierskills and see the 3 skills available for your tier. The archer on lvl 81 will have the skills "Silencing Shot" which silences the target for 3 seconds with a 26 second cooldown, "Hawkeyed" which is a passive ability granting an X amount of range on auto attacks and "Disengage" which causes the archer to jump behind for a short distance in order to avoid melee dmg.

 

(Tier positions of the spells might change but this is the example)

 

What do you think?

Posted

Soon I will announce exactly the spells of each reworked class and the new last 5 level system and also the 5 tier talent system.

 

Just some words.

The xp you get till lvl 80 is quite easy, you will be able to get there in a day or too. After that the xp gets kinda hard and it scales up to 85. From the levels 81-85 there will be 5 tiers of the 3 skills per tier. That means that every time you get a level after 80 you will be able to choose one of 3 skills that will be on each tier.

 

Example: let's say you are an archer and you hit 81. You can press /tierskills and see the 3 skills available for your tier. The archer on lvl 81 will have the skills "Silencing Shot" which silences the target for 3 seconds with a 26 second cooldown, "Hawkeyed" which is a passive ability granting an X amount of range on auto attacks and "Disengage" which causes the archer to jump behind for a short distance in order to avoid melee dmg.

 

(Tier positions of the spells might change but this is the example)

 

What do you think?

I like this idea for the tiers.
Guest
This topic is now closed to further replies.



  • Posts

    • what pack you use  send me on discord for it
    • package custom.events.RandomZoneEvent; import java.io.File; import java.util.ArrayList; import java.util.List; import java.util.Random; import java.util.concurrent.ScheduledFuture; import org.w3c.dom.Document; import org.w3c.dom.Node; import org.l2jmobius.commons.threads.ThreadPool; import org.l2jmobius.commons.time.SchedulingPattern; import org.l2jmobius.commons.time.TimeUtil; import org.l2jmobius.commons.util.IXmlReader; import org.l2jmobius.gameserver.managers.ZoneManager; import org.l2jmobius.gameserver.model.StatSet; import org.l2jmobius.gameserver.model.actor.Creature; import org.l2jmobius.gameserver.model.actor.Npc; import org.l2jmobius.gameserver.model.actor.Player; import org.l2jmobius.gameserver.model.quest.Event; import org.l2jmobius.gameserver.model.zone.ZoneId; import org.l2jmobius.gameserver.model.zone.ZoneType; import org.l2jmobius.gameserver.model.zone.type.RandomZone; import org.l2jmobius.gameserver.util.Broadcast; /** * Random Zone Event - Activates one random PvP zone temporarily. No modifica la clase de la zona: usa flags PvP en runtime. * @author Juan */ public class RandomZoneEvent extends Event { private static final String CONFIG_FILE = "data/scripts/custom/events/RandomZoneEvent/config.xml"; private static int EVENT_DURATION_MINUTES = 15; private static boolean _isActive = false; private ScheduledFuture<?> _eventTask = null; private final List<ZoneType> _availableZones = new ArrayList<>(); private ZoneType _activeZone = null; public RandomZoneEvent() { loadConfig(); loadZones(); registerZoneListeners(); } /** * Registra listeners a TODAS LAS ZONAS random */ private void registerZoneListeners() { for (ZoneType zone : _availableZones) { addEnterZoneId(zone.getId()); addExitZoneId(zone.getId()); LOGGER.info("[RandomZoneEvent] Registered listener for zone: " + zone.getName()); } } private void loadConfig() { new IXmlReader() { @Override public void load() { parseDatapackFile(CONFIG_FILE); } @Override public void parseDocument(Document doc, File file) { forEach(doc, "event", eventNode -> { final StatSet att = new StatSet(parseAttributes(eventNode)); final String name = att.getString("name"); for (Node node = eventNode.getFirstChild(); node != null; node = node.getNextSibling()) { if ("schedule".equals(node.getNodeName())) { final StatSet attributes = new StatSet(parseAttributes(node)); final String pattern = attributes.getString("pattern"); final SchedulingPattern schedulingPattern = new SchedulingPattern(pattern); final StatSet params = new StatSet(); params.set("Name", name); params.set("SchedulingPattern", pattern); final long delay = schedulingPattern.getDelayToNextFromNow(); getTimers().addTimer("Schedule_" + name, params, delay + 5000, null, null); LOGGER.info("[RandomZoneEvent] Event " + name + " scheduled at " + TimeUtil.getDateTimeString(System.currentTimeMillis() + delay)); } } }); } }.load(); } private void loadZones() { for (ZoneType zone : ZoneManager.getInstance().getAllZones(RandomZone.class)) { if ((zone.getName() != null) && zone.getName().toLowerCase().startsWith("random_zone")) { _availableZones.add(zone); LOGGER.info("[RandomZoneEvent] Loaded zone: " + zone.getName() + " (id=" + zone.getId() + ")"); } } LOGGER.info("[RandomZoneEvent] Total random zones loaded: " + _availableZones.size()); } @Override public void onTimerEvent(String event, StatSet params, Npc npc, Player player) { if (event.startsWith("Schedule_")) { eventStart(null); final SchedulingPattern schedulingPattern = new SchedulingPattern(params.getString("SchedulingPattern")); final long delay = schedulingPattern.getDelayToNextFromNow(); getTimers().addTimer(event, params, delay + 5000, null, null); LOGGER.info("[RandomZoneEvent] Rescheduled for " + TimeUtil.getDateTimeString(System.currentTimeMillis() + delay)); } } @Override public boolean eventStart(Player eventMaker) { if (_isActive) { if (eventMaker != null) { eventMaker.sendMessage("RandomZoneEvent already active."); } return false; } if (_availableZones.isEmpty()) { Broadcast.toAllOnlinePlayers("[RandomZoneEvent] No zones configured."); return false; } _isActive = true; Broadcast.toAllOnlinePlayers("⚔️ Random Zone Event has started!"); _eventTask = ThreadPool.schedule(this::activateRandomZone, 5_000); return true; } private void activateRandomZone() { _activeZone = _availableZones.get(new Random().nextInt(_availableZones.size())); _activeZone.setEnabled(true); Broadcast.toAllOnlinePlayers("🔥 Random Zone Event: " + _activeZone.getName() + " is now PvP for " + EVENT_DURATION_MINUTES + " minutes!"); _eventTask = ThreadPool.schedule(this::eventStop, EVENT_DURATION_MINUTES * 60 * 1000L); } @Override public boolean eventStop() { if (!_isActive) { return false; } _isActive = false; if (_eventTask != null) { _eventTask.cancel(true); _eventTask = null; } if (_activeZone != null) { _activeZone.setEnabled(false); Broadcast.toAllOnlinePlayers("🏁 Random Zone Event ended. " + _activeZone.getName() + " is back to normal."); _activeZone = null; } else { Broadcast.toAllOnlinePlayers("🏁 Random Zone Event ended."); } return true; } @Override public void onEnterZone(Creature creature, ZoneType zone) { if (!_isActive || (_activeZone == null)) { return; } if ((zone == _activeZone) && creature.isPlayable()) { creature.setInsideZone(ZoneId.PVP, true); if (creature.isPlayer()) { creature.sendMessage("Esta zona está en modo PvP temporalmente."); } } } @Override public void onExitZone(Creature creature, ZoneType zone) { if (!_isActive || (_activeZone == null)) { return; } if ((zone == _activeZone) && creature.isPlayable()) { creature.setInsideZone(ZoneId.PVP, false); if (creature.isPlayer()) { creature.sendMessage("Abandonaste la zona PvP temporal."); } } } @Override public boolean eventBypass(Player player, String bypass) { return true; } @Override public String onEvent(String event, Npc npc, Player player) { return super.onEvent(event, npc, player); } @Override public String onFirstTalk(Npc npc, Player player) { return null; } public static void main(String[] args) { new RandomZoneEvent(); } } i have this but its not working
    • ZonePvPSpawnBossRadio=0 ZonePvPSpawnBossBarakiel=0 at the Customs.ini in L2Server folder. Im prety sure this is it because i had the same problem with you in cruma 1 floor for example and i couldn't fix it but i fixed it finally by changing these 2 lines
    • Siege Reward Start PM Msg Rework Config root BossDieAnnounce and BossDieSound in the L24Team.properties and Config.java files for global raid boss death notifications and sounds. Adds a new reward_list table to the DB.sql file to track castle rewards. Improves character creation logic for thread safety and validation. Adds extensive state checks to the RequestEnchantItem method to prevent enchantments during inappropriate player states. Fixed auto-attack animation bug (there was no attack animation, only damage animation) Clean Code Other fixes I forgot to list! Java 14 Fixed issue where deleting a character would prevent it from leaving the screen or being removed, or even after a delete CD (it would only exit when re-logging in or creating a new character). Added Premium System from the other C2 project (Needs testing and improvement). Added the "Improved" Community Board (incomplete).
  • 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