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CSSOURCE CONSOLE COMMANDS

 

cl_autowepswitch //Automatically switch to picked up weapons (if more powerful) - * 1 is ‘on’, 0 is ‘off’

chooseteam //Choose a new team

drop //Drops current weapon

force_centerview //Action forces the player’s view to look straight ahead

impulse 100 //enables flashlight

impulse 201 //sprays logo decal

hud_fastswitch 0 //toggles fast weapon switching - * 1 is ‘on’, 0 is ‘off’

jointeam //0=Autojoin, 1=Spectator, 2=Terrorist, 3=CT

kill //player suicides to respawn again

use //Use a particular weapon Arguments:

autobuy //Buys a predetermined set of weapons and equipment, setup in autobuy.txt

rebuy //Buys all the equipment that you had when the last snapshot of your equipm buy

buyammo1 //This buys one primary magazine or clip

buyammo2 //This buys one pistol clip

buyequip //Show equipment buy menu

buymenu //Show main buy menu

alias //Alias a command

bind //Bind a key to a command or set of commands (bind )

BindToggle //Creates a “bind toggle” for specific commands (Ex. BindToggle “key” “command”)

con_enable 1 //Allows the console to be activated

con_notifytime 8 //How long to display recent console text to the upper part of the game window

contimes //Number of console lines to overlay for debugging.

clear //clears the console screen

cvarlist //Show the list of convars/concommands.

developer 0 //toggles on/off developer debug console messages - * 1 is ‘on’, 0 is ‘off’

differences //Show all convars which are not at their default values.

echo //echos text to the console

exec //executes a script of .cfg file

exit //exit game engine without confirmation

find //Find concommands with the specified string in their name/help text.

help //Find help about a convar/concommand.

hideconsole //Hide the console.

incrementvar //Increment specified convar value.

key_findbinding //Find key bound to specified command string.

key_listboundkeys //List bound keys with bindings.

key_updatelayout //Updates game keyboard layout to current windows keyboard setting.

mem_dump //dump memory stats.

quit //Exit the engine.

status //Display map and connection status.

stuffcmds // Parses and stuffs command line + commands to command buffer. In your valve.rc file

toggleconsole //Show/hide the console.

unbind //Unbind a key

unbindall //Unbind all keys

wait //Stop command parsing until next frame

cl_autohelp //Enable/Disable Autohelp

cl_c4progressbar //Draw progress bar when defusing the C4

cl_righthand //Use right-handed view models.

cl_showfps //Draw fps meter at top of screen (1 = fps, 2 = smooth fps)

cl_showtextmsg //Enable/disable text messages printing on the screen

gameui_hide //Hides/closes GUI menu

hud_centerid 0 //Toggles player ID display - * 1 is ‘on’, 0 is ‘off’

hud_deathnotice_time //Sets how long death messages remain onscreen

hud_drawhistory_time //Sets how long messages remain onscreen

hud_saytext_time 5 //Sets how long chat messages remain onscreen

hud_showtargetid //Shows target ID at cursor

messagemode //Display player message globally (to all)

messagemode2 //Display player message to team

name //View or change a player’s name

radio1 //This opens up Radio1 Menu

radio2 //This opens up Radio2 Menu

radio3 //This opens up Radio3 Menu

revert //Revert convars to their default values

scr_centertime 2 //Sets how long server messages remain on the screen

say //Display player message globally (to all)

say_team //Display player message to team

timeleft //Displays the amount ouf time remaining in the round

cl_crosshairalpha //Use to change crosshair alpha, must have cl_crosshairusealpha set to “1″

cl_crosshaircolor //0=Green, 1=Red, 2=Blue, 3=Yellow, 4=Light Blue

cl_crosshairscale //Use to change crosshair scale, must have cl_scalecrosshair set to “1″

cl_crosshairusealpha //Enable or disable the use of crosshair alpha

cl_dynamiccrosshair //Enable or disable the use of dynamic crosshair, on will make crosshair shrink when you duck for better accuracy

cl_observercrosshair //Enable or disable the use of the Observer crosshair (1= On, 0=Off)

cl_scalecrosshair //Enable or disable the use of crosshair scale

crosshair //Enable or disable the use of crosshair (1= On, 0=Off)

cl_radaralpha //Use to change radar alpha, must have cl_radartype set to “1″

cl_radartype //0=Transparent Radar, 1=Solid radar with options to change alpha using cl_radaralpha

drawradar //Draws HUD radar

hideradar //Hides HUD radar

cancelselect //Cancels current selection

escape //Escape key pressed

invnext //selects next item in inventory

invprev //selects previous item in inventory

lastinv //selects previous item in inventory

menuselect //Selects item in that slot (0-9)

slot0 //select weapon group 0 (or menu item 0) see ‘use’ or cancels selection

slot1 // select weapon group 1 (or menu item 1) see ‘use’

slot2 // select weapon group 2 (or menu item 2) see ‘use’

slot3 //select weapon group 3 (or menu item 3) see ‘use’

slot4 //select weapon group 4 (or menu item 4) see ‘use’

slot5 // select weapon group 5 (or menu item 5) see ‘use’

slot6 //select weapon group 6 (or menu item 6) see ‘use’

slot7 // select weapon group 7 (or menu item 7) see ‘use’

slot8 // select weapon group 8 (or menu item see ‘use’

slot9 // select weapon group 9 (or menu item 9) see ‘use’

slot10 // select weapon group 10 (or menu item 10) see ‘use’ or cancels selection

m_filter //Mouse filtering (set this to 1 to average the mouse over 2 frames)

m_forward //sets the mouse forward speed sensitivity multiplier

m_pitch //sets the mouse pitch (up and down motion) speed sensitivity multiplier - * negative numbers result in an inverted mouselook

m_side //sets the mouse strafing speed sensitivity multiplier

m_yaw //sets the yaw speed sensitivity multiplier

sensitivity //Adjusts the Mouse sensitivity

zoom_sensitivity_ratio //Additional mouse sensitivity scale factor applied when FOV is zoomed in

+graph //Draw the network usage graph

cl_allowdownload //toggles download of maps, models and decals when joining a server - * 1 is ‘on’, 0 is ‘off’

cl_allowupload //toggles upload of maps, models and decals when joining a server - * 1 is ‘on’, 0 is ‘off’

cl_cmdbackup //For each command packet, how many additional history commands are sent (helps in case of packet loss)

cl_cmdrate //Max number of command packets sent to server per second

cl_interp //Turns on or off whether you will interpolate object positions starting this many seconds in past

cl_interpolate //Interpolate entities on the client

cl_lagcomp_errorcheck //Player index of other player to check for position errors

cl_rate //Sets the max bytes/sec the host can send data (Upload)

cl_updaterate //Number of packets per second of updates you are requesting from the server

connect //Connects to server (connect )

disconnect //Disconnect game from server

net_channels //Shows net channel info, a great way to determine your optimal cmdrate and updaterate settings

net_graph //Draw the network usage graph

net_graphheight //Sets the net_graph height

net_graphpos //Sets the net_graph position onscreen (1=right, 2=center, 0 or 3=left)

net_maxfragments //Max fragment bytes per packet (Ex. 1280)

net_scale //Sets the net_graph scale, larger number creates larger visual graph

rate //Sets the max bytes/sec the host can receive data (download)

ping //Display ping to server

retry //Retry connection to last server

+score //Toggles score panel

+showscores //Toggles score panel

togglescores //Toggles score panel

jpeg //Takes a jpeg screenshot: jpeg

jpeg_quality //Sets jpeg screenshot quality (1 is lowest quality, 100 is highest quality) Default = 90

screenshot //Take a screenshot

+voicerecord //Records input from voice input device (microphone)

bgmvolume //CD sound playback volume

cd //Play or stop a cd track

cl_customsounds //Enable customized player sound playback

play //Play a sound

soundscape_fadetime //Time to crossfade sound effects between soundscapes

soundscape_flush //Flushes the server & client side soundscapes

stopsoundscape //Stops all soundscape processing and fades current looping sounds

voice_enable //Turns Voice on /

off voice_overdrive // Voice Chat to Game volume ratio

voice_scale //Voice Chat volume

volume //Sound volume

cl_smooth //Turns Smooth view/eye origin after prediction errors on and off (0 and 1)

cl_smoothtime //Smooth client’s view after prediction error over this many seconds (0.01 - 2.0)

fog_enable //Can turn fog on or off.

fps_max //Frame rate limiter (Best to use the max Hz of your monitor)

mat_antialias //Antialias setting

mat_bumpmap //Bumpmap Setting

mp_decals //Sets the maximum number of decals

mat_dxlevel //The DirectX Level. Default is optimal, but you can adjust manually here

mat_fastspecular //Enable/Disable specularity for visual testing. Will not reload materials and will not affect perf.

mat_forceansio //Ansio Setting

mat_monitorgamma //Video Adjusts monitor gamma (typically 2.2 for CRT and 1.7 for LCD). Try 2.0 for a CRT

mat_specular //Enable/Disable specularity for perf testing. Will cause a material reload upon change.

mat_vsync //Force sync to vertical retrace / V-sync

r_decals //Sets the maximum number of decals

r_propsmaxdist //Maximum visible distance of props (boxes, etc)

r_rainalpha //Changes rain alpha values (0=Off, higher number makes darker rain) r_RainSimulate //Enable/disable rain simulation (0=Off, 1=On) r_shadows //Enable shadows r_WaterDrawReflection //Enable water reflection

r_WaterDrawRefraction //Enable water refraction

benchframe //Takes a snapshot of a particular frame in a time demo

cl_demoviewoverride //Override view during demo playback

demo_debug //Demo debug info

demo_fastforwardfinalspeed //Go this fast when starting to hold FF button

demo_fastforwardramptime //How many seconds it takes to get to full FF speed

demo_fastforwardstartspeed //Go this fast when starting to hold FF button.

demo_interpolateview //Do view interpolation during dem playback

demo_pauseatservertick //Pauses demo playback at server tick

demo_quitafterplayback //Quits game after demo playback

demo_recordcommands //Record commands typed at console into .dem files

demogototick //Skips to a tick in demo

demolist //Print demo sequence list

demopause //Pauses demo playback

demoresume //Resumes demo playback

demos // demo demo file sequence

demotimescale //Sets demo replay speed

demotogglepause //Toggles demo playback

demoui //Show/hide the demo player UI

listdemo //List demo file contents

nextdemo //Play next demo in sequence

playdemo //Play a recorded demo file (.dem )

record //begins to record a demo and saves it as a .dem file

startdemos //Play demos in demo sequence

stop //Finish recording demo

stopdemo //Stop playing back a demo

timedemo //Play a demo at max fps and report performance info and average fps

timedemoquit //Play a demo, report performance info, and then exit

endmovie //Stop recording movie frames

startmovie //Start recording movie frames

 

enjoy :D

 

Credits to: CSSource.gr

Guest skaros
Posted

lol :D

i knew most of them since i was 12 years old :P

probably wont help even a noob but

worth posting it for total noobs :D

  • 2 weeks later...
Posted

These commands are working with the game Counter-Strike: Source.

 

Be more specific if you have more questions.

 

-Blane

 

P.S. : Title edited.Do not use caps lock with no reason.It's frightening :P

  • 3 weeks later...
  • 4 weeks later...
  • 2 months later...
  • 3 weeks later...

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return; } try { switch (st.nextToken()) { case "shutdown": + SoloZoneTaskManager exitTask = new SoloZoneTaskManager(); + ThreadPool.schedule(exitTask, 0); Shutdown.getInstance().startShutdown(player, null, Integer.parseInt(st.nextToken()), false); break; case "restart": + exitTask = new SoloZoneTaskManager(); + ThreadPool.schedule(exitTask, 0); Shutdown.getInstance().startShutdown(player, null, Integer.parseInt(st.nextToken()), true); break; case "abort": Shutdown.getInstance().abort(player); break; diff --git a/java/net/sf/l2j/gameserver/handler/voicecommandhandlers/VoiceExitSoloZone.java b/java/net/sf/l2j/gameserver/handler/voicecommandhandlers/VoiceExitSoloZone.java new file mode 100644 index 0000000..6b7ef6f --- /dev/null +++ a/java/net/sf/l2j/gameserver/handler/voicecommandhandlers/VoiceExitSoloZone.java +package net.sf.l2j.gameserver.handler.voicecommandhandlers; + +import net.sf.l2j.commons.pool.ThreadPool; + +import net.sf.l2j.gameserver.enums.ZoneId; +import net.sf.l2j.gameserver.handler.IVoiceCommandHandler; +import net.sf.l2j.gameserver.model.actor.Player; +import net.sf.l2j.gameserver.model.location.Location; +import net.sf.l2j.gameserver.network.serverpackets.MagicSkillUse; + +/** + * Handles the voice command for exiting the Solo Zone with delay and effects. + * + * @author MarGaZeaS + */ +public class VoiceExitSoloZone implements IVoiceCommandHandler +{ + private static final String[] VOICE_COMMANDS = + { + "exit" + }; + + // Default location to teleport players when exiting the Solo Zone + private static final Location EXIT_LOCATION = new Location(81318, 148064, -3464); // Replace with your desired coordinates + + // Προσθήκη της μεθόδου για να πάρουμε την τοποθεσία εξόδου + public static Location getExitLocation() { + return EXIT_LOCATION; + } + + @Override + public void useVoiceCommand(Player player, String command) + { + if (command.equalsIgnoreCase("exit")) + { + if (!player.isInsideZone(ZoneId.SOLO)) + { + player.sendMessage("You are not inside the Solo Zone."); + return; + } + + // Notify the player about the delay + player.sendMessage("You will be teleported out of the Solo Zone in 2 seconds."); + + // Cast skill effect (Skill ID: 2100, Level: 1) + player.broadcastPacket(new MagicSkillUse(player, player, 2100, 1, 2000, 0)); + + // Schedule the teleportation after a 2-second delay + ThreadPool.schedule(() -> { + // Teleport the player to the designated exit location + player.teleportTo(EXIT_LOCATION.getX(), EXIT_LOCATION.getY(), EXIT_LOCATION.getZ(), 0); + + // Inform the player + player.sendMessage("You have exited the Solo Zone."); + }, 2000); // Delay in milliseconds (2000ms = 2 seconds) + } + } + + @Override + public String[] getVoiceCommandList() + { + return VOICE_COMMANDS; + } +} diff --git a/java/net/sf/l2j/gameserver/handler/VoiceCommandHandler.java b/java/net/sf/l2j/gameserver/handler/VoiceCommandHandler.java new file mode 100644 index 0000000..6b7ef6f --- /dev/null +++ a/java/net/sf/l2j/gameserver/handler/VoiceCommandHandler.java public class VoiceCommandHandler { private final Map<String, IVoiceCommandHandler> _entries = new HashMap<>(); protected VoiceCommandHandler() { ............ ............ + registerHandler(new VoiceExitSoloZone()); } public void registerHandler(IVoiceCommandHandler handler) { for (String command : handler.getVoiceCommandList()) _entries.put(command, handler); } diff --git a/java/net/sf/l2j/gameserver/model/actor/Npc.java b/java/net/sf/l2j/gameserver/model/actor/Npc.java new file mode 100644 index 0000000..6b7ef6f --- /dev/null +++ a/java/net/sf/l2j/gameserver/model/actor/Npc.java else if (command.startsWith("Chat")) { int val = 0; try { val = Integer.parseInt(command.substring(5)); } catch (final IndexOutOfBoundsException ioobe) { } catch (final NumberFormatException nfe) { } showChatWindow(player, val); + ) + else if (command.startsWith("solopvp")) + { + SoloZoneTaskManager.getInstance(); + player.teleportTo(SoloZoneTaskManager.getCurrentZone().getLoc(), 25); + } else if (command.startsWith("Link")) { final String path = command.substring(5).trim(); if (path.indexOf("..") != -1) return; final NpcHtmlMessage html = new NpcHtmlMessage(getObjectId()); html.setFile("data/html/" + path); html.replace("%objectId%", getObjectId()); player.sendPacket(html); } diff --git a/java/net/sf/l2j/gameserver/network/clientpackets/RequestRestartPoint.java b/java/net/sf/l2j/gameserver/network/clientpackets/RequestRestartPoint.java new file mode 100644 index 0000000..6b7ef6f --- /dev/null +++ a/java/net/sf/l2j/gameserver/network/clientpackets/RequestRestartPoint.java // Fixed. - else if (_requestType == 4) - { - if (!player.isGM() && !player.isFestivalParticipant()) - return; - - loc = player.getPosition(); - } + if (_requestType == 4) + { + // Έλεγχος αν ο παίκτης δεν είναι GM, δεν είναι μέρος του φεστιβάλ και δεν είναι στην Solo Zone + if (!player.isGM() && !player.isFestivalParticipant() && !player.isInsideZone(ZoneId.SOLO)) + { + return; + } + + SoloZoneTaskManager.getInstance(); + SoloZone currentZone = SoloZoneTaskManager.getCurrentZone(); + if (currentZone != null && currentZone.getLoc() != null) + { + // Αν υπάρχει ζώνη και οι τοποθεσίες δεν είναι κενές, χρησιμοποιούμε τυχαία τοποθεσία από την ζώνη + loc = currentZone.getLoc(); + } else + { + // Διαφορετικά, κάνουμε respawn στην τρέχουσα θέση του παίκτη + loc = player.getPosition(); + } + } diff --git a/java/net/sf/l2j/gameserver/network/clientpackets/RequestRestart.java b/java/net/sf/l2j/gameserver/network/clientpackets/RequestRestart.java new file mode 100644 index 0000000..6b7ef6f --- /dev/null +++ a/java/net/sf/l2j/gameserver/network/clientpackets/RequestRestart.java if (player.isFestivalParticipant() && FestivalOfDarknessManager.getInstance().isFestivalInitialized()) { player.sendPacket(SystemMessageId.NO_RESTART_HERE); sendPacket(RestartResponse.valueOf(false)); return; } + if (player.isInsideZone(ZoneId.SOLO)) + { + player.sendMessage("You cannot restart your character while in Solo Zone. Use .exit to leave"); + player.setFakeName(null); + sendPacket(RestartResponse.valueOf(false)); + return; + } player.removeFromBossZone(); diff --git a/java/net/sf/l2j/gameserver/network/clientpackets/Logout.java b/java/net/sf/l2j/gameserver/network/clientpackets/Logout.java new file mode 100644 index 0000000..6b7ef6f --- /dev/null +++ a/java/net/sf/l2j/gameserver/network/clientpackets/Logout.java player.removeFromBossZone(); player.logout(true); } } + + if (player.isInsideZone(ZoneId.SOLO)) + { + player.sendMessage("You cannot logout or restart your character while in Solo Zone. Use .exit to leave"); + player.setFakeName(null); + player.sendPacket(ActionFailed.STATIC_PACKET); + return; + } + player.removeFromBossZone(); player.logout(true); } } diff --git a/java/net/sf/l2j/gameserver/model/zone/type/SoloZone.java b/java/net/sf/l2j/gameserver/model/zone/type/SoloZone.java new file mode 100644 index 0000000..6b7ef6f --- /dev/null +++ a/java/net/sf/l2j/gameserver/model/zone/type/SoloZone.java +package net.sf.l2j.gameserver.model.zone.type; + +import java.util.ArrayList; +import java.util.List; +import java.util.Random; + +import net.sf.l2j.commons.random.Rnd; + +import net.sf.l2j.Config; +import net.sf.l2j.gameserver.enums.MessageType; +import net.sf.l2j.gameserver.enums.ZoneId; +import net.sf.l2j.gameserver.handler.voicecommandhandlers.VoiceExitSoloZone; +import net.sf.l2j.gameserver.model.World; +import net.sf.l2j.gameserver.model.actor.Creature; +import net.sf.l2j.gameserver.model.actor.Player; +import net.sf.l2j.gameserver.model.location.Location; +import net.sf.l2j.gameserver.model.zone.type.subtype.ZoneType; +import net.sf.l2j.gameserver.network.SystemMessageId; +import net.sf.l2j.gameserver.network.serverpackets.EtcStatusUpdate; +import net.sf.l2j.gameserver.taskmanager.PvpFlagTaskManager; +import net.sf.l2j.gameserver.taskmanager.SoloZoneTaskManager; + +/** + * @author MarGaZeaS + * + */ +public class SoloZone extends ZoneType +{ + private String _name; + private List<Location> _locations = new ArrayList<>(); + + public SoloZone(int id) + { + super(id); + } + + @Override + public void setParameter(String name, String value) + { + if (name.equals("name")) + _name = value; + else if (name.equals("locs")) + { + for (String locs : value.split(";")) + { + String[] coordinates = locs.split(","); + if (coordinates.length == 3) + { + int x = Integer.parseInt(coordinates[0]); + int y = Integer.parseInt(coordinates[1]); + int z = Integer.parseInt(coordinates[2]); + _locations.add(new Location(x, y, z)); + } + else + { + LOGGER.warn("Invalid location format: " + locs); + } + } + } + } + + + @Override + protected void onEnter(Creature character) + { + if (character instanceof Player) + { + final Player player = (Player) character; + + if ((player.getClassId().getId() == 15 || player.getClassId().getId() == 16 || player.getClassId().getId() == 97)) + { + Location respawnLocation = VoiceExitSoloZone.getExitLocation(); + player.instantTeleportTo(respawnLocation, 20); + player.sendMessage("Your class is not allowed in this zone."); + return; + } + + String randomName = SoloZoneTaskManager.getInstance().getAName(); + if (randomName == null || randomName.isEmpty() || !isValidName(randomName)) + { + randomName = generateRandomName(); + } + if (isNameAlreadyTaken(randomName)) + { + randomName = generateRandomName(); + } + player.setFakeName(randomName); + player.sendMessage("Welcome to the Solo Zone, your random name is: " + randomName); + player.sendPacket(SystemMessageId.ENTERED_COMBAT_ZONE); + character.setInsideZone(ZoneId.SOLO, true); + character.setInsideZone(ZoneId.NO_STORE, true); + character.setInsideZone(ZoneId.NO_SUMMON_FRIEND, true); + + if (player.getParty() != null) + { + player.getParty().removePartyMember(player, MessageType.DISCONNECTED); + } + + if (player.getPvpFlag() > 0) + PvpFlagTaskManager.getInstance().remove(player, true); + + player.updatePvPStatus(); + player.broadcastUserInfo(); + } + } + + private static boolean isValidName(String name) { + return name.matches("[a-zA-Z0-9_]+"); + } + + private static String generateRandomName() { + Random rand = new Random(); + int nameLength = rand.nextInt(12) + 4; + StringBuilder nameBuilder = new StringBuilder(); + + for (int i = 0; i < nameLength; i++) { + char randomChar = (char) (rand.nextInt(26) + 'a'); + nameBuilder.append(randomChar); + } + + return nameBuilder.toString(); + } + + private static boolean isNameAlreadyTaken(String name) { + return World.getInstance().getPlayers().stream().anyMatch(player -> player.getFakeName().equals(name)); + } + + @Override + protected void onExit(Creature character) + { + character.setInsideZone(ZoneId.SOLO, false); // Solo zone + character.setInsideZone(ZoneId.NO_STORE, false); // Allow making a store + character.setInsideZone(ZoneId.NO_SUMMON_FRIEND, false); // Allow summon + + if (character instanceof Player) + { + final Player player = (Player) character; + + if (player.getFakeName() != null) + { + player.setFakeName(null); + } + + player.sendPacket(SystemMessageId.LEFT_COMBAT_ZONE); + { + if(!player.isInObserverMode() && player.getPvpFlag() > 0) + PvpFlagTaskManager.getInstance().add(player, Config.PVP_NORMAL_TIME); + + player.sendPacket(new EtcStatusUpdate(player)); + player.broadcastUserInfo(); + } + } + } + + public String getName() + { + return _name; + } + + public Location getLoc() + { + if (_locations.isEmpty()) + { + return null; // Αν η λίστα είναι κενή, επιστρέφουμε null + } + return _locations.get(Rnd.get(0, _locations.size() - 1)); // Επιλέγουμε τυχαία τοποθεσία + } +} diff --git a/java/net/sf/l2j/gameserver/GameServer.java b/java/net/sf/l2j/gameserver/GameServer.java new file mode 100644 index 0000000..6b7ef6f --- /dev/null +++ a/java/net/sf/l2j/gameserver/GameServer.java if (Config.ALLOW_FISH_CHAMPIONSHIP) FishingChampionshipManager.getInstance(); + StringUtil.printSection("Custom Features"); + SoloZoneTaskManager.getInstance(); StringUtil.printSection("Handlers"); LOGGER.info("Loaded {} admin command handlers.", AdminCommandHandler.getInstance().size()); diff --git a/java/net/sf/l2j/gameserver/GameServer.java b/java/net/sf/l2j/gameserver/Shutdown.java new file mode 100644 index 0000000..6b7ef6f --- /dev/null +++ a/java/net/sf/l2j/gameserver/Shutdown.java // disconnect players try { disconnectAllPlayers(); LOGGER.info("All players have been disconnected."); } catch (Exception e) { // Silent catch. } + // Restore real names for players in SoloZone + restoreRealNamesInSoloZone(); // stop all threadpolls ThreadPool.shutdown(); try { LoginServerThread.getInstance().interrupt(); } catch (Exception e) { // Silent catch. } // avoids new players from logging in if (_secondsShut <= 60 && LoginServerThread.getInstance().getServerType() != ServerType.DOWN) LoginServerThread.getInstance().setServerType(ServerType.DOWN); _secondsShut--; Thread.sleep(1000); } } catch (InterruptedException e) { } } + // This method restores the real names of players in SoloZone + private static void restoreRealNamesInSoloZone() + { + for (Player player : World.getInstance().getPlayers()) + { + // Check if player is inside the SoloZone + if (player.isInsideZone(ZoneId.SOLO)) + { + // Restore the real name by removing the fake name + if (player.getFakeName() != null) + { + player.setFakeName(null); // Restore the real name + LOGGER.info("Player {}'s fake name has been removed and real name restored.", player.getName()); + } + } + } + } private static void sendServerQuit(int seconds) { World.toAllOnlinePlayers(SystemMessage.getSystemMessage(SystemMessageId.THE_SERVER_WILL_BE_COMING_DOWN_IN_S1_SECONDS).addNumber(seconds)); } diff --git a/java/net/sf/l2j/gameserver/enums/ZoneId.java b/java/net/sf/l2j/gameserver/enums/ZoneId.java new file mode 100644 index 0000000..6b7ef6f --- /dev/null +++ a/java/net/sf/l2j/gameserver/enums/ZoneId.java public enum ZoneId { PVP(0), PEACE(1), SIEGE(2), MOTHER_TREE(3), CLAN_HALL(4), NO_LANDING(5), WATER(6), JAIL(7), MONSTER_TRACK(8), CASTLE(9), SWAMP(10), NO_SUMMON_FRIEND(11), NO_STORE(12), TOWN(13), HQ(14), DANGER_AREA(15), CAST_ON_ARTIFACT(16), NO_RESTART(17), SCRIPT(18), - BOSS(19), + BOSS(19), + SOLO(20); private final int _id; private ZoneId(int id) { _id = id; } diff --git a/java/net/sf/l2j/gameserver/network/serverpackets/Die.java b/java/net/sf/l2j/gameserver/network/serverpackets/Die.java new file mode 100644 index 0000000..6b7ef6f --- /dev/null +++ a/java/net/sf/l2j/gameserver/network/serverpackets/Die.java if (creature instanceof Player) { Player player = (Player) creature; - _allowFixedRes = player.getAccessLevel().allowFixedRes(); + _allowFixedRes = player.getAccessLevel().allowFixedRes() || player.isInsideZone(ZoneId.SOLO); _clan = player.getClan(); } diff --git a/java/net/sf/l2j/gameserver/model/actor/Player.java b/java/net/sf/l2j/gameserver//model/actor/Player.java new file mode 100644 index 0000000..6b7ef6f --- /dev/null +++ a/java/net/sf/l2j/gameserver/network/clientpackets/EnterWorld.java // Attacker or spectator logging into a siege zone will be ported at town. if (player.isInsideZone(ZoneId.SIEGE) && player.getSiegeState() < 2) player.teleportTo(TeleportType.TOWN); + if (player.isInsideZone(ZoneId.SOLO)) + { + ThreadPool.schedule(() -> { + Location exitLocation = VoiceExitSoloZone.getExitLocation(); + + if (exitLocation != null) + { + player.teleportTo(exitLocation.getX(), exitLocation.getY(), exitLocation.getZ(), 0); + player.sendMessage("You have been moved to the exit of the SoloZone."); + } + }, 5000); // 5000 milliseconds (5sec) + } diff --git a/java/net/sf/l2j/gameserver/model/actor/Player.java b/java/net/sf/l2j/gameserver/model/actor/Player.java new file mode 100644 index 0000000..6b7ef6f --- /dev/null +++ a/java/net/sf/l2j/gameserver/model/actor/Player.java @Override public void doRevive() { super.doRevive(); stopEffects(EffectType.CHARM_OF_COURAGE); sendPacket(new EtcStatusUpdate(this)); getStatus().setCpHpMp(getStatus().getMaxCp(), getStatus().getMaxHp(), getStatus().getMaxMp()); _reviveRequested = 0; _revivePower = 0; if (isMounted()) startFeed(_mountNpcId); + if (isInsideZone(ZoneId.SOLO)) + { + // Give Nobless (1323 ID) + L2Skill no = SkillTable.getInstance().getInfo(1323, 1); + no.getEffects(this, this); + sendMessage("You have received the Nobless status in the Solo Zone."); + } + }   If anyone thinks the code is wrong, please make an update and upload it here so I can update the post. A part was edited with chatgpt
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