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Posted (edited)

Hey guys we want and willing to totally revamp lineage 2 and need your options, here is one of bunch of the revamped classes:

 

 

 

Edited by MiDnEx
Posted

Most of players don't like custom servers. And if you want to make server like this you need a lot of people to test balance, and a lot of advertisement. I suggest you to make your server like official servers are working. It means, that you should bring every few months new updates with higher lvls, better armor grades, new spots etc. This will make your server original and long term. Right now every server is boring, because they don't have upgrages. 

Posted

Looks pretty interesting, but as a guy above me said, people don't dig too custom servers.

 

If you're willing to do some heavy revamp, don't add any skiils or textures - only change existing skills.

 

To be more specific:

You've got a Necromancer there, right. He's got dozens of pretty much useless skill at their current state that nobody use in PvP which you could rework, e.g.:

 

Curse Poison - drastically increase land rate and power, while increase reuse.

Corpse Burst - increase power in PvP and area of effect

Curse Chaos - add an increased chance to fail a magic attack.

Forget - make it castable on player; add a chance to remove target +increase reuse so it's not spamable.

 

You know, you got the hint. If you want to revamp summons as well, do it, but keep the original summons, just change their stats/skills.

Posted

Looks pretty interesting, but as a guy above me said, people don't dig too custom servers.

 

If you're willing to do some heavy revamp, don't add any skiils or textures - only change existing skills.

 

To be more specific:

You've got a Necromancer there, right. He's got dozens of pretty much useless skill at their current state that nobody use in PvP which you could rework, e.g.:

 

Curse Poison - drastically increase land rate and power, while increase reuse.

Corpse Burst - increase power in PvP and area of effect

Curse Chaos - add an increased chance to fail a magic attack.

Forget - make it castable on player; add a chance to remove target +increase reuse so it's not spamable.

 

You know, you got the hint. If you want to revamp summons as well, do it, but keep the original summons, just change their stats/skills.

 

I think you didn't watch the video, all classes are totally new, only their names and function are +- the same.

About the "custom stuff" -  We will never use disgusting "custom" weapon or armor models.

Posted

To all guys who are reading and watching what Midnex created there :

 

Never question Midnex's skills in development. I guess there is no one around yet who is even near his talent in developing java files.

Posted (edited)

In no way I doubt his skills, I'm just saying I don't think what he creates is what majority of people wants. These days people don't want mixed chronicles content, any new summons or any new classes in general.

 

If some people are looking for 'custom' based server, they want original characters with their ORIGINAL skills and ORIGINAL textures, just... Different. I already explained myself above.

 

I'll be straight with you there - no matter how hard will you work on this, I don't believe it could have a success. Start all over again and make huge changes that people can't see on first sight but increase actual combat experience. Revamp poision/bleed values, increase skills landrates and decrease their time, add some hidden combo skills (e.g. if lets say sorcerer uses bunch of skills in some order, it will have an additional effect... For example if he uses Prominence > Rain of Fire > Aura Flare > Prominence > Aura Flare, it would cancel random enemy buff or root him or inflicts fear for 5 seconds etc.) and stuff like that.

 

I feel like you're very good at what you're doing, you just need someone to give you a right direction... If you want some help with that, drop me a PM.

Edited by Herlitz
Posted

Midnex always tried to do something original. But few things really ended up original. (Joining party through [?] was useful).

 

In practical terms, what does this achieve? Ok, you changed some skills, they look different, etc. But at the core its still the same - select target, press a skill, receive bacon. 

 

Classes are a crux. They used to be a defining feature of an MMO back when harsh choices with consequences was cool, aka back when MMORPGs were something more than a park walk.

Posted

Midnex always tried to do something original. But few things really ended up original. (Joining party through [?] was useful).

 

In practical terms, what does this achieve? Ok, you changed some skills, they look different, etc. But at the core its still the same - select target, press a skill, receive bacon. 

 

Classes are a crux. They used to be a defining feature of an MMO back when harsh choices with consequences was cool, aka back when MMORPGs were something more than a park walk.

 

Gaming itself is not practical, If you look at games this way, you probably don't play any.

Posted (edited)

Gaming itself is not practical, If you look at games this way, you probably don't play any.

That's just arbitrary.

 

Im not talking about gaming as a whole. Talking about the features/changes you make, specifically, what problems you address.

 

The Division is planning to have a classless system. I've suggested this for L2 before TD was even announced. 

The practical benefits of a classless system is that a player is not punished for their choice if the developer fucks up and takes 6 months to roll a new expansion where the class is "rebalanced". We know from our historical experience that "balance" is relative and typically biased to a single person's perspective and POV.

 

TD is also planning to allow players switch skills on demand. There is UI navigation acting as interference, preventing the possibility of "having all skills". But the practical benefit of the system is that you can adapt your character to a particular situation, and frequently you are not bound by linear decisions, i.e. you can approach the mentioned particular situation in many ways. You also don't rely on particular char setups to fill in the blanks of support, tank, DD, etc roles. If someone is missing you switch your skillset to compensate.

 

I have plenty more examples from a ton of games. Because even if I don't play a lot of games I keep track of them and learned to appreciate the features they offer.

 

The fundamental principle is appraisal of doing something. As in, not doing something for the sakes of doing it, but addressing a problem. From the video shown, no problem solving is demonstrated. L2 has a history of classes having a ton of filler skills. The ones that do seemingly the same thing but have different animations and numbers. Your video shows that still remains.

 

See, when I saw party joining through [?] on your faction server I could appraise it - it was very useful and solved the inconvenience problem. You didn't have to advertise your party in some random location HTML, people looking for parties didn't have to got through a list of parties. It was displayed in the most common location ingame - the freaking chat window. 

 

Something as intricate as that was exceedingly clever. The video just shows different models and animations. If you wanted to prove another point, it is not obvious what it was from the video.

Edited by Epiquin
Posted (edited)

That's just arbitrary.

 

Im not talking about gaming as a whole. Talking about the features/changes you make, specifically, what problems you address.

 

The Division is planning to have a classless system. I've suggested this for L2 before TD was even announced. 

The practical benefits of a classless system is that a player is not punished for their choice if the developer fucks up and takes 6 months to roll a new expansion where the class is "rebalanced". We know from our historical experience that "balance" is relative and typically biased to a single person's perspective and POV.

 

TD is also planning to allow players switch skills on demand. There is UI navigation acting as interference, preventing the possibility of "having all skills". But the practical benefit of the system is that you can adapt your character to a particular situation, and frequently you are not bound by linear decisions, i.e. you can approach the mentioned particular situation in many ways. You also don't rely on particular char setups to fill in the blanks of support, tank, DD, etc roles. If someone is missing you switch your skillset to compensate.

 

I have plenty more examples from a ton of games. Because even if I don't play a lot of games I keep track of them and learned to appreciate the features they offer.

 

The fundamental principle is appraisal of doing something. As in, not doing something for the sakes of doing it, but addressing a problem. From the video shown, no problem solving is demonstrated. L2 has a history of classes having a ton of filler skills. The ones that do seemingly the same thing but have different animations and numbers. Your video shows that still remains.

 

See, when I saw party joining through [?] on your faction server I could appraise it - it was very useful and solved the inconvenience problem. You didn't have to advertise your party in some random location HTML, people looking for parties didn't have to got through a list of parties. It was displayed in the most common location ingame - the freaking chat window. 

 

Something as intricate as that was exceedingly clever. The video just shows different models and animations. If you wanted to prove another point, it is not obvious what it was from the video.

 

Well we have limited possibilities, we do what it is possible. I think if we our-self enjoy new classes its going good :)

 

 

Also just finished prophet which have 2 stances:

 

Edited by MiDnEx
Posted

As awesome as it looks, people are NOT interested in these types of servers these days. Not matter how much work you're going to put into it, this is NOT what people want.

 

You can do same ammount of work just by editing existing skills instead of creating all new characters and it will attract much more people. 

 

Look at the prophet though, this char is easiest to 'revamp' by keeping his core retail - just change his buffs to not stack with the NPC ones, reduce their effect and give them 'song/dance' treatment - they'll be only for lets say 30 seconds and will eat more mana with each non-stacking buff target player has. Then change his Weapon Mastery to vamp MP on hit and stuff like that and voilá, you kept character original, but still made it brand new and people are much more likely to be interested.

 

Seriously by making a new game you aren't going to impress anyone these days. It hurts me to see, you're like Sisyphus with his stone.

Posted (edited)

 

 

Seriously by making a new game you aren't going to impress anyone these days. It hurts me to see, you're like Sisyphus with his stone.

Arguably not true. If you do the same thing (which everyone has, not just for L2, but MMORPGs in general) and you do not innovate, obviously there is nothing to be impressed about.

 

There are countless games with the holy trinity tank/dps/support classes. Its been done and done. Anything you do here is just fine tuning and this is where developers and companies dig their own grave thinking that this is what will attract attention.

 

But making a new game isn't strictly unimpressive.

 

In either way, the problem in the case of L2 is that the majority are reluctant to learn new things. 

Which is understandable - when someone who tries to make something new puts in over complicated systems - nobody would. You can be the best dev in the world but at the end of the day you don't have the "NCsoft" label on your face. Ergo, your design choices are not trusted. 

That doesn't mean you can't make simple innovative things which to the casual eye look trivial but in reality have large impact. You avoid the criticism from people who have no clue what they are talking about, and you gain players because the former don't open their stinking mouths and shit talk your server into the ground. 

 

To conclude - everyone knows you are great java dev, MiDnEx, but you are not making a smart choice here. If all you want is to show off - cool. But from what is observed in the video is really just practice level stuff. Like I said - not enough can be seen from the video to make other conclusions; we don't really know what is done and what it's benefits are beyond the different models and animations.

Edited by Epiquin
Posted

Well that's what I was talking about - L2 has a very specific community, and the part of it which would appreciate these sorts of innovation is too narrow. If people want another game, they go for another game, but they're staying for Lineage 2, more or less.

Posted

Well that's what I was talking about - L2 has a very specific community, and the part of it which would appreciate these sorts of innovation is too narrow. If people want another game, they go for another game, but they're staying for Lineage 2, more or less.

There is no point in discussing what proportion appreciates innovation when the majority of said innovation is at the top of the failure scale and downright reeks of it. It's like a gaydar. People see it from a mile away. Hence they do not give it a chance. Plenty of highly customised servers used to spring about, but the customisations were so over done and learning everything from scratch especially when its some ghetto wannabe excuse for an improvement is daunting.

 

What I am saying is - do something new, but put effort into keeping it dead simple and smart. Make sure that players are welcomed to these changes.

 

If you do changes on the scale of NCSofts siege revamps, you are bound to make mistakes and fuck something over and nobody would be convinced to join this.

 

But if you keep small, then maybe if not convince people you might fool them.

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+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."); 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} 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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