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Java Code To Village.


Nosti21

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Hello guys.. What i mean with Java Code to Village? I want a code that when i press to Village to teleport me to the main town and not to the nearest location..

 

if you didnt understand me tell me to explain it more.. thank kk bb qq

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http://pastebin.com/U4x09qs3what to change for frozen version?

Δοκίμασε να περάσεις μία μόνο αυτά..

Θα αρχίσεις από το 1ο "+" μέχρι το τελευταίο. Τα υπόλοιπα είναι για να κάνεις search που να τα βάλεις.

 

L2PcInstance.java

 

    /**
     * Create a new SkillDat object and set the player _currentPetSkill.<br>
     * <br>
     * @param currentSkill
     * @param ctrlPressed
     * @param shiftPressed
     */
+   
    @SuppressWarnings("javadoc")
    public void giveItems(boolean dagger,boolean sagi,boolean mage,boolean duelist,boolean tit,boolean nixas,boolean paladin,boolean FSeeker,boolean dreadnought,boolean HellKnight,boolean swordMuse,boolean dancer)
    {
            final int[] armorIdDagger = {6590,6379,6380,6381,6382,920,858,858,889,889};
            final int[] armorIdSagi = {7577,6379,6380,6381,6382,920,858,858,889,889};
            final int[] armorIdMage = {6608,2407,5767,5779,512,920,858,858,889,889};       
            final int[] armorIdDuelist = {6580,6373,6374,6375,6376,6378,920,858,858,889,889};
            final int[] armorIdTit = {6605,6373,6374,6375,6376,6378,920,858,858,889,889};
            final int[] armorIdNixas = {6604,6379,6380,6381,6382,920,858,858,889,889};
            final int[] armorIdPaladin = {6581,6373,6374,6375,6376,6377,6378,920,858,858,889,889};
            final int[] armorIdFSeeker = {6585,6373,6374,6375,6376,6377,6378,920,858,858,889,889};
            final int[] armorIddreadnought = {6601,6373,6374,6375,6376,6378,920,858,858,889,889};  
            final int[] armorIdhellKnight = {6581,6373,6374,6375,6376,6377,6378,920,858,858,889,889};      
            final int[] armorIdswordMuse = {6581,6379,6380,6381,6382,920,858,858,889,889,6377};                    
            final int[] armorIdDancer = {6580,6379,6380,6381,6382,920,858,858,889,889};

            if(dagger)
            {
            if (armorIdDagger.length == 0)
                    return;
            L2ItemInstance items = null;
            for (int id : armorIdDagger)
            {              
                    getInventory().addItem("Armors", id, 1, this, null);           
                    items = getInventory().getItemByItemId(id);
                    items.updateDatabase();
                    getInventory().equipItemAndRecord(items);
                    getInventory().reloadEquippedItems();  
            this.broadcastCharInfo();
            this.sendPacket(new InventoryUpdate());
            this.sendPacket(new ItemList(this, false));
            this.sendPacket(new StatusUpdate(this));
            }
            }
            else if(sagi)
            {
                    if (armorIdSagi.length == 0)
                            return;
                    L2ItemInstance items = null;
                    for (int id : armorIdSagi)
                    {
                            getInventory().addItem("Armors", id, 1, this, null);           
                            items = getInventory().getItemByItemId(id);
                            items.updateDatabase();
                            getInventory().equipItemAndRecord(items);
                            getInventory().reloadEquippedItems();  
                    this.broadcastCharInfo();
                    this.sendPacket(new InventoryUpdate());
                    this.sendPacket(new ItemList(this, false));
                    this.sendPacket(new StatusUpdate(this));
                    }
            }
            else if(mage)
                    {
                            if (armorIdMage.length == 0)
                                    return;
                            L2ItemInstance items = null;
                            for (int id : armorIdMage)
                            {
                                    getInventory().addItem("Armors", id, 1, this, null);           
                                    items = getInventory().getItemByItemId(id);
                                    items.updateDatabase();
                                    getInventory().equipItemAndRecord(items);
                                    getInventory().reloadEquippedItems();  
                            this.broadcastCharInfo();
                            this.sendPacket(new InventoryUpdate());
                            this.sendPacket(new ItemList(this, false));
                            this.sendPacket(new StatusUpdate(this));                                       
                            }
                    }
            else if(duelist)
                            {
                                    if (armorIdDuelist.length == 0)
                                            return;
                                    L2ItemInstance items = null;
                                    for (int id : armorIdDuelist)
                                    {
                                            getInventory().addItem("Armors", id, 1, this, null);           
                                            items = getInventory().getItemByItemId(id);
                                            items.updateDatabase();
                                            getInventory().equipItemAndRecord(items);
                                            getInventory().reloadEquippedItems();  
                                    this.broadcastCharInfo();
                                    this.sendPacket(new InventoryUpdate());
                                    this.sendPacket(new ItemList(this, false));
                                    this.sendPacket(new StatusUpdate(this));       
                                    }
                            }
            else if(tit)
                                    {
                                            if (armorIdTit.length == 0)
                                                    return;
                                            L2ItemInstance items = null;
                                            for (int id : armorIdTit)
                                            {
                                                    getInventory().addItem("Armors", id, 1, this, null);           
                                                    items = getInventory().getItemByItemId(id);
                                                    items.updateDatabase();
                                                    getInventory().equipItemAndRecord(items);
                                                    getInventory().reloadEquippedItems();  
                                            this.broadcastCharInfo();
                                            this.sendPacket(new InventoryUpdate());
                                            this.sendPacket(new ItemList(this, false));
                                            this.sendPacket(new StatusUpdate(this));                                       
                                            }
                                    }
            else if(nixas)
                                            {
                                                    if (armorIdNixas.length == 0)
                                                            return;
                                                    L2ItemInstance items = null;
                                                    for (int id : armorIdNixas)
                                                    {
                                                            getInventory().addItem("Armors", id, 1, this, null);           
                                                            items = getInventory().getItemByItemId(id);
                                                            items.updateDatabase();
                                                            getInventory().equipItemAndRecord(items);
                                                            getInventory().reloadEquippedItems();  
                                                    this.broadcastCharInfo();
                                                    this.sendPacket(new InventoryUpdate());
                                                    this.sendPacket(new ItemList(this, false));
                                                    this.sendPacket(new StatusUpdate(this));
                                                    }
                                            }
            else if(paladin)
                                                    {
                                                            if (armorIdPaladin.length == 0)
                                                                    return;
                                                            L2ItemInstance items = null;
                                                            for (int id : armorIdPaladin)
                                                            {
                                                                    getInventory().addItem("Armors", id, 1, this, null);           
                                                                    items = getInventory().getItemByItemId(id);
                                                                    items.updateDatabase();
                                                                    getInventory().equipItemAndRecord(items);
                                                                    getInventory().reloadEquippedItems();  
                                                            this.broadcastCharInfo();
                                                            this.sendPacket(new InventoryUpdate());
                                                            this.sendPacket(new ItemList(this, false));
                                                            this.sendPacket(new StatusUpdate(this));
                                                            }                                                      
                                            }
            else if(FSeeker)
            {
                    if (armorIdFSeeker.length == 0)
                            return;
                    L2ItemInstance items = null;
                    for (int id : armorIdFSeeker)
                    {
                            getInventory().addItem("Armors", id, 1, this, null);           
                            items = getInventory().getItemByItemId(id);
                            items.updateDatabase();
                            getInventory().equipItemAndRecord(items);
                            getInventory().reloadEquippedItems();  
                    this.broadcastCharInfo();
                    this.sendPacket(new InventoryUpdate());
                    this.sendPacket(new ItemList(this, false));
                    this.sendPacket(new StatusUpdate(this));
                    }                                                      
    }
            else if(dreadnought)
            {
                    if (armorIddreadnought.length == 0)
                            return;
                    L2ItemInstance items = null;
                    for (int id : armorIddreadnought)
                    {
                            getInventory().addItem("Armors", id, 1, this, null);           
                            items = getInventory().getItemByItemId(id);
                            items.updateDatabase();
                            getInventory().equipItemAndRecord(items);
                            getInventory().reloadEquippedItems();  
                    this.broadcastCharInfo();
                    this.sendPacket(new InventoryUpdate());
                    this.sendPacket(new ItemList(this, false));
                    this.sendPacket(new StatusUpdate(this));
                    }
    }
            else if(HellKnight)
            {
                    if (armorIdhellKnight.length == 0)
                            return;
                    L2ItemInstance items = null;
                    for (int id : armorIdhellKnight)
                    {
                            getInventory().addItem("Armors", id, 1, this, null);           
                            items = getInventory().getItemByItemId(id);
                            items.updateDatabase();
                            getInventory().equipItemAndRecord(items);
                            getInventory().reloadEquippedItems();  
                    this.broadcastCharInfo();
                    this.sendPacket(new InventoryUpdate());
                    this.sendPacket(new ItemList(this, false));
                    this.sendPacket(new StatusUpdate(this));
                    }
    }
            else if(swordMuse)
            {
            if (armorIdswordMuse.length == 0)
                    return;
            L2ItemInstance items = null;
            for (int id : armorIdswordMuse)
            {              
                    getInventory().addItem("Armors", id, 1, this, null);           
                    items = getInventory().getItemByItemId(id);
                    items.updateDatabase();
                    getInventory().equipItemAndRecord(items);
                    getInventory().reloadEquippedItems();  
            this.broadcastCharInfo();
            this.sendPacket(new InventoryUpdate());
            this.sendPacket(new ItemList(this, false));
            this.sendPacket(new StatusUpdate(this));
            }
            }
            else if(dancer)
            {
            if (armorIdDancer.length == 0)
                    return;
            L2ItemInstance items = null;
            for (int id : armorIdDancer)
            {              
                    getInventory().addItem("Armors", id, 1, this, null);           
                    items = getInventory().getItemByItemId(id);
                    items.updateDatabase();
                    getInventory().equipItemAndRecord(items);
                    getInventory().reloadEquippedItems();  
            this.broadcastCharInfo();
            this.sendPacket(new InventoryUpdate());
            this.sendPacket(new ItemList(this, false));
            this.sendPacket(new StatusUpdate(this));
            }
            }
}
    
    
    /**
     *
     */
    private void broadcastCharInfo()
    {        
+    }
    public void setCurrentPetSkill(final L2Skill currentSkill, final boolean ctrlPressed, final boolean shiftPressed)

 

 

Και εδώ το ίδιο... από το πρώτο "+".

 

L2ClassMasterInstance.java

 

    /** The _instance. */
    private static L2ClassMasterInstance _instance;
+    private int newJobLevel;
 
            player.setBaseClass(classId);
            
+            if(newJobLevel == 3  && !player.isSubClassActive())
+                autoEquip(player);
            
            // player.setBaseClass(player.getActiveClass());
 
 
        html.setHtml(sb.toString());
        player.sendPacket(html);
        html = null;
        sb = null;
        return;
    }
+
    private static void autoEquip(final L2PcInstance player)
    {
            final ClassId HDagger =ClassId.adventurer;
            final ClassId Sagi =ClassId.sagittarius;
            final ClassId Duelist =ClassId.duelist;
            final ClassId Tit =ClassId.titan;
            final ClassId Nixas =ClassId.grandKhauatari;
            final ClassId Paladin =ClassId.phoenixKnight;
            final ClassId MSentinel =ClassId.moonlightSentinel;
            final ClassId FSeeker =ClassId.fortuneSeeker;
            final ClassId Maestro =ClassId.maestro;
            final ClassId dreadnought =ClassId.dreadnought;
            final ClassId hellKnight =ClassId.hellKnight;
            final ClassId evaTemplar =ClassId.evaTemplar;
            final ClassId swordMuse =ClassId.swordMuse;
            final ClassId windRider =ClassId.windRider;
            final ClassId shillienTemplar =ClassId.shillienTemplar;
            final ClassId spectralDancer =ClassId.spectralDancer;
            final ClassId ghostHunter =ClassId.ghostHunter;
            final ClassId ghostSentinel =ClassId.ghostSentinel;
           
            if(player.getClassId().equals(HDagger))
                    player.giveItems(true,false,false,false,false,false,false,false,false,false,false,false);
                   
            else if(player.getClassId().equals(Sagi))
                    player.giveItems(false,true,false,false,false,false,false,false,false,false,false,false);
                   
            else if(player.getClassId().isMage())
                    player.giveItems(false,false,true,false,false,false,false,false,false,false,false,false);
           
            else if(player.getClassId().equals(Duelist))
                    player.giveItems(false,false,false,true,false,false,false,false,false,false,false,false);
           
            else if(player.getClassId().equals(Tit))
                    player.giveItems(false,false,false,false,true,false,false,false,false,false,false,false);
           
            else if(player.getClassId().equals(Nixas))
                    player.giveItems(false,false,false,false,false,true,false,false,false,false,false,false);
           
            else if(player.getClassId().equals(Paladin))
                    player.giveItems(false,false,false,false,false,false,true,false,false,false,false,false);
           
            else if(player.getClassId().equals(MSentinel))
                    player.giveItems(false,true,false,false,false,false,false,false,false,false,false,false);
           
            else if(player.getClassId().equals(FSeeker))
                    player.giveItems(false,false,false,false,false,false,false,true,false,false,false,false);
           
            else if(player.getClassId().equals(Maestro))
                    player.giveItems(false,false,false,false,false,false,false,true,false,false,false,false);
           
            else if(player.getClassId().equals(dreadnought))
                    player.giveItems(false,false,false,false,false,false,false,false,true,false,false,false);
           
            else if(player.getClassId().equals(hellKnight))
                    player.giveItems(false,false,false,false,false,false,false,false,false,true,false,false);
           
            else if(player.getClassId().equals(evaTemplar))
                    player.giveItems(false,false,false,false,false,false,false,false,false,true,false,false);
           
            else if(player.getClassId().equals(swordMuse))                 
                    player.giveItems(false,false,false,false,false,false,false,false,false,false,true,false);
           
            else if(player.getClassId().equals(windRider))                 
                    player.giveItems(true,false,false,false,false,false,false,false,false,false,false,false);
           
            else if(player.getClassId().equals(shillienTemplar))
                    player.giveItems(false,false,false,false,false,false,false,true,false,false,false,false);
                           
            else if(player.getClassId().equals(spectralDancer))
                    player.giveItems(false,false,false,false,false,false,false,false,false,false,false,true);
           
            else if(player.getClassId().equals(ghostHunter))
                    player.giveItems(true,false,false,false,false,false,false,false,false,false,false,false);
           
            else if(player.getClassId().equals(ghostSentinel))
                    player.giveItems(false,true,false,false,false,false,false,false,false,false,false,false);
           
+    }
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No..

 

 

 

    Index: java/com/l2jserver/gameserver/network/clientpackets/RequestRestartPoint.java

    ===================================================================

    --- java/com/l2jserver/gameserver/network/clientpackets/RequestRestartPoint.java    (revision 4422)

    +++ java/com/l2jserver/gameserver/network/clientpackets/RequestRestartPoint.java    (working copy)

    @@ -178,7 +178,8 @@

                        break;

                       

                    default:

    -                   loc = MapRegionTable.getInstance().getTeleToLocation(activeChar, MapRegionTable.TeleportWhereType.Town);

    +                   loc = new Location(X, Y, Z);

                        break;

                }

               

 

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thats the problem now at eclipse.. what can i do?? need at L2PcInstance a method. but how to do it??

You added it in the wrong place, no need at L2PcInstance, just scroll down and add this method.

 

P.S. autoequip code is really hardcoded.

P.S.S. If you use autoequip in this class, delete static.

Edited by numl0ckas
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You added it in the wrong place, no need at L2PcInstance, just scroll down and add this method.

 

P.S. autoequip code is really hardcoded.

P.S.S. If you use autoequip in this class, delete static.

what you mean?? can you explain me more??

 

+ ayami's code for the To Village button didnt work.. anyone gives me an idea??

Edited by Nosti21
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what you mean?? can you explain me more??

 

+ ayami's code for the To Village button didnt work.. anyone gives me an idea??

You have give a try in the code i give you before? ( the second post on page 2).

 

 

give a try here

 

RequestRestartPoint.Java


default:
if (activeChar.getKarma() > 0 && Config.ALT_KARMA_TELEPORT_TO_FLORAN)
            {
             loc = new Location(17836, 170178, -3507);// Floran Village
             break;
            }
-      loc = MapRegionTable.getInstance().getTeleToLocation(activeChar, MapRegionTable.TeleportWhereType.Town);
-      break;
-    }
+            loc = new Location(Config.LOCX, Config.LOCY, Config.LOCZ);// Respawn Village          
+            break;
+          }

Config.java

public static boolean NEW_PLAYER_EFFECT;
+
+// Custom respawn after die.
+public static int LOCX;
+public static int LOCY;
+public static int LOCZ;
 
 
NEW_PLAYER_EFFECT = Boolean.parseBoolean(frozenSettings.getProperty("NewPlayerEffect", "True"));
+ 
+   // Custom respawn after die
+   LOCX = Integer.parseInt(frozenSettings.getProperty("LocationX", "put a loc here"));
+   LOCY = Integer.parseInt(frozenSettings.getProperty("LocationY", "put a loc here"));
+   LOCZ = Integer.parseInt(frozenSettings.getProperty("LocationZ", "put a loc here"));

frozen.properties

# New players get fireworks the first time they log in
# Default: False
NewPlayerEffect = False
+
+ # Custom respawn for dead players
+ LocationX = put a loc here
+ LocationY = put a loc here
+ LocationZ = put a loc here
Edited by 'Baggos'
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You have give a try in the code i give you before? ( the second post on page 2).

 

 

give a try here

 

RequestRestartPoint.Java

- default:
-      if (activeChar.getKarma() > 0 && Config.ALT_KARMA_TELEPORT_TO_FLORAN)
-      {
-       loc = new Location(17836, 170178, -3507);// Floran Village
-       break;
-      }
-      loc = MapRegionTable.getInstance().getTeleToLocation(activeChar, MapRegionTable.TeleportWhereType.Town);
-      break;
-    }
 
+ default:
+      if (activeChar.getKarma() > 0 && Config.ALT_KARMA_TELEPORT_TO_FLORAN && Config.CUSTOM_RESPAWN)
+      {
+       loc = new Location(17836, 170178, -3507);// Floran Village
+       loc = new Location(Config.LOCX, Config.LOCY, Config.LOCZ);// Respawn Village
+       break;
+      }
+    }

Config.java

public static boolean NEW_PLAYER_EFFECT;
+
+// Custom respawn after death.
+public static boolean CUSTOM_RESPAWN;
+public static int LOCX;
+public static int LOCY;
+public static int LOCZ;
 
 
NEW_PLAYER_EFFECT = Boolean.parseBoolean(frozenSettings.getProperty("NewPlayerEffect", "True"));
+ 
+   // Custom respawn after dead
+   CUSTOM_RESPAWN = Boolean.parseBoolean(frozenSettings.getProperty("CustomRespawnEnable", "True"));
+   LOCX = Integer.parseInt(frozenSettings.getProperty("LocationX", "put a loc here"));
+   LOCY = Integer.parseInt(frozenSettings.getProperty("LocationY", "put a loc here"));
+   LOCZ = Integer.parseInt(frozenSettings.getProperty("LocationZ", "put a loc here"));

 

 

That will work with Karma Baggos ... -.-

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That will work with Karma Baggos ... -.-

oh yes.. you have right... where is my mind...

 

then i hope with this

 

default:

      if (activeChar.getKarma() > 0 && Config.ALT_KARMA_TELEPORT_TO_FLORAN)

      {

       loc = new Location(17836, 170178, -3507);// Floran Village

      }

+    

+      if (Config.CUSTOM_RESPAWN)

+       loc = new Location(Config.LOCX, Config.LOCY, Config.LOCZ);// Respawn Village

+       break;

+      }

 

or just like that. (without to put Enable config).

 

default:

      if (activeChar.getKarma() > 0 && Config.ALT_KARMA_TELEPORT_TO_FLORAN)

      {

       loc = new Location(17836, 170178, -3507);// Floran Village

+     loc = new Location(Config.LOCX, Config.LOCY, Config.LOCZ);// Respawn Village

      }

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oh yes.. you have right... where is my mind...

 

then i hope with this

 

default:

      if (activeChar.getKarma() > 0 && Config.ALT_KARMA_TELEPORT_TO_FLORAN)

      {

       loc = new Location(17836, 170178, -3507);// Floran Village

      }

+    

+      if (Config.CUSTOM_RESPAWN)

+       loc = new Location(Config.LOCX, Config.LOCY, Config.LOCZ);// Respawn Village

+       break;

+      }

 

or just like that. (without to put Enable config).

 

default:

      if (activeChar.getKarma() > 0 && Config.ALT_KARMA_TELEPORT_TO_FLORAN)

      {

       loc = new Location(17836, 170178, -3507);// Floran Village

+     loc = new Location(Config.LOCX, Config.LOCY, Config.LOCZ);// Respawn Village

      }

Just stop and read the code...

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Just stop and read the code...

 

Yeah Baggos... you do the same mistake again :P

And if you want to make it with config..

if (activeChar.getKarma() > 0 && Config.ALT_KARMA_TELEPORT_TO_FLORAN)
{
loc = new Location(17836, 170178, -3507);// Floran Village
break;
}
+ if(Config.CUSTOM_RESPAWN)
+ {
+ loc = new Location(Config.RESPAWN_X, Config.RESPAWN_Y, Config.RESPAWN_Z);
+ }
loc = MapRegionTable.getInstance().getTeleToLocation(activeChar, MapRegionTable.TeleportWhereType.Town);
break;	

/For Topic...

 

http://www.maxcheaters.com/topic/180110-respawn-location-after-death/?hl=respawn

Edited by activeChar.getAdena()
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Just stop and read the code...

Tessa if you look over, the 've changed.

i typed two times the same mistake, making copy/paste from the old.

 

default:

      if (activeChar.getKarma() > 0 && Config.ALT_KARMA_TELEPORT_TO_FLORAN)

      {

       loc = new Location(17836, 170178, -3507);// Floran Village

       break;

      }

-      loc = MapRegionTable.getInstance().getTeleToLocation(activeChar, MapRegionTable.TeleportWhereType.Town);

+       loc = new Location(Config.LOCX, Config.LOCY, Config.LOCZ);// Respawn Village After Die

      break;

    }

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    • Yes, it is, it's not hard to do (if you know what you're doing); just time consuming.   To make some things clear: 1. You can not create .ukx files with animated skeletalmeshes inside, by using any of the freeshared L2Editors (basically, no support for .psa files) 2. You need a patched UT2003/UT2004. You can either get your own ut2004 and download Gildor's patch from his web, or use any of these: When you use these, you should be able to import both .psk and .psa animations > link the skeletalmesh to the psa > save as .ukx > use ut2down to convert the file to l2 format > encrypt the .ukx with standard l2 encryption (you can use mxc encdec, you can find it in the folder of the l2editor i shared). Your best bet is to use pawnviewer (aka dev mode) to test that. If you have troubles with that process then leave a reply here, otherwise, if it works correctly, you can move on to adding missing animnotify classes to you unrealed, then proper animnotifies, sounds, effects or w/e is missing from your .ukx files. Keep in mind that this is overall not difficult but a huge amount of work (unless you're good at scripting/macros) since you'd need to manually re-create every single animnotify, by hand. If you have doubts or i wasn't clear enough let me know here. (in case you don't know what an animnotify is: UDN - Two - AnimNotifies (unrealengine.com) )  
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    • Custom = everything that is not part of my H5 client, such as Aegis skin, Death Knight skin, Constructor skin, Golden Valakas skin, an example is the pack containing 3 Golden Valakas skins+cloaks, to give you an idea, this pack consumes almost 200MB within the system, another example of custom is the Hunter Head set made by Asuki, almost 100MB within the system, every custom item added to the client, specifically within the system folder will increase the consumption of your client's virtual ram memory, the more custom added there, the faster your client will close due to critical. Around 4 to 5 custom packs that I removed from the system and made my client reach the ram virtual limit only after more than 40 hours online, in other words; It is only worth adding custom items to the system folder if it is very well compressed, maximum up to 10MB per custom pack (This pack below in the photo, only it inside your client - system consumes almost 200MB, when I removed this pack inside the system it increased the game's lifespan by almost 4h during my tests)
    • ready pack for sale with lucera files made from scratch price is 350 euros without the license the server is x30 rate the server is there to see everything test ie.. there have been several changes everything works there will be support for everything for as long as possible please, can you send me a message here, there is complete transparency in everything
    • The author has been using an alternate account under the name @project166 to promote their services, which violates our RULES. Additionally, the author does not adhere to our guidelines regarding the inclusion of pricing information.     Topic Locked.
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