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Posted

So there we go! The full L2Tenkai sources and project at the hands of anyone wishing to check it out:

 

https://github.com/PCasafont/L2T_Server

 

Feel free to branch it and/or do whatever you like with it.

 

Some brief description of what's coming in the pack:

  • Helios client support
  • Most of the latest features supported, featuring:
    • New SA system (Ensoul).
    • Full support of latest Life Stones.
    • Beauty manager.
    • Compound system.
    • Abilities system.
  • Tons of rewritten modules, featuring:
    • Skill effects in L2Tenkai are called abnormals, and abnormals can have diverse effects and stat modifiers in them.
    • Armorsets are in XML and have full support for the dynamic effects they can grant.
    • Augments system has been completely rewritten. Now you have a big folder with xmls specifying all the effects and a lifeStones xml which tells what effects can each life stone bestow to items.
    • Spawn system. You can have spawns in the NPCs' data, in different XMLs under the /spawns folder and there's support for dynamic spawn groups (for stuff like night/day mobs, fortress guards, castle...)
    • Raid boss spawns are now handled in the NPCs' data, you can give NPCs unique spawns with long respawn times which will be stored in the database.
    • Skill XMLs are much more readable.
    • Item XMLs are much more readable.
    • NPC XMLs are much more readable.
  • Extremelly customizable, with the data_[name of your server] folder, in which you'll be able to override all the data to your liking without touching the original stuff.
  • All the player classes and skills up to Underground implemented, partially updated to Helios.
  • All the important items up to Underground implemented, partially updated to Helios.
  • A huge bunch of custom and retail instances/bosses/scripts, most of which I'd honestly rewrite, but most of them work most of the time   ::)
  • Classic-ready, which means that with some configs and tweaks you can make a classic server.
  • Countless custom features which can be enabled or disabled, featuring:
    • Events system. It's pretty cool and modular, you can add games in them, set variable and random rewards as if they were monster drops, rewards take the players' performance into account...
    • Auctions system, in which rare items can appear periodically and then players can place bids with any currency.
    • Farm zones manager. If you're a lazy admin like me, you can specify general drops for entire zones, or even give their monsters stat modifiers.
    • Custom sell. Players can set stores exchanging items they have for others, not necessarily adena. Pretty handy for custom currencies or gear trades. When other players click on them they will see it like a NPC multisell.
    • Appearance preview. Players can navigate through all the available appearances and try them on their chars, so that they can have a better idea of which to buy. Appearance previews are only available at town and they go away after 1 minute.
  • Pretty damn balanced, retail-like and customizable formulas, able to balance even a server with unnerfed Dragonclaw Weapons.
  • Check here for another insight to the server features.
  • I'm still missing tons of information... there are 8 years of work behind that, and I'm too lazy atm to describe it all, so just go and play L2Tenkai to have a better idea or just run your own instance of the project and test it.

Enjoy!

  • Upvote 4
Posted

Just curious, were you a developer and project owner at the same time?

He is the owner and dev of the Project / Server L2 Tenkai.

 

Please share a tutorial , how to compile this source.

 

Share to tools and other things please

I dont think that Pere or someone else should share a Tutorial on how to compile those files.

To use them you need at least a bit of knowlege with Java and a base thing is compiling java files :)

( just use google, it should answer your questions )

Posted

The files are a bit messy, try opening them as an intellij idea project. It's been ages since the last time I built that, I always run it from the IDE, even the live server.

 

And yes, I'm a server owner since about 9 years ago. Thank you l2j having given me such a great motivation to keep learning ^^

Posted

Why? They can't even run the server... :lol:

 

Please Tessa, create for me video tutorial with you =( I'm newbie and need your help... please =( =(

Posted

Please Tessa, create for me video tutorial with you =( I'm newbie and need your help... please =( =(

On my way!

1) Learn Java

2) Pm AccessDenied to confirm that you know Java

3) Repeat :lol:

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  • 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).
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