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Posted
Hello.

 

I made this instances system because I will be using it on a server and I decided to share it since it's very simple.

 

You just call setInstanceId(id). 0 is the default instance id.

Doors and fences are visible to all instances.

 

I tested it and it seemed to work fine with drops/aoe skills etc.

If you find any bugs report them and I will fix.

 


Posted (edited)

Pretty basic and minimalistic version, but you didn't cover all instance scenarios / possible 'bugs'  :)

Edited by SweeTs
Posted (edited)

Pretty basic and minimalistic version, but you didn't cover all instance scenarios / possible 'bugs'  :)

 

Yeah I didn't extend it adding Instance objects and such because I didn't feel it was necessary for the purpose I need it. An instance manager to properly generate instance ids would be good though, but I only need 1 more instance besides 0.

 

I am happy to fix any bugs I might have forgotten about, if you mention them :)

Edited by An4rchy
Posted

Yeah I didn't extend it adding Instance objects and such because I didn't feel it was necessary for the purpose I need it.

Oh I see, that makes sense  ^-^

Posted

We have to add on spawnlist tab with instance id ? can you help a bit about that? :D

I didn't edit the spawns to support instance id, you can edit //spawn command though to support instance id too.

  • 1 month later...
Posted

Thanks for share.

 

 

How hard is it to make a table in order to store if an instance is "taken" or not, so it automatically puts other players to another instance if the previous instance is "maxed out" and so on?

 

Is it hard? Can you/someone provide code?

 

Any help is appreciated. :)

Posted (edited)

[gr] gt xrisimopihs to  getDifferentInstanceObjects() kai den bazis ta check katheythian pio pano pou kani remove kai add ta object ?

den xriazete na treksis ali for

 

episis den xriazete na pas sto attackable kai sto pcinstance kai na kanis item.setInstanceId(getInstanceId())

mporis apla na to setaris sto ItemInstance stin methodo dropMe ( apla gia na min epenalambanis )

public final void dropMe(L2Character dropper, int x, int y, int z)
{
+	setDimension(dropper.getDimension());
	ThreadPool.execute(new ItemDropTask(this, dropper, x, y, z));
}

kata ta alla wraios code [/gr]

 

ty for share

Edited by pirama
Posted (edited)

[gr] gt xrisimopihs to  getDifferentInstanceObjects() kai den bazis ta check katheythian pio pano pou kani remove kai add ta object ?

den xriazete na treksis ali for

 

episis den xriazete na pas sto attackable kai sto pcinstance kai na kanis item.setInstanceId(getInstanceId())

mporis apla na to setaris sto ItemInstance stin methodo dropMe ( apla gia na min epenalambanis )

public final void dropMe(L2Character dropper, int x, int y, int z)
{
+	setDimension(dropper.getDimension());
	ThreadPool.execute(new ItemDropTask(this, dropper, x, y, z));
}

kata ta alla wraios code [/gr]

 

ty for share

 

Otan to eftiaksa eixa valei ena lahos check kai den mou estelne to DeleteObject kai ta objects den efebgan, emenan san dummies. Meta to eftiaksa kai to afisa etsi, den alazei kai kati etsi kai alios.

 

 

Thanks for share.

 

 

How hard is it to make a table in order to store if an instance is "taken" or not, so it automatically puts other players to another instance if the previous instance is "maxed out" and so on?

 

Is it hard? Can you/someone provide code?

 

Any help is appreciated. :)

 

The version I shared is minimalistic, if you want to store objects inside instances and keep data of the instances you have to create a manager and make a few changes on the code. Check Trance's shared version, the code is more completed and it stores the objects in difference instance objects.

Edited by An4rchy
  • 1 year later...
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