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Posted (edited)

Hello all,


Since I love to help people if my knowledge can provide the solution, I'm here to help you with your requests/problems about l2j.
I'm usually on for 3-4 hours per day so don't expect fast respond.

  • I'd love to create your idea and give you the code ready but get real, I wont spend hours for just one thing , so don't request something big
  • Feel free to ask any thing you cant understand, blame is not allowed here :)
  • I have no idea for anything related to client side.
  • Atm I'm working on aCis project (feel free to ask something which is related to another project ).

 

Finally,

I want to do this because it will be useful (for some members) but for me too, I'm learning java and I would like to improve my skills so I found it great idea.

 

If this post is in wrong section please a mod move it to the proper one :) Thank you!

 

Edited by SailFpO
Posted

maybe can you help me , how to disable Quiz event on l2jmythras files its shered here 

[15:23:48]  INFO Dress me system: Load 27 Big Sword(s).
[15:23:48]  INFO Dress me system: Load 4 Rod(s).
[15:23:48]  INFO Dress me system: Load 44 Big Blunt(s).
[15:23:48]  INFO Dress me system: Load 20 Crossbow(s).
[15:23:48]  INFO Dress me system: Load 21 Rapier(s).
[15:23:48]  INFO Dress me system: Load 21 Ancient Sword(s).
[15:23:48]  INFO Dress me system: Load 9 Dual Dagger(s).
Loading Quiz.java
[15:23:51]  INFO Loaded Service: ScripsConfig
[15:23:51]  INFO Loaded Service: SellPcService
[15:23:51]  INFO CommunityBoard: Manage Career service loaded.
[15:23:51]  INFO CommunityBoard: Auction System Service loaded.
[15:23:51]  INFO CommunityBoard: service loaded.
[15:23:51]  INFO CommunityBoard: Bosses loaded.
[15:23:51]  INFO CommunityBoard: Clan Community service loaded.
[15:23:51]  INFO CommunityBoard: Drop Calculator service loaded.

im tring to find where i can turn it off but cant. can you help?

Posted (edited)

Take a look in your gameserver.java if there exists a line 'Quiz.getinstance()' , if you found it just add // or delete it

p.s. it could be with configs for enable/disable

Edited by SailFpO
Posted
3 hours ago, Benskis said:

Hey, maybe You could share Your buffer's code if You have one. I just hate scheme buffers. 

Well I do not have anything because I'm not planning to open a server :P , you can find infinity buffers here in mxc especially without scheme options

Posted
12 minutes ago, Blood Tears ♡ said:

I need simple npc for l2jacis , I want to be something like this:
it will requre item "X" to get item "Y", and the second option is to buy equipment with item "Y"

There is a donate shop shared you can take it and see how things works reading a code it will be helpful

Posted (edited)

Request from: Blood Tears ♡

3 hours ago, Blood Tears ♡ said:

I need simple npc for l2jacis , I want to be something like this:
it will requre item "X" to get item "Y", and the second option is to buy equipment with item "Y"

Let me know if you need configs.

code:

 

Source:

### Eclipse Workspace Patch 1.0
#P aCis_gameserver
Index: java/net/sf/l2j/gameserver/model/actor/instance/Trader.java
===================================================================
--- java/net/sf/l2j/gameserver/model/actor/instance/Trader.java	(nonexistent)
+++ java/net/sf/l2j/gameserver/model/actor/instance/Trader.java	(working copy)
@@ -0,0 +1,72 @@
+package net.sf.l2j.gameserver.model.actor.instance;
+
+import java.util.StringTokenizer;
+
+import net.sf.l2j.gameserver.model.actor.template.NpcTemplate;
+import net.sf.l2j.gameserver.network.SystemMessageId;
+import net.sf.l2j.gameserver.network.serverpackets.SystemMessage;
+
+public class Trader extends Folk
+{
+	private static final int[] REQUIRE_ITEM_FOR_EX =
+	{
+		3031,	//the item that the user must have to exchange it with the REWARD_ITEM
+		10 		//the count
+	};
+	private static final int[] REWARD_ITEM =
+	{
+		1872,	//the item that will get after the exchange
+		1		//the count
+	};
+	
+	private static final int REQUIRE_EQUIP_ITEM_CNT = 1;	//the count of items that the npc will consume to give the equip item, the id is the REWARD_ITEM[0]
+	private static final int EQUIP_ITEM_ID[] =
+	{
+		7575,	//the equipment item
+		1		//the count
+	};
+
+
+	
+	public Trader(int objectId, NpcTemplate template)
+	{
+		super(objectId, template);
+	}
+	
+	@Override
+	public void onBypassFeedback(Player player, String command)
+	{
+		StringTokenizer st = new StringTokenizer(command, " ");
+		String currentCommand = st.nextToken();
+		
+		if (currentCommand.startsWith("exchange"))
+		{
+			if (!player.destroyItemByItemId("ex", REQUIRE_ITEM_FOR_EX[0], REQUIRE_ITEM_FOR_EX[1], null, true))
+				player.sendPacket(SystemMessage.getSystemMessage(SystemMessageId.NOT_ENOUGH_REQUIRED_ITEMS));
+			else
+				player.addItem("rew", REWARD_ITEM[0], REWARD_ITEM[1], null, true);
+		}
+		else if (currentCommand.startsWith("buy"))
+		{
+			if (!player.destroyItemByItemId("ex", REWARD_ITEM[0], REQUIRE_EQUIP_ITEM_CNT, null, true))
+				player.sendPacket(SystemMessage.getSystemMessage(SystemMessageId.NOT_ENOUGH_REQUIRED_ITEMS));
+			else
+				player.addItem("rew", EQUIP_ITEM_ID[0], EQUIP_ITEM_ID[1], null, true);
+		}
+		
+		super.onBypassFeedback(player, command);
+	}
+	
+	@Override
+	public String getHtmlPath(int npcId, int val)
+	{
+		String filename = "";
+		if (val == 0)
+			filename = "" + npcId;
+		else
+			filename = npcId + "-" + val;
+		
+		return "data/html/mods/Trader/" + filename + ".htm";
+	}
+	
+}
\ No newline at end of file


Npc XML:
### Eclipse Workspace Patch 1.0
#P aCis_datapack
Index: data/xml/npcs/50000-50999.xml
===================================================================
--- data/xml/npcs/50000-50999.xml	(revision 4)
+++ data/xml/npcs/50000-50999.xml	(working copy)
@@ -111,4 +111,42 @@
 			<skill id="4416" level="18"/>
 		</skills>
 	</npc>
+	
+		<npc id="50009" idTemplate="30519" name="Trader" title="Crappy Trader">
+		<set name="usingServerSideName" val="true"/>
+		<set name="usingServerSideTitle" val="true"/>
+		<set name="level" val="70"/>
+		<set name="radius" val="7"/>
+		<set name="height" val="18"/>
+		<set name="rHand" val="0"/>
+		<set name="lHand" val="0"/>
+		<set name="type" val="Trader"/>
+		<set name="exp" val="0"/>
+		<set name="sp" val="0"/>
+		<set name="hp" val="2444.46819"/>
+		<set name="mp" val="1345.8"/>
+		<set name="hpRegen" val="7.5"/>
+		<set name="mpRegen" val="2.7"/>
+		<set name="pAtk" val="688.86373"/>
+		<set name="pDef" val="295.91597"/>
+		<set name="mAtk" val="470.40463"/>
+		<set name="mDef" val="216.53847"/>
+		<set name="crit" val="4"/>
+		<set name="atkSpd" val="253"/>
+		<set name="str" val="40"/>
+		<set name="int" val="21"/>
+		<set name="dex" val="30"/>
+		<set name="wit" val="20"/>
+		<set name="con" val="43"/>
+		<set name="men" val="20"/>
+		<set name="corpseTime" val="7"/>
+		<set name="walkSpd" val="50"/>
+		<set name="runSpd" val="120"/>
+		<set name="dropHerbGroup" val="0"/>
+		<ai type="DEFAULT" ssCount="0" ssRate="0" spsCount="0" spsRate="0" aggro="0" canMove="true" seedable="false"/>
+		<skills>
+			<skill id="4045" level="1"/>
+			<skill id="4416" level="18"/>
+		</skills>
+	</npc>
 </list>
\ No newline at end of file


Npc HTML:
### Eclipse Workspace Patch 1.0
#P aCis_datapack
Index: data/html/mods/trader/50009.htm
===================================================================
--- data/html/mods/trader/50009.htm	(nonexistent)
+++ data/html/mods/trader/50009.htm	(working copy)
@@ -0,0 +1,8 @@
+<html><body>
+	<center>
+	Your custom staff here.
+	
+	<button value="exchange" action="bypass npc_%objectId%_exchange" height=15 width=45 back="sek.cbui94" fore="sek.cbui92">
+	<button value="buy" action="bypass npc_%objectId%_buy" height=15 width=45 back="sek.cbui94" fore="sek.cbui92">
+	
+</body></html>
\ No newline at end of file


 

 

You have to create a new folder in data/html/mods with name trader and inside create a new html with the npc id as name. (in my case was 50009), then paste the html code

Edited by SailFpO
Posted
1 hour ago, SailFpO said:

Request from: Blood Tears ♡

Let me know if you need configs.

code:

  Reveal hidden contents


Source:

### Eclipse Workspace Patch 1.0
#P aCis_gameserver
Index: java/net/sf/l2j/gameserver/model/actor/instance/Trader.java
===================================================================
--- java/net/sf/l2j/gameserver/model/actor/instance/Trader.java	(nonexistent)
+++ java/net/sf/l2j/gameserver/model/actor/instance/Trader.java	(working copy)
@@ -0,0 +1,72 @@
+package net.sf.l2j.gameserver.model.actor.instance;
+
+import java.util.StringTokenizer;
+
+import net.sf.l2j.gameserver.model.actor.template.NpcTemplate;
+import net.sf.l2j.gameserver.network.SystemMessageId;
+import net.sf.l2j.gameserver.network.serverpackets.SystemMessage;
+
+public class Trader extends Folk
+{
+	private static final int[] REQUIRE_ITEM_FOR_EX =
+	{
+		3031,	//the item that the user must have to exchange it with the REWARD_ITEM
+		10 		//the count
+	};
+	private static final int[] REWARD_ITEM =
+	{
+		1872,	//the item that will get after the exchange
+		1		//the count
+	};
+	
+	private static final int REQUIRE_EQUIP_ITEM_CNT = 1;	//the count of items that the npc will consume to give the equip item, the id is the REWARD_ITEM[0]
+	private static final int EQUIP_ITEM_ID[] =
+	{
+		7575,	//the equipment item
+		1		//the count
+	};
+
+
+	
+	public Trader(int objectId, NpcTemplate template)
+	{
+		super(objectId, template);
+	}
+	
+	@Override
+	public void onBypassFeedback(Player player, String command)
+	{
+		StringTokenizer st = new StringTokenizer(command, " ");
+		String currentCommand = st.nextToken();
+		
+		if (currentCommand.startsWith("exchange"))
+		{
+			if (!player.destroyItemByItemId("ex", REQUIRE_ITEM_FOR_EX[0], REQUIRE_ITEM_FOR_EX[1], null, true))
+				player.sendPacket(SystemMessage.getSystemMessage(SystemMessageId.NOT_ENOUGH_REQUIRED_ITEMS));
+			else
+				player.addItem("rew", REWARD_ITEM[0], REWARD_ITEM[1], null, true);
+		}
+		else if (currentCommand.startsWith("buy"))
+		{
+			if (!player.destroyItemByItemId("ex", REWARD_ITEM[0], REQUIRE_EQUIP_ITEM_CNT, null, true))
+				player.sendPacket(SystemMessage.getSystemMessage(SystemMessageId.NOT_ENOUGH_REQUIRED_ITEMS));
+			else
+				player.addItem("rew", EQUIP_ITEM_ID[0], EQUIP_ITEM_ID[1], null, true);
+		}
+		
+		super.onBypassFeedback(player, command);
+	}
+	
+	@Override
+	public String getHtmlPath(int npcId, int val)
+	{
+		String filename = "";
+		if (val == 0)
+			filename = "" + npcId;
+		else
+			filename = npcId + "-" + val;
+		
+		return "data/html/mods/Trader/" + filename + ".htm";
+	}
+	
+}
\ No newline at end of file


Npc XML:
### Eclipse Workspace Patch 1.0
#P aCis_datapack
Index: data/xml/npcs/50000-50999.xml
===================================================================
--- data/xml/npcs/50000-50999.xml	(revision 4)
+++ data/xml/npcs/50000-50999.xml	(working copy)
@@ -111,4 +111,42 @@
 			<skill id="4416" level="18"/>
 		</skills>
 	</npc>
+	
+		<npc id="50009" idTemplate="30519" name="Trader" title="Crappy Trader">
+		<set name="usingServerSideName" val="true"/>
+		<set name="usingServerSideTitle" val="true"/>
+		<set name="level" val="70"/>
+		<set name="radius" val="7"/>
+		<set name="height" val="18"/>
+		<set name="rHand" val="0"/>
+		<set name="lHand" val="0"/>
+		<set name="type" val="Trader"/>
+		<set name="exp" val="0"/>
+		<set name="sp" val="0"/>
+		<set name="hp" val="2444.46819"/>
+		<set name="mp" val="1345.8"/>
+		<set name="hpRegen" val="7.5"/>
+		<set name="mpRegen" val="2.7"/>
+		<set name="pAtk" val="688.86373"/>
+		<set name="pDef" val="295.91597"/>
+		<set name="mAtk" val="470.40463"/>
+		<set name="mDef" val="216.53847"/>
+		<set name="crit" val="4"/>
+		<set name="atkSpd" val="253"/>
+		<set name="str" val="40"/>
+		<set name="int" val="21"/>
+		<set name="dex" val="30"/>
+		<set name="wit" val="20"/>
+		<set name="con" val="43"/>
+		<set name="men" val="20"/>
+		<set name="corpseTime" val="7"/>
+		<set name="walkSpd" val="50"/>
+		<set name="runSpd" val="120"/>
+		<set name="dropHerbGroup" val="0"/>
+		<ai type="DEFAULT" ssCount="0" ssRate="0" spsCount="0" spsRate="0" aggro="0" canMove="true" seedable="false"/>
+		<skills>
+			<skill id="4045" level="1"/>
+			<skill id="4416" level="18"/>
+		</skills>
+	</npc>
 </list>
\ No newline at end of file


Npc HTML:
### Eclipse Workspace Patch 1.0
#P aCis_datapack
Index: data/html/mods/trader/50009.htm
===================================================================
--- data/html/mods/trader/50009.htm	(nonexistent)
+++ data/html/mods/trader/50009.htm	(working copy)
@@ -0,0 +1,8 @@
+<html><body>
+	<center>
+	Your custom staff here.
+	
+	<button value="exchange" action="bypass npc_%objectId%_exchange" height=15 width=45 back="sek.cbui94" fore="sek.cbui92">
+	<button value="buy" action="bypass npc_%objectId%_buy" height=15 width=45 back="sek.cbui94" fore="sek.cbui92">
+	
+</body></html>
\ No newline at end of file


 

 

You have to create a new folder in data/html/mods with name trader and inside create a new html with the npc id as name. (in my case was 50009), then paste the html code

Thank you.

Posted

you can make this 

<button value="exchange" action="bypass npc_%objectId%_exchange" height=15 width=45 back="sek.cbui94" fore="sek.cbui92">

as like this

<button value="exchange" action="bypass npc_%objectId%_exchange $count" height=15 width=45 back="sek.cbui94" fore="sek.cbui92">

for player dont need press all time 1 button with <edit var="$count" width=120 height=15> default conut = 1 if box is space

Posted (edited)
6 minutes ago, tazerman2 said:

you can make this 


<button value="exchange" action="bypass npc_%objectId%_exchange" height=15 width=45 back="sek.cbui94" fore="sek.cbui92">

as like this


<button value="exchange" action="bypass npc_%objectId%_exchange $count" height=15 width=45 back="sek.cbui94" fore="sek.cbui92">

for player dont need press all time 1 button with <edit var="$count" width=120 height=15> default conut = 1 if box is space

Well a good code must be secured too, Generally avoid to create codes that uses value from html because this one can be easily bypassed from programs like andrenaline...

Even in buffer case where the bypass is npc_%objectId%_buff 1204 2 can be bypassed to npc_%objectId%_buff 7029 4

and the user will get gm speed lvl 4...

 

p.s Ofc a code like you did with all necessary checks inside can be worked too without any problem but its a huge amount of wasted time :D

 

Ontopic: good job for your time

Edited by melron
Posted (edited)
if (!player.destroyItemByItemId("ex", REQUIRE_ITEM_FOR_EX[0], REQUIRE_ITEM_FOR_EX[1], null, true))
    player.sendPacket(SystemMessage.getSystemMessage(SystemMessageId.NOT_ENOUGH_REQUIRED_ITEMS));
else
    player.addItem("rew", REWARD_ITEM[0], REWARD_ITEM[1], null, true);

You could make it like

if (!player.destroyItemByItemId("ex", REQUIRE_ITEM_FOR_EX[0], REQUIRE_ITEM_FOR_EX[1], null, true))
    return;
	player.addItem("rew", REWARD_ITEM[0], REWARD_ITEM[1], null, true);

If destroyItem.. return false, you get the message about incorect item count. With your message, you get it twice.

Edited by SweeTs
Posted
7 hours ago, SweeTs said:

If destroyItem.. return false, you get the message about incorect item count. With your message, you get it twice.

Well, it's not twice :P if you look carefully

the default one inside of destroyitem.... is

if (sendMessage)
	sendPacket(SystemMessageId.NOT_ENOUGH_ITEMS);

which is the message "Incorrect item count." in the player's chat.

the second one (I added) is

SystemMessageId.NOT_ENOUGH_REQUIRED_ITEMS)

which is the message in dialog "You do not have enough required items." :D

I just like the dialog to appear when the player haven't all the required items. (it's just optional)

  • 3 months later...
Posted (edited)

Hello SailFpO maybe you can help and tell me how can i make empti scroll thets convert my sp to a full sp scroll and then later can sell to some other player? i meen to make player sell they own sp.

Sory for my english.

Edited by kreis
Posted (edited)
1 hour ago, kreis said:

Hello SailFpO maybe you can help and tell me how can i make empti scroll thets convert my sp to a full sp scroll and then later can sell to some other player? i meen to make player sell they own sp.

Sory for my english.

1) You have to create your own item handler

2) You need somewhere to save the value after the server restart. So add one more field in your items table in db to store the sp

3) if you are using acis , at restore() method of class Inventory add one more field in the statement where is loading the informations of items like :

"SELECT object_id, item_id, count, enchant_level, loc, loc_data, custom_type1, custom_type2, mana_left, time, SP FROM items WHERE owner_id=? AND (loc=? OR loc=?) ORDER BY loc_data

4) restoreFromDb() method add one more int 'sp' and handle it. example:

public static ItemInstance restoreFromDb(int ownerId, ResultSet rs)
 	{
 		ItemInstance inst = null;
-		int objectId, item_id, loc_data, enchant_level, custom_type1, custom_type2, manaLeft, count;
+		int objectId, item_id, loc_data, enchant_level, custom_type1, custom_type2, manaLeft, count, sp;
 		long time;
 		ItemLocation loc;
 		try
@@ -878,6 +878,7 @@
 			custom_type2 = rs.getInt("custom_type2");
 			manaLeft = rs.getInt("mana_left");
 			time = rs.getLong("time");
+			sp = rs.getInt("sp");
 		}
 		catch (Exception e)
 		{
@@ -902,6 +903,7 @@
 		inst._locData = loc_data;
 		inst._existsInDb = true;
 		inst._storedInDb = true;
+		inst.setSP(sp, false);
 		
 		// Setup life time for shadow weapons
 		inst._mana = manaLeft;
@@ -1262,4 +1264,41 @@
 		
 		return Integer.compare(item.getObjectId(), getObjectId());
 	}
+	
+	private int SP = 0;
+	
+	public int getSP()
+	{
+		return SP;
+	}
+	
+	public void setSP(int sp, boolean store)
+	{
+		SP = sp;
+		if (store)
+			try (Connection con = L2DatabaseFactory.getInstance().getConnection(); PreparedStatement ps = con.prepareStatement("UPDATE items SET sp=? WHERE object_id=?"))
+			{
+				ps.setInt(1, getSP());
+				ps.setInt(2, getObjectId());
+				ps.executeUpdate();
+			}
+			catch (SQLException e)
+			{
+				e.printStackTrace();
+			}
+	}
 
\ No newline at end of file

5) add the above methods and complete your request in your item handler something like that:

	@Override
	public void useItem(Playable playable, ItemInstance item, boolean forceUse)
	{
		if (!(playable instanceof Player))
			return;
		
		Player activeChar = (Player) playable;
		
		if (item.getSP() > 0)
		{
			activeChar.addExpAndSp(0, item.getSP());
			item.setSP(0, true);
			activeChar.destroyItem("SP", item, null, true);
		}
		else if (activeChar.getSp() > 0)
		{
			final int charSP = activeChar.getSp();
			activeChar.removeExpAndSp(0, charSP);
			item.setSP(charSP, true);
			activeChar.sendMessage(charSP + " saved!");
		}
		else
			activeChar.sendMessage("You do not have enough SP!");
	}

 

 

p.s i didnt test it

Edited by melron
Guest
This topic is now closed to further replies.


  • Posts

    • Server Hardware Configuration:   Recommended Configuration: CPU i7 with 3.0GHz frequency, 6 cores or more, solid-state drive, 16GB RAM or more. Recommended to use Experience Mode for gaming with no less than 1000 FakePlayers on the server. For optimal gaming experience, FakePlayer levels in Immersive Mode need to be higher than the script requirements. Siege War: Clan members must be level 40 or above to run siege war scripts. Olympics: Must be level 76 or above to run Olympics scripts.   Game Mode Introduction:   Immersive Mode: FakePlayers start from level 1, simulating real player growth paths, suitable for nostalgic and new players. Experience Mode: FakePlayers are randomly assigned levels 1-85, with fixed levels, suitable for quick game experience or veteran players revisiting classics. Mode Switching Guide: Default setting is Experience Mode. To switch to Immersive Mode, edit the GameMode item in \gameserver\config\jf_config.properties file, changing the value from True to False.   Clan System Features:   FakePlayers automatically create and manage clans, supporting player declarations of war against them. Automatically identifies enemy clans and organizes teams for battle. Players can easily manage clan members through custom commands, including teaming, summoning, resting, and other functions.   Classes and Custom Commands:   Considering the single-player environment, some classes have been merged and optimized, such as Bard, Support, and Dwarf classes. FakePlayers automatically utilize fashion, vehicles, transformation, and bracelet systems to enhance game diversity. Provides rich custom commands such as .RandomTeam, .SummonTeammate, etc., enhancing interaction between players and FakePlayers.   Activity Participation:   FakePlayers can automatically join TVT battles, GVG competitions, CtF capture the flag, and other exciting activities, providing players with rich gaming experiences.   Siege War Instructions: In the GM menu, you can apply, withdraw, and teleport to castle-related maps.When it's not siege event time, you can manually start siege wars.   FakePlayer siege behavior is controlled by scripts. During sieges, you can form regular teams and alliance teams, but cannot form clan teams or use clan summoning commands.   Siege Time Settings:   Siege application deadline modified to 5 minutes before registration closes. Siege duration changed from 2 hours to 30 minutes. Next siege time after siege ends adjusted to once per week. After FakePlayers obtain castle ownership, they automatically announce the next siege time as the nearest Sunday around 8 PM. When real players obtain castles, they need to manually set the next siege time or use default time.   Siege War Process: FakePlayers automatically apply for sieges, automatically conduct siege activities every Sunday and obtain castle ownership.   When castle is initially owned by NPCs: When there's only 1 attacking clan, obtaining the castle seal ends the siege war. When there are 2 or more attacking parties, in the first attack, attacking clans automatically form temporary alliances, players won't be selected and won't attack alliance members. After one party successfully seals, enters castle ownership alternation phase. Temporary alliance dissolves, battlefield transforms to full attack state where both attackers and defenders can attack each other. When castle is initially owned by FakePlayer clans or real players: After obtaining castle seal, enters castle ownership alternation phase.   Olympics Competition Instructions: Default activity time is daily from 18:00 to 00:00 the next day. Can be activated through GM console outside time periods.Non-time period activation method: GM console > Olympics > Start Olympics   Players must be nobles in main class state to participate in Olympics. FakePlayers automatically obtain noble status when participating in Olympics. Recommended to enable script control, this setting allows FakePlayers to automatically register for Olympics to generate real FakePlayer Olympics data. Setting activation: jf_config.properties --> lines 314, 321, 328. After players register for classless, individual class, and unlimited team competitions, FakePlayers and FakePlayer teams will automatically be generated for companionship. Scoring rules are consistent with official servers. Olympics runs monthly cycles, with settlement days on the 1st and 15th of each month. At cycle end, FakePlayers automatically apply to become heroes, players need to manually perform hero certification to become heroes.   Update Notes:   Optimized team system, fixed abnormal teammate name issues. GM console element enhancement menu fully localized, more convenient operation. Game mode switching simplified, one-click switching between Immersive and Experience modes. Reduced FakePlayer server-wide chat frequency, creating a more harmonious gaming environment. FakePlayer AI logic fully upgraded, reducing lag phenomena and improving game fluidity. FakePlayer clan joining events optimized, manual clan invitation function fixed. Introduced FakePlayer 1V1 duel system, enhancing combat fun. Integrated simple auto-assist system, optimizing game experience. Activated automatic potion supply function, reducing player operation burden. Implemented alliance and federation construction between real players and FakePlayers. FakePlayers automatically join team waiting queues, enhancing social interaction. Added FakePlayer private shops, enriching the trading system. Bulletin board built-in auction house upgrade, FakePlayers sell high-level items, players can also list items, FakePlayers randomly purchase. Opened some advanced dungeons accessible to FakePlayers, including Purgatory Abyss series, Immortal/Destruction/Annihilation Seed dungeons and multiple classic maps. Added normal boss respawn time settings Fixed new character Chinese title garbled text Fixed character shop setup not leveling Fixed TVT activity score anomalies In Experience Mode, teaming with FakePlayers modified to: FakePlayers normally gain experience and level up Fixed bug where FakePlayer accessories couldn't be completely replaced in Immersive Mode Fixed some issues with wild FakePlayers not fighting back Fixed bug where FakePlayers could still attack normally when under fear or loss of control debuff states Added Divine Knight FakePlayer class summoning small undead bird skill Optimized Knight class third job skill usage Optimized FakePlayer Wizard class combat logic in Olympics events Fixed Hero "one sentence" function Fixed bug where units couldn't be assigned when inviting FakePlayers to join clan Fixed bug of attacking wild BOSS followers while AFK Fixed bug of FakePlayers attacking wild BOSS followers when not AFK Fixed VIP member system Optimized Knight team combat logic Corrected boss teleport point confusion FakePlayers can enter "4 Cups" dungeon without restrictions "4 Cups" series quest localization corrections FakePlayers can enter Small Baium dungeon without restrictions Fixed alliance channel teammate auto-leaving bug Fixed alliance channel summon attacking teammates bug Fixed alliance channel code recursive infinite loop bug under certain probability Added alliance channel FakePlayer death resurrection script Fixed bug where FakePlayers could only equip S80 equipment at maximum Added custom FakePlayer crafting workshop and private shop (MS system) - see detailed instructions Added FakePlayer generation speed and initial level settings for Experience and Immersive modes Optimized database connections, breaking through 3000 player limit Fixed bug of wild same-clan FakePlayers fighting each other Siege War (test) real player difficulty appropriately increased Added Arrogance, Forge, Monastery, Imperial Tomb, Dragon Valley, various tombs, temples and other FakePlayer leveling maps, thanks to: TaoXiaoSan Quest testing and htm localization corrections, thanks to: Floating Cloud To reduce server burden, temporarily disabled FakePlayer item pickup function (won't update data but still has pickup actions) Modified auction house listing item logic (whether to close this service?) Fixed TVT, GVG, Ctf, LastHero, team events conflicting with siege events and Olympics bugs Added robot chat interface (private chat only) Added Dwarf race summoning robot Golem (non-siege) Reconstructed FakePlayer resurrection logic Restored in-game item shop When team hunting BOSS, Priest classes only provide healing services, debuff usage probability increased Opened FakePlayer equipment enhancement custom permissions Added server FakePlayer clan quantity settings   Download   Note: This LineageII l2jserver is not fully English!!!  
    • Server Hardware Configuration:   Recommended Configuration: CPU i7 with 3.0GHz frequency, 6 cores or more, solid-state drive, 16GB RAM or more. Recommended to use Experience Mode for gaming with no less than 1000 FakePlayers on the server. For optimal gaming experience, FakePlayer levels in Immersive Mode need to be higher than the script requirements. Siege War: Clan members must be level 40 or above to run siege war scripts. Olympics: Must be level 76 or above to run Olympics scripts.   Game Mode Introduction:   Immersive Mode: FakePlayers start from level 1, simulating real player growth paths, suitable for nostalgic and new players. Experience Mode: FakePlayers are randomly assigned levels 1-85, with fixed levels, suitable for quick game experience or veteran players revisiting classics. Mode Switching Guide: Default setting is Experience Mode. To switch to Immersive Mode, edit the GameMode item in \gameserver\config\jf_config.properties file, changing the value from True to False.   Clan System Features:   FakePlayers automatically create and manage clans, supporting player declarations of war against them. Automatically identifies enemy clans and organizes teams for battle. Players can easily manage clan members through custom commands, including teaming, summoning, resting, and other functions.   Classes and Custom Commands:   Considering the single-player environment, some classes have been merged and optimized, such as Bard, Support, and Dwarf classes. FakePlayers automatically utilize fashion, vehicles, transformation, and bracelet systems to enhance game diversity. Provides rich custom commands such as .RandomTeam, .SummonTeammate, etc., enhancing interaction between players and FakePlayers.   Activity Participation:   FakePlayers can automatically join TVT battles, GVG competitions, CtF capture the flag, and other exciting activities, providing players with rich gaming experiences.   Siege War Instructions: In the GM menu, you can apply, withdraw, and teleport to castle-related maps.When it's not siege event time, you can manually start siege wars.   FakePlayer siege behavior is controlled by scripts. During sieges, you can form regular teams and alliance teams, but cannot form clan teams or use clan summoning commands.   Siege Time Settings:   Siege application deadline modified to 5 minutes before registration closes. Siege duration changed from 2 hours to 30 minutes. Next siege time after siege ends adjusted to once per week. After FakePlayers obtain castle ownership, they automatically announce the next siege time as the nearest Sunday around 8 PM. When real players obtain castles, they need to manually set the next siege time or use default time.   Siege War Process: FakePlayers automatically apply for sieges, automatically conduct siege activities every Sunday and obtain castle ownership.   When castle is initially owned by NPCs: When there's only 1 attacking clan, obtaining the castle seal ends the siege war. When there are 2 or more attacking parties, in the first attack, attacking clans automatically form temporary alliances, players won't be selected and won't attack alliance members. After one party successfully seals, enters castle ownership alternation phase. Temporary alliance dissolves, battlefield transforms to full attack state where both attackers and defenders can attack each other. When castle is initially owned by FakePlayer clans or real players: After obtaining castle seal, enters castle ownership alternation phase.   Olympics Competition Instructions: Default activity time is daily from 18:00 to 00:00 the next day. Can be activated through GM console outside time periods.Non-time period activation method: GM console > Olympics > Start Olympics   Players must be nobles in main class state to participate in Olympics. FakePlayers automatically obtain noble status when participating in Olympics. Recommended to enable script control, this setting allows FakePlayers to automatically register for Olympics to generate real FakePlayer Olympics data. Setting activation: jf_config.properties --> lines 314, 321, 328. After players register for classless, individual class, and unlimited team competitions, FakePlayers and FakePlayer teams will automatically be generated for companionship. Scoring rules are consistent with official servers. Olympics runs monthly cycles, with settlement days on the 1st and 15th of each month. At cycle end, FakePlayers automatically apply to become heroes, players need to manually perform hero certification to become heroes.   Update Notes:   Optimized team system, fixed abnormal teammate name issues. GM console element enhancement menu fully localized, more convenient operation. Game mode switching simplified, one-click switching between Immersive and Experience modes. Reduced FakePlayer server-wide chat frequency, creating a more harmonious gaming environment. FakePlayer AI logic fully upgraded, reducing lag phenomena and improving game fluidity. FakePlayer clan joining events optimized, manual clan invitation function fixed. Introduced FakePlayer 1V1 duel system, enhancing combat fun. Integrated simple auto-assist system, optimizing game experience. Activated automatic potion supply function, reducing player operation burden. Implemented alliance and federation construction between real players and FakePlayers. FakePlayers automatically join team waiting queues, enhancing social interaction. Added FakePlayer private shops, enriching the trading system. Bulletin board built-in auction house upgrade, FakePlayers sell high-level items, players can also list items, FakePlayers randomly purchase. Opened some advanced dungeons accessible to FakePlayers, including Purgatory Abyss series, Immortal/Destruction/Annihilation Seed dungeons and multiple classic maps. Added normal boss respawn time settings Fixed new character Chinese title garbled text Fixed character shop setup not leveling Fixed TVT activity score anomalies In Experience Mode, teaming with FakePlayers modified to: FakePlayers normally gain experience and level up Fixed bug where FakePlayer accessories couldn't be completely replaced in Immersive Mode Fixed some issues with wild FakePlayers not fighting back Fixed bug where FakePlayers could still attack normally when under fear or loss of control debuff states Added Divine Knight FakePlayer class summoning small undead bird skill Optimized Knight class third job skill usage Optimized FakePlayer Wizard class combat logic in Olympics events Fixed Hero "one sentence" function Fixed bug where units couldn't be assigned when inviting FakePlayers to join clan Fixed bug of attacking wild BOSS followers while AFK Fixed bug of FakePlayers attacking wild BOSS followers when not AFK Fixed VIP member system Optimized Knight team combat logic Corrected boss teleport point confusion FakePlayers can enter "4 Cups" dungeon without restrictions "4 Cups" series quest localization corrections FakePlayers can enter Small Baium dungeon without restrictions Fixed alliance channel teammate auto-leaving bug Fixed alliance channel summon attacking teammates bug Fixed alliance channel code recursive infinite loop bug under certain probability Added alliance channel FakePlayer death resurrection script Fixed bug where FakePlayers could only equip S80 equipment at maximum Added custom FakePlayer crafting workshop and private shop (MS system) - see detailed instructions Added FakePlayer generation speed and initial level settings for Experience and Immersive modes Optimized database connections, breaking through 3000 player limit Fixed bug of wild same-clan FakePlayers fighting each other Siege War (test) real player difficulty appropriately increased Added Arrogance, Forge, Monastery, Imperial Tomb, Dragon Valley, various tombs, temples and other FakePlayer leveling maps, thanks to: TaoXiaoSan Quest testing and htm localization corrections, thanks to: Floating Cloud To reduce server burden, temporarily disabled FakePlayer item pickup function (won't update data but still has pickup actions) Modified auction house listing item logic (whether to close this service?) Fixed TVT, GVG, Ctf, LastHero, team events conflicting with siege events and Olympics bugs Added robot chat interface (private chat only) Added Dwarf race summoning robot Golem (non-siege) Reconstructed FakePlayer resurrection logic Restored in-game item shop When team hunting BOSS, Priest classes only provide healing services, debuff usage probability increased Opened FakePlayer equipment enhancement custom permissions Added server FakePlayer clan quantity settings   Download   Note: This LineageII l2jserver is not fully English!!!
    • if you are sending him clients i have no words mate that means you know him.
    • Looking to hire a skilled L2J developer or team to build a custom private server for solo play with advanced server-side AI bots. This is NOT for public launch — just a self-hosted project where I can simulate a full L2 experience alone or with a few friends. 🔹 What I Need A private L2J server ( High Five preferred, newer versions can work as well) with bots that: Farm 24/7 on their own (solo or in bot parties) Can be invited into party and follow basic orders (attack, follow, res, heal, etc.) Are able to join Olympiad, fight with proper logic (per class), and rank up Can coordinate for Raid Bosses (check spawn, move, assist, heal, DPS, etc.) Act like real players: town routines, rebuffing, restocking, even chatting if possible Have different roles: tanks, healers, nukers, archers, etc. Can interact through simple in-game commands or NPC interface 🔹 Your Job Set up the server and geodata Integrate a scalable bot system (written in Java or scriptable) Write clean, modular AI behavior (farming, PvP, party play, raid logic, etc.) Allow me to control/assign bots easily (in-game or config) Bonus: basic UI or GM panel for bot config 🔹 Payment Serious budget for serious work PayPal, crypto, or preferred method Project-based or hourly, negotiable Milestone-based OK 🔹 Contact Send me: Your experience with L2J or similar projects Any bot/AI systems you've built before Estimated timeframe Pricing expectations
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