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For armorgrp.dat

 

1 10286 0 3 7 2 0 dropitems.drop_MFighter_m007_t1006_u_m00 mfighter.mfighter_m007_t1006_u icon.armor_t1006_ul_i00 icon.armor_t1006_u_i00 icon.armor_t1006_l_i00 4294967295 2450 19 1 0 15 2 Fighter.MFighter_m007_u Fighter.MFighter_m007_l 2 mfighter.mfighter_m007_t1006_u MFighter.MFighter_m007_t1006_l 2 2 2 Fighter.FFighter_m007_u Fighter.FFighter_m010_l 2 FFighter.FFighter_m007_t1006_u FFighter.FFighter_m010_t1006_l 2 2 2 DarkElf.MDarkElf_m006_u DarkElf.MDarkElf_m006_l 2 MDarkElf.MDarkElf_m006_t1006_u MDarkElf.MDarkElf_m006_t1006_l 2 2 2 DarkElf.FDarkElf_m008_u DarkElf.FDarkElf_m006_l 2 FDarkElf.FDarkElf_m008_t1006_u FDarkElf.FDarkElf_m006_t1006_l 2 2 2 Dwarf.MDwarf_m002_u Dwarf.MDwarf_m002_l 2 MDwarf.MDwarf_m002_t1006_u MDwarf.MDwarf_m002_t1006_l 2 2 2 Dwarf.FDwarf_m005_u Dwarf.FDwarf_m005_l 2 FDwarf.FDwarf_m005_t1006_u FDwarf.FDwarf_m005_t1006_l 2 2 2 Elf.MElf_m009_u Elf.MElf_m009_l 2 MElf.MElf_m009_t1006_u MElf.MElf_m009_t1006_l 2 2 2 Elf.FElf_m006_u Elf.FElf_m006_l 2 FElf.FElf_m006_t1006_u FElf.FElf_m006_t1006_l 2 2 2 Magic.MMagic_m006_u Magic.MMagic_m006_l 2 MMagic.MMagic_m006_t1006_u MMagic.MMagic_m006_t1006_l 2 2 2 Magic.FMagic_m009_u Magic.FMagic_m003_l 2 FMagic.FMagic_m009_t1006_u FMagic.FMagic_m003_t1006_l 2 2 2 Orc.MOrc_m002_u Orc.MOrc_m002_l 2 MOrc.MOrc_m002_t1006_u MOrc.MOrc_m002_t1006_l 2 2 2 Orc.FOrc_m002_u Orc.FOrc_m004_l 2 FOrc.FOrc_m002_t1006_u FOrc.FOrc_m004_t1006_l 2 2 2 Shaman.MShaman_m006_u Shaman.MShaman_m006_l 2 MShaman.MShaman_m006_t1006_u MShaman.MShaman_m006_t1006_l 2 2 2 Shaman.FShaman_m006_u Shaman.FShaman_m006_l 2 FShaman.FShaman_m006_t1006_u FShaman.FShaman_m006_t1006_l 2 2 0 0 0 0 1 1 LineageEffect.p_u002_a 4 ItemSound.armor_leather_1 ItemSound.shield_bone_1 MonSound.Hit_normal_12 MonSound.Hit_normal_3 ItemSound.itemdrop_armor_cloth ItemSound.itemequip_armor_cloth 1 0 3 This is grade number--->5 0 139 0 665

 

For weapongrp.dat

0 10300 1 1 6 1 0 LineageWeapons2.dynasty_blade_m00_wp LineageWeapons2.dynasty_blade_m00_wp LineageWeaponsTex2.dynasty_blade_wp LineageWeaponsTex2.dynasty_blade_wp icon.weapon_dual_sword_i00 LineageWeaponsTex2.Icon.weapon_dynasty_blade_i01 LineageWeaponsTex2.Icon.weapon_dynasty_blade_i01 -1 2080 47 1 0 14 3 2 LineageWeapons2.dynasty_blade_m00_wp LineageWeapons2.dynasty_blade_m00_wp 2 LineageWeaponsTex2.dynasty_blade_wp LineageWeaponsTex2.dynasty_blade_wp 4 ItemSound.public_sword_shing_8 ItemSound.sword_great_4 ItemSound.sword_mid_2 ItemSound.public_sword_shing_4 ItemSound.itemdrop_dualsword ItemSound.itemequip_dualsword 10 365 151 8 This is grade number --->5 8 0 0 0 0 325 0 1 1 1000 0 -1 0 LineageEffect2.w_vari_r4_004_a LineageEffect2.w_vari_r4_004_a 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 0.800000 1.000000 0.800000 1.300000 LineageWeapons.rangesample LineageWeapons.rangesample 1.400000 0.800000 0.800000 1.500000 0.800000 0.800000 12.000000 0.000000 0.000000 11.500000 0.000000 0.000000 6 4 -1 -1 icon.weapon_dual_sword_i00 LineageWeaponsTex2.Icon.weapon_dynasty_blade_i01 LineageWeaponsTex2.Icon.weapon_dynasty_blade_i01

 

 

Grade numbers

0 Non-Grade

1 D-Grade

2 C-Grade

3 B-Grade

4 A-Grade

5 S-Grade

 

 

 

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    • 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).
    • Use only middleman this guy scammer old discord goddardshop   
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