Jump to content

Recommended Posts

  • 2 weeks later...
  • 1 month later...
  • 3 weeks later...
  • 4 weeks later...
Posted
No dia 20/08/2018 às 11h28, o melron disse:

Ola pessoal,

 

Antes de 4-5 meses eu criei um script para um novo ataque, a fim de evitar todos os ataques clássicos que são realmente chatos ... Não é algo especial, mas eu sempre gosto de coisas diferentes e incomuns ...

 

Raid de Plagseeeker

 

Começando com algumas câmeras especiais enquanto todos os jogadores estão paralisados.

When the broadcast end, the following features stands there:

 

action task every 2 seconds:

 

There is 20% chance to 'debuff' a random player if is healer class

  1. Debuffs:
  2. 20% chance for skill1336.png.d16e7e191da02f06778d1b3481d2e734.png
  3. 15% chance for skill1169.png.1ef642dc1c10d3c153a52662bc7be010.png
  4. 10% chance for skill1056.png.781d1963b70c4fad805509ea83d288fc.png
  5. 50% chance for skill0362.png.00ee3a17c6e2b5be3ae2b4c49e132ac8.png
  6.  

There is 5% chance to

1) Spawn some minions when the hp of the raid is lower than 40% in order to protect the raid boss (can be happened unlimited times with chance 5%). Minions will suicide after 10 seconds after the spawn time if not get killed.

2) Pick a random target and kill him instant.

 

When the hp of the raid is lower than 50%

Broadcast again some special cameras (while players are paralyzed again), an earthquake for 5 seconds and instant kill 10 random players around the raid in 700 radius (can be happened only 1 time).

 

inactivity task

 

If the raid boss not attacked for more than 15 minutes, all players are going back and raid will be deleted.

 

 

* All the above features are meant to be used in a boss zone ( i used 150000 as a custom one in my pack). Any feature wont work outside of the zone, I wont share any thing like that since its just c/p.

 

* Its your responsibility to use the necessary checks in order to avoid bugs like move the raid out of zone. I coded for me at coliseum with doors closed. Also you have to set by urself how the raid will be spawned (i was about to code the spawn thing but i dont remember why i didnt). I used //spawn just for the video .

 

 

Code:

 

Hidden Content

  • Reply to this topic to see the hidden content.

 

 

Coded (if i remember well) in acis 370.

 

Nota: Se você quiser expandi-lo ou entender como um script pode ser codificado, verifique este tópico  (se algum outro post estiver relacionado a scripts e tiver informações, poste-o)

 

On 20/08/2018 at 11:28, melron said:

Hello guys,

 

Before 4-5 months i created a script for a new raid in order to avoid all classic raids that are really boring... It isn't something special, but i always like different and unusual things...

 

Plagueseeker Raid

 

Starting with some special cameras while all players are paralyzed.

When the broadcast end, the following features stands there:

 

action task every 2 seconds:

 

There is 20% chance to 'debuff' a random player if is healer class

  1. Debuffs:
  2. 20% chance for skill1336.png.d16e7e191da02f06778d1b3481d2e734.png
  3. 15% chance for skill1169.png.1ef642dc1c10d3c153a52662bc7be010.png
  4. 10% chance for skill1056.png.781d1963b70c4fad805509ea83d288fc.png
  5. 50% chance for skill0362.png.00ee3a17c6e2b5be3ae2b4c49e132ac8.png
  6.  

There is 5% chance to

1) Spawn alguns minions quando o hp do ataque é inferior a 40%, a fim de proteger o patrão raid (pode ser feito vezes ilimitadas com chance de 5%). Minions irão suicidar-se após 10 segundos após o tempo de desova se não forem mortos.

2) Escolha um alvo aleatório e mate-o instantaneamente.

 

Quando o hp do ataque é menor que 50%

Transmita novamente algumas câmeras especiais (enquanto os jogadores estão paralisados novamente), um terremoto por 5 segundos e mate instantaneamente 10 jogadores aleatórios em volta do raide em 700 de raio (pode acontecer apenas 1 vez).

 

tarefa de inatividade

 

Se o chefe do ataque não for atacado por mais de 15 minutos, todos os jogadores voltarão e o ataque será deletado.

 

 

* Todas as características acima são destinadas a serem usadas em uma zona de bossagem (usei 150000 como uma custom no my pack). Qualquer recurso não funciona fora da zona, eu não vou compartilhar nada disso desde que é apenas c / p.

 

* É sua responsabilidade usar as verificações necessárias para evitar erros, como mover o ataque para fora da zona. Eu codifiquei para mim no coliseu com as portas fechadas. Além disso, você tem que definir por si mesmo como o ataque será gerado (eu estava prestes a codificar a coisa spawn, mas eu não lembro por que eu não fiz). Eu usei // spawn apenas para o vídeo.

 

 

Código:

 

Conteúdo oculto

  • Responda a este tópico para ver o conteúdo oculto.

 

 

Coded (se bem me lembro) em acis 370.

 

Nota: Se você quiser expandi-lo ou entender como um script pode ser codificado, verifique este tópico  (se algum outro post estiver relacionado a scripts e tiver informações, poste-o)

GOOD...

  • 11 months later...
Posted

Did anyone adapted to l2j Hi5. This is great by the way, thank you for share. I have try to adapt but it got a little complicated because I'm not the best with codes, I can do some changes sometimes and fix things but when it come to a lot of changes It is pass my skills. 

Thank you anyway for the share.

+1

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now



  • 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).
  • Topics

×
×
  • Create New...

AdBlock Extension Detected!

Our website is made possible by displaying online advertisements to our members.

Please disable AdBlock browser extension first, to be able to use our community.

I've Disabled AdBlock