Jump to content

Recommended Posts

Posted (edited)

Good night, I come to share a code that I made for my project, I will give a simple tutorial how to use the music part of it.

 

Code: https://pastebin.com/raw/ezfEX1kJ

 

Well I made the code simple and very easy to edit, you only need to edit in one place to add messages, music, PVP amount !!

 

The format is PVP, Message and Music quantity.

 

PVP amount = 2

Generated Message = Double Kill

Music = "" here the music.

DOUBLE_KILL (2, "Double Kill", "YOUR MUSIC"),

 

h9p8okO.jpg

 

The song is on you, I hope you like it and don't forget to like it.

 

here is version 2 in xml and totally redone by Tryskell's tips

 

thanks to @StinkyMadness for the idea of creating in xml

 

Version 2 https://pastebin.com/raw/5cwXuTTc

 

Credits for the idea @Kara`

Unfinished credits @Williams

 

ATTENTION : I'm sorry for some BR messages

Edited by Williams
Posted (edited)

I guess you want to unhardcode that

if (kills.getKills() == 15)

and instead use the highest available number from your enum.

--------

public void setIncreaseKills()

should be renamed

public void increaseSpreeKills()

-------

While not impacting performance with such low amount of options, it is recommended and, you still should

break;

once a valid number has been found on your

for (SpreeKills kills : SpreeKills.values())

To avoid to iterate the whole thing.

-------

You probably want to check if

kills.getSound()

is empty before sending a pointless empty packet.

if (!kills.getSound().isEmpty())
	sendPacket(new PlaySound(kills.getSound()));

------

Your configs are different than the default version. As a share, you should unify them.

+		ENABLE_SPREEKILLS = players.getProperty("EnableSpreeKills", false);
+		SPREEKILLS_REWARD = players.parseIntIntList("RewardSpreeKills", "9209-1");

!=

+EnableSpreeKills = True
+RewardSpreeKills = 9217-5

------

The sound String on your enum is currently empty, and there is no config to edit it. I suppose people have to set their own sounds in the enum, but still you should at least give some default sounds, or at least // quote them somewhere for easier use.

Edited by Tryskell
Posted
1 hour ago, Tryskell said:

I guess you want to unhardcode that


if (kills.getKills() == 15)

and instead use the highest available number from your enum.

--------


public void setIncreaseKills()

should be renamed


public void increaseSpreeKills()

-------

While not impacting performance with such low amount of options, it is recommended and, you still should


break;

once a valid number has been found on your


for (SpreeKills kills : SpreeKills.values())

To avoid to iterate the whole thing.

-------

You probably want to check if


kills.getSound()

is empty before sending a pointless empty packet.


if (!kills.getSound().isEmpty())
	sendPacket(new PlaySound(kills.getSound()));

------

Your configs are different than the default version. As a share, you should unify them.


+		ENABLE_SPREEKILLS = players.getProperty("EnableSpreeKills", false);
+		SPREEKILLS_REWARD = players.parseIntIntList("RewardSpreeKills", "9209-1");

!=


+EnableSpreeKills = True
+RewardSpreeKills = 9217-5

------

The sound String on your enum is currently empty, and there is no config to edit it. I suppose people have to set their own sounds in the enum, but still you should at least give some default sounds, or at least // quote them somewhere for easier use.

 

the bad is trysekll dosent undestand greek but im sure someone can translate him  :P

p.s on topic thank you for share my friend keep on.

Posted
12 hours ago, Tryskell said:

I guess you want to unhardcode that


if (kills.getKills() == 15)

and instead use the highest available number from your enum.

--------


public void setIncreaseKills()

should be renamed


public void increaseSpreeKills()

-------

While not impacting performance with such low amount of options, it is recommended and, you still should


break;

once a valid number has been found on your


for (SpreeKills kills : SpreeKills.values())

To avoid to iterate the whole thing.

-------

You probably want to check if


kills.getSound()

is empty before sending a pointless empty packet.


if (!kills.getSound().isEmpty())
	sendPacket(new PlaySound(kills.getSound()));

------

Your configs are different than the default version. As a share, you should unify them.


+		ENABLE_SPREEKILLS = players.getProperty("EnableSpreeKills", false);
+		SPREEKILLS_REWARD = players.parseIntIntList("RewardSpreeKills", "9209-1");

!=


+EnableSpreeKills = True
+RewardSpreeKills = 9217-5

------

The sound String on your enum is currently empty, and there is no config to edit it. I suppose people have to set their own sounds in the enum, but still you should at least give some default sounds, or at least // quote them somewhere for easier use.

 

topic updated with version 2 at a glance now written in xml

Posted (edited)

Still missing the

break;

Should be

 

+					for (SpreeKills kills : SpreeKillsData.getInstance().getSpreeKills())
+					{
+						if (kills.getKills() == _spreeKills)
+						{
+							World.announceToOnlinePlayers(getName() + " marked " + kills.getMsg(), true);
+							
+							if (!kills.getSound().isEmpty())
+								sendPacket(new PlaySound(2, kills.getSound()));
+							
+							if (kills.getItemId() > 0)
+								addItem("Reward", kills.getItemId(), kills.getItemCount(), null, true);
+							
+							break;
+						}
+					}

-------

 

You could add an empty check for getMsg() use as you did before

 

if (!kills.getMsg().isEmpty())
	World.announceToOnlinePlayers(getName() + " marked " + kills.getMsg(), true);

 

Edited by Tryskell

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

    • ## SuperPoint Editor   SuperPoint Editor is a practical visual editor for Lineage II PTS 'SuperPoint.bin' files. It is built for people who need to inspect, fix, rebuild, and draw server routes without digging through binary data by hand.   ### What You Can Do   - Open and edit 'SuperPoint.bin' files. - Export BIN data into a readable TXT format. - Save edited data back into a valid BIN file. - Validate routes before saving. - Work with SuperPoint routes, points, directed connections, and path records in tables. - Add, duplicate, delete, and reorder points. - Create direct and reverse connections between route points. - Automatically generate connections between neighboring points. - Edit raw point coordinates: 'X', 'Y', 'Z', 'Index', and 'Delay'. - Keep route names and internal route data organized. - Use either English or Ukrainian interface language.   ### C4 Server Support   Some C4 servers have 'SuperPoint.bin', but do not have 'superpointinfo.txt' in scripts. The editor supports this case directly. When 'superpointinfo.txt' is not found near the BIN file, the editor can open the BIN in C4 mode. In this mode, 'Fstring ID' is disabled because that value belongs to 'superpointinfo.txt', not to the BIN itself. The editor will not generate or modify 'superpointinfo.txt' while working in this mode. This keeps C4 data clean and avoids creating script files that the server does not actually use.   ### superpointinfo.txt Support   For chronicles that do use 'superpointinfo.txt', the editor can load and synchronize it together with the BIN data. When saving, the editor updates route nodes and coordinates while preserving existing metadata such as: - 'npc_name' - 'move_type' - 'fstring_index' - 'social_number' - 'delay' New nodes are generated with safe default values, so existing script metadata is not accidentally wiped.   ### Geodata Tools   The editor can also open converted geodata '.dat' files and display them as a map. This makes route editing much more visual. You can: - Load geodata and inspect the terrain by layer. - Zoom and pan around the map. - Create a new SuperPoint directly from a map cell. - Draw a route by clicking on the geodata. - Drag existing points to new positions. - Automatically snap 'X/Y' to the selected geo cell. - Use the selected geodata layer to fill the point 'Z'. - See all routes on the map or focus only on the selected one. This is especially useful when building new NPC movement paths or correcting bad route coordinates.   ### Connections and Paths   SuperPoint connections are directional. A connection from point '3' to point '2' is not the same as a connection from point '2' to point '3'. The editor makes this explicit by separating: - route points, - directed connections, - and the actual path records used by each connection. For simple cases, it can create direct path records automatically. For more complex movement, you can edit the path points manually. ### Built for Safe Editing The editor includes validation before saving, so common structural problems can be caught before a broken BIN is produced. It also verifies rebuilt BIN files through the converter engine. The goal is simple: edit quickly, but do not silently damage server data.   ### Unknown Field   This small 'Unknown' field is part of the original BIN structure. Most official-looking files keep it as '0', and for regular route editing there is usually no reason to change it. The editor exposes it so nothing from the BIN is hidden or lost. If you do not know exactly what your server uses it for, keep it at '0'. Download
    • NpcGrp não salva no interlúdio e da crítico quando coloca ele no cliente, já testei ele antes.
  • Topics

×
×
  • Create New...

Important Information

This community uses essential cookies to function properly. Non-essential cookies and third-party services are used only with your consent. Read our Privacy Policy and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..