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My doubt and how can I remove the visibility of an object

I already left the Instance ready but even so it continues to see all NPCs Player Objects

Class WorldObject.java

package net.sf.l2j.gameserver.model;

import java.util.ArrayList;
import java.util.Collections;
import java.util.List;
import java.util.function.Predicate;

import net.sf.l2j.commons.logging.CLogger;
import net.sf.l2j.commons.math.MathUtil;

import net.sf.l2j.Instancia.Instance;
import net.sf.l2j.Instancia.InstanceManager;
import net.sf.l2j.gameserver.enums.ZoneId;
import net.sf.l2j.gameserver.enums.items.ShotType;
import net.sf.l2j.gameserver.idfactory.IdFactory;
import net.sf.l2j.gameserver.model.actor.Creature;
import net.sf.l2j.gameserver.model.actor.Playable;
import net.sf.l2j.gameserver.model.actor.Player;
import net.sf.l2j.gameserver.model.actor.instance.Door;
import net.sf.l2j.gameserver.model.actor.instance.Fence;
import net.sf.l2j.gameserver.model.location.Location;
import net.sf.l2j.gameserver.model.location.SpawnLocation;
import net.sf.l2j.gameserver.model.zone.type.subtype.ZoneType;
import net.sf.l2j.gameserver.network.serverpackets.ActionFailed;

/**
 * Mother class of all interactive objects in the world (PC, NPC, Item...)
 */
public abstract class WorldObject
{
	public static final CLogger LOGGER = new CLogger(WorldObject.class.getName());
	
	private String _name;
	private int _objectId;
	
	private final SpawnLocation _position = new SpawnLocation(0, 0, 0, 0);
	private WorldRegion _region;
	
	private boolean _isVisible;
	
	public WorldObject(int objectId)
	{
		_objectId = objectId;
	}
	
	private int _instanceId;
	
	/**
	 * @param instanceId Specify the instance id
	 * @param silent If silent is true, it will just set the instance id, and await a knowlist change(like teleport), if false it will force instance teleportation
	 */
	public void setInstanceId(int instanceId, boolean silent)
	{
		int oldInstance = _instanceId;
		
		_instanceId = instanceId;
		
		if (instanceId != 0)
		{
			
			if (oldInstance != 0 && this instanceof Player)
			{
				Instance ins = InstanceManager.getInstance().getInstanceId(oldInstance);
				
				if (ins != null) // Destroyed already.
					ins.remove((Player) this, false, false);
			}
			
			Instance ins = InstanceManager.getInstance().getInstanceId(instanceId);
			
			if (ins == null)
			{
				LOGGER.info("Cannot find instance with id[" + instanceId + "]. Aborting!");
				_instanceId = 0;
				return;
			}
			ins.addObject(this);
		}
		
		if (!silent)
		{
			decayMe();
			spawnMe();
		}
	}
	
	public int getInstanceId()
	{
		return _instanceId;
	}
	
	public boolean isAttackableBy(Creature attacker)
	{
		return false;
	}
	
	public boolean isAttackableWithoutForceBy(Playable attacker)
	{
		return false;
	}
	
	@Override
	public String toString()
	{
		return (getClass().getSimpleName() + ":" + getName() + "[" + getObjectId() + "]");
	}
	
	public void onAction(Player player, boolean isCtrlPressed, boolean isShiftPressed)
	{
		player.sendPacket(ActionFailed.STATIC_PACKET);
	}
	
	public void onSpawn()
	{
	}
	
	/**
	 * Remove this {@link WorldObject} from the world.
	 */
	public void decayMe()
	{
		setRegion(null);
		
		World.getInstance().removeObject(this);
	}
	
	public void refreshID()
	{
		World.getInstance().removeObject(this);
		IdFactory.getInstance().releaseId(getObjectId());
		_objectId = IdFactory.getInstance().getNextId();
	}
	
	/**
	 * Spawn this {@link WorldObject} and add it in the world as a visible object.
	 */
	public final void spawnMe()
	{
		_isVisible = true;
		
		setRegion(World.getInstance().getRegion(_position));
		
		World.getInstance().addObject(this);
		
		onSpawn();
	}
	
	/**
	 * Initialize the position of this {@link WorldObject} and add it in the world as a visible object.
	 * @param loc : The location used as reference X/Y/Z.
	 */
	public final void spawnMe(Location loc)
	{
		spawnMe(loc.getX(), loc.getY(), loc.getZ());
	}
	
	/**
	 * Initialize the position of this {@link WorldObject} and add it in the world as a visible object.
	 * @param loc : The location used as reference X/Y/Z.
	 * @param heading : The heading position to set.
	 */
	public final void spawnMe(Location loc, int heading)
	{
		spawnMe(loc.getX(), loc.getY(), loc.getZ(), heading);
	}
	
	/**
	 * Initialize the position of this {@link WorldObject} and add it in the world as a visible object.
	 * @param loc : The location used as reference X/Y/Z.
	 */
	public final void spawnMe(SpawnLocation loc)
	{
		spawnMe(loc.getX(), loc.getY(), loc.getZ(), loc.getHeading());
	}
	
	/**
	 * Initialize the position of this {@link WorldObject} and add it in the world as a visible object.
	 * @param x : The X position to set.
	 * @param y : The Y position to set.
	 * @param z : The Z position to set.
	 */
	public final void spawnMe(int x, int y, int z)
	{
		_position.set(MathUtil.limit(x, World.WORLD_X_MIN, World.WORLD_X_MAX), MathUtil.limit(y, World.WORLD_Y_MIN, World.WORLD_Y_MAX), z);
		
		spawnMe();
	}
	
	/**
	 * Initialize the position of this {@link WorldObject} and add it in the world as a visible object.
	 * @param x : The X position to set.
	 * @param y : The Y position to set.
	 * @param z : The Z position to set.
	 * @param heading : The heading position to set.
	 */
	public final void spawnMe(int x, int y, int z, int heading)
	{
		_position.set(MathUtil.limit(x, World.WORLD_X_MIN, World.WORLD_X_MAX), MathUtil.limit(y, World.WORLD_Y_MIN, World.WORLD_Y_MAX), z, heading);
		
		spawnMe();
	}
	
	/**
	 * @return the visibilty state of this {@link WorldObject}.
	 */
	public final boolean isVisible()
	{
		return _region != null && _isVisible;
	}
	
	public final void setIsVisible(boolean value)
	{
		_isVisible = value;
		
		if (!_isVisible)
			setRegion(null);
	}
	
	public final String getName()
	{
		return _name;
	}
	
	public void setName(String value)
	{
		_name = value;
	}
	
	public final int getObjectId()
	{
		return _objectId;
	}
	
	public Player getActingPlayer()
	{
		return null;
	}
	
	/**
	 * Sends the Server->Client info packet for this {@link WorldObject}.
	 * @param player : The packet receiver.
	 */
	public void sendInfo(Player player)
	{
	}
	
	/**
	 * Check if this {@link WorldObject} has charged shot.
	 * @param type : The type of the shot to be checked.
	 * @return true if the object has charged shot.
	 */
	public boolean isChargedShot(ShotType type)
	{
		return false;
	}
	
	/**
	 * Charging shot into this {@link WorldObject}.
	 * @param type : The type of the shot to be (un)charged.
	 * @param charged : true if we charge, false if we uncharge.
	 */
	public void setChargedShot(ShotType type, boolean charged)
	{
	}
	
	/**
	 * Try to recharge a shot.
	 * @param physical : The skill is using Soulshots.
	 * @param magical : The skill is using Spiritshots.
	 */
	public void rechargeShots(boolean physical, boolean magical)
	{
	}
	
	/**
	 * Check if this {@link WorldObject} is in the given {@link ZoneId}.
	 * @param zone : The ZoneId to check.
	 * @return true if the object is in that ZoneId.
	 */
	public boolean isInsideZone(ZoneId zone)
	{
		return false;
	}
	
	/**
	 * Set the position of this {@link WorldObject} and if necessary modify its _region.
	 * @param x : The X position to set.
	 * @param y : The Y position to set.
	 * @param z : The Z position to set.
	 */
	public final void setXYZ(int x, int y, int z)
	{
		_position.set(x, y, z);
		
		if (!isVisible())
			return;
		
		final WorldRegion region = World.getInstance().getRegion(_position);
		if (region != _region)
			setRegion(region);
	}
	
	/**
	 * Set the position of this {@link WorldObject} and if necessary modify its _region.
	 * @param loc : The SpawnLocation used as reference.
	 */
	public final void setXYZ(SpawnLocation loc)
	{
		_position.set(loc);
		
		if (!isVisible())
			return;
		
		final WorldRegion region = World.getInstance().getRegion(_position);
		if (region != _region)
			setRegion(region);
	}
	
	/**
	 * Set the position of this {@link WorldObject} using a WorldObject reference position, and if necessary modify its _region.
	 * @param object : The WorldObject used as reference.
	 */
	public final void setXYZ(WorldObject object)
	{
		setXYZ(object.getPosition());
	}
	
	/**
	 * Set the position of this {@link WorldObject} and make it invisible.
	 * @param x : The X position to set.
	 * @param y : The Y position to set.
	 * @param z : The Z position to set.
	 */
	public final void setXYZInvisible(int x, int y, int z)
	{
		_position.set(MathUtil.limit(x, World.WORLD_X_MIN, World.WORLD_X_MAX), MathUtil.limit(y, World.WORLD_Y_MIN, World.WORLD_Y_MAX), z);
		
		setIsVisible(false);
	}
	
	public final void setXYZInvisible(Location loc)
	{
		setXYZInvisible(loc.getX(), loc.getY(), loc.getZ());
	}
	
	public final int getX()
	{
		return _position.getX();
	}
	
	public final int getY()
	{
		return _position.getY();
	}
	
	public final int getZ()
	{
		return _position.getZ();
	}
	
	public final int getHeading()
	{
		return _position.getHeading();
	}
	
	public final SpawnLocation getPosition()
	{
		return _position;
	}
	
	public final WorldRegion getRegion()
	{
		return _region;
	}
	
	/**
	 * Update current and surrounding {@link WorldRegion}s, based on both current region and region set as parameter.
	 * @param newRegion : null to remove the {@link WorldObject}, or the new region.
	 */
	public void setRegion(WorldRegion newRegion)
	{
		List<WorldRegion> oldAreas = Collections.emptyList();
		
		if (_region != null)
		{
			_region.removeVisibleObject(this);
			oldAreas = _region.getSurroundingRegions();
		}
		
		List<WorldRegion> newAreas = Collections.emptyList();
		
		if (newRegion != null)
		{
			newRegion.addVisibleObject(this);
			newAreas = newRegion.getSurroundingRegions();
		}
		
		// For every old surrounding area NOT SHARED with new surrounding areas.
		for (WorldRegion region : oldAreas)
		{
			if (!newAreas.contains(region))
			{
				// Refresh infos related to zones.
				for (ZoneType zone : region.getZones())
					zone.removeKnownObject(this);
				
				// Update all objects.
				for (WorldObject obj : region.getObjects())
				{
					if (obj == this)
						continue;
					// if not same instance don't add to knownlist
					if (obj.getInstanceId() != getInstanceId())
						continue;
					
					obj.removeKnownObject(this);
					removeKnownObject(obj);
				}
				
				// Desactivate the old neighbor region.
				if (this instanceof Player && region.isEmptyNeighborhood())
					region.setActive(false);
			}
			
		}
		
		// For every new surrounding area NOT SHARED with old surrounding areas.
		for (WorldRegion region : newAreas)
		{
			if (!oldAreas.contains(region))
			{
				// Refresh infos related to zones.
				for (ZoneType zone : region.getZones())
					zone.addKnownObject(this);
				
				// Update all objects.
				for (WorldObject obj : region.getObjects())
				{
					if (obj == this)
						continue;
					
					// if not same instance don't add to knownlist
					if (obj.getInstanceId() != getInstanceId())
						continue;
					
					obj.addKnownObject(this);
					addKnownObject(obj);
				}
				
				// Activate the new neighbor region.
				if (this instanceof Player)
					region.setActive(true);
			}
		}
		
		_region = newRegion;
		
		for (WorldObject obj : getDifferentInstanceObjects())
		{
			if (obj == this)
				continue;
			
			obj.removeKnownObject(this);
			removeKnownObject(obj);
			
		}
	}
	
	/**
	 * Add a {@link WorldObject} to knownlist.
	 * @param object : An object to be added.
	 */
	public void addKnownObject(WorldObject object)
	{
	}
	
	/**
	 * Remove a {@link WorldObject} from knownlist.
	 * @param object : An object to be removed.
	 */
	public void removeKnownObject(WorldObject object)
	{
	}
	
	/**
	 * @param target : The WorldObject to check.
	 * @return true if the {@link WorldObject} set as parameter is registered in same grid of regions than this WorldObject.
	 */
	public final boolean knows(WorldObject target)
	{
		// Object doesn't exist, return false.
		if (target == null)
			return false;
		
		// No region set for the current WorldObject, return false.
		final WorldRegion region = _region;
		if (region == null)
			return false;
		
		// No region set for the target, return false.
		final WorldRegion targetRegion = target.getRegion();
		if (targetRegion == null)
			return false;
		
		// Return instantly true if one surrounding WorldRegions of this WorldObject matches with target WorldRegion.
		for (WorldRegion reg : region.getSurroundingRegions())
		{
			if (reg == targetRegion)
				return true;
		}
		return false;
	}
	
	/**
	 * Return the knownlist of this {@link WorldObject} for a given object type.
	 * @param <A> : The object type must be an instance of WorldObject.
	 * @param type : The class specifying object type.
	 * @return List<A> : The knownlist of given object type.
	 */
	@SuppressWarnings("unchecked")
	public final <A> List<A> getKnownType(Class<A> type)
	{
		final WorldRegion region = _region;
		if (region == null)
			return Collections.emptyList();
		
		final List<A> result = new ArrayList<>();
		
		for (WorldRegion reg : region.getSurroundingRegions())
		{
			for (WorldObject obj : reg.getObjects())
			{
				if (obj == this || !type.isAssignableFrom(obj.getClass()))
					continue;
				
				if (obj.getInstanceId() != getInstanceId() && !(obj instanceof Fence))
					continue;
				result.add((A) obj);
			}
		}
		
		return result;
	}
	
	/**
	 * Return the knownlist of this {@link WorldObject} for a given object type.
	 * @param <A> : The object type must be an instance of WorldObject.
	 * @param type : The class specifying object type.
	 * @param predicate : The predicate to match.
	 * @return List<A> : The knownlist of given object type.
	 */
	@SuppressWarnings("unchecked")
	public final <A> List<A> getKnownType(Class<A> type, Predicate<A> predicate)
	{
		final WorldRegion region = _region;
		if (region == null)
			return Collections.emptyList();
		
		final List<A> result = new ArrayList<>();
		
		for (WorldRegion reg : region.getSurroundingRegions())
		{
			for (WorldObject obj : reg.getObjects())
			{
				if (obj == this || !type.isAssignableFrom(obj.getClass()) || !predicate.test((A) obj))
					continue;
				
				result.add((A) obj);
			}
		}
		
		return result;
	}
	
	private final List<WorldObject> getDifferentInstanceObjects()
	{
		final WorldRegion region = _region;
		if (region == null)
			return Collections.emptyList();
		
		final List<WorldObject> result = new ArrayList<>();
		
		for (WorldRegion reg : region.getSurroundingRegions())
		{
			for (WorldObject obj : reg.getObjects())
			{
				if (obj == this || obj.getInstanceId() == getInstanceId() || obj instanceof Door || obj instanceof Fence)
					continue;
				
				result.add(obj);
			}
		}
		
		return result;
	}
	
	/**
	 * Return the knownlist of this {@link WorldObject} for a given object type within specified radius.
	 * @param <A> : The object type must be an instance of WorldObject.
	 * @param type : The class specifying object type.
	 * @param radius : The radius to check in which object must be located.
	 * @return List<A> : The knownlist of given object type.
	 */
	@SuppressWarnings("unchecked")
	public final <A> List<A> getKnownTypeInRadius(Class<A> type, int radius)
	{
		final WorldRegion region = _region;
		if (region == null)
			return Collections.emptyList();
		
		final List<A> result = new ArrayList<>();
		
		for (WorldRegion reg : region.getSurroundingRegions())
		{
			for (WorldObject obj : reg.getObjects())
			{
				if (obj == this || !type.isAssignableFrom(obj.getClass()) || !MathUtil.checkIfInRange(radius, this, obj, true))
					continue;
				if (obj.getInstanceId() != getInstanceId() && !(obj instanceof Fence))
					continue;
				
				result.add((A) obj);
			}
		}
		
		return result;
	}
	
	/**
	 * Return the knownlist of this {@link WorldObject} for a given object type within specified radius.
	 * @param <A> : The object type must be an instance of WorldObject.
	 * @param type : The class specifying object type.
	 * @param radius : The radius to check in which object must be located.
	 * @param predicate : The predicate to match.
	 * @return List<A> : The knownlist of given object type.
	 */
	@SuppressWarnings("unchecked")
	public final <A> List<A> getKnownTypeInRadius(Class<A> type, int radius, Predicate<A> predicate)
	{
		final WorldRegion region = _region;
		if (region == null)
			return Collections.emptyList();
		
		final List<A> result = new ArrayList<>();
		
		for (WorldRegion reg : region.getSurroundingRegions())
		{
			for (WorldObject obj : reg.getObjects())
			{
				if (obj == this || !type.isAssignableFrom(obj.getClass()) || !MathUtil.checkIfInRange(radius, this, obj, true) || !predicate.test((A) obj))
					continue;
				if (obj.getInstanceId() != getInstanceId() && !(obj instanceof Fence))
					continue;
				result.add((A) obj);
			}
		}
		
		return result;
	}
	
	/**
	 * Refresh the knownlist for this {@link WorldObject}. Only used by teleport process.
	 */
	public final void refreshKnownlist()
	{
		final WorldRegion region = _region;
		if (region == null)
			return;
		
		for (WorldRegion reg : region.getSurroundingRegions())
		{
			for (WorldObject obj : reg.getObjects())
			{
				if (obj == this)
					continue;
				
				if (obj.getInstanceId() != getInstanceId())
					continue;
				
				obj.addKnownObject(this);
				addKnownObject(obj);
			}
		}
	}
	
	/**
	 * Fire actions related to region activation.<br>
	 * <br>
	 * A region activation occurs when one {@link Player} enters for the first time in this {@link WorldObject}'s {@link WorldRegion} surroundings (self region included).<br>
	 * <br>
	 * Additional Player entrances don't activate it. This state is verified by {@link WorldRegion#isActive()}.
	 */
	public void onActiveRegion()
	{
	}
	
	/**
	 * Fire actions related to region desactivation.<br>
	 * <br>
	 * A region desactivation occurs when the last {@link Player} left this {@link WorldObject}'s {@link WorldRegion} surroundings (self region included).<br>
	 * <br>
	 * This state is verified by {@link WorldRegion#isActive()}.
	 */
	public void onInactiveRegion()
	{
	}
	
	/**
	 * @param object : The {@link WorldObject} to test.
	 * @param radius : The radius to test.
	 * @return True is this {@link WorldObject} is inside the given radius around the {@link WorldObject} set as parameter.
	 */
	public final boolean isIn3DRadius(WorldObject object, int radius)
	{
		return _position.isIn3DRadius(object.getPosition(), radius);
	}
	
	/**
	 * @param loc : The {@link Location} to test.
	 * @param radius : The radius to test.
	 * @return True is this {@link WorldObject} is inside the given radius around the {@link Location} set as parameter.
	 */
	public final boolean isIn3DRadius(Location loc, int radius)
	{
		return _position.isIn3DRadius(loc, radius);
	}
	
	/**
	 * @param x : The X coord to test.
	 * @param y : The Y coord to test.
	 * @param z : The Z coord to test.
	 * @param radius : The radius to test.
	 * @return True is this {@link WorldObject} is inside the given radius around the {@link Location} set as parameter.
	 */
	public final boolean isIn3DRadius(int x, int y, int z, int radius)
	{
		return _position.isIn3DRadius(x, y, z, radius);
	}
	
	/**
	 * @param object : The {@link WorldObject} to test.
	 * @return The distance between this {WorldObject} and the {@link WorldObject} set as parameter.
	 */
	public final double distance3D(WorldObject object)
	{
		return _position.distance3D(object.getPosition());
	}
	
	/**
	 * @param loc : The {@link Location} to test.
	 * @return The distance between this {WorldObject} and the {@link Location} set as parameter.
	 */
	public final double distance3D(Location loc)
	{
		return _position.distance3D(loc);
	}
	
	/**
	 * @param object : The {@link WorldObject} to test.
	 * @param radius : The radius to test.
	 * @return True is this {@link WorldObject} is inside the given radius around the {@link WorldObject} set as parameter.
	 */
	public final boolean isIn2DRadius(WorldObject object, int radius)
	{
		return _position.isIn2DRadius(object.getPosition(), radius);
	}
	
	/**
	 * @param loc : The {@link Location} to test.
	 * @param radius : The radius to test.
	 * @return True is this {@link WorldObject} is inside the given radius around the {@link Location} set as parameter.
	 */
	public final boolean isIn2DRadius(Location loc, int radius)
	{
		return _position.isIn2DRadius(loc, radius);
	}
	
	/**
	 * @param x : The X coord to test.
	 * @param y : The Y coord to test.
	 * @param radius : The radius to test.
	 * @return True is this {@link WorldObject} is inside the given radius around the {@link Location} set as parameter.
	 */
	public final boolean isIn2DRadius(int x, int y, int radius)
	{
		return _position.isIn2DRadius(x, y, radius);
	}
	
	/**
	 * @param object : The {@link WorldObject} to test.
	 * @return The distance - without counting Z - between this {WorldObject} and the {@link WorldObject} set as parameter.
	 */
	public final double distance2D(WorldObject object)
	{
		return _position.distance2D(object.getPosition());
	}
	
	/**
	 * @param loc : The {@link Location} to test.
	 * @return The distance - without counting Z - between this {WorldObject} and the {@link Location} set as parameter.
	 */
	public final double distance2D(Location loc)
	{
		return _position.distance2D(loc);
	}
	
	/**
	 * @param target : The {@link WorldObject} target to check.
	 * @return True if this {@link WorldObject} is behind the {@link WorldObject} target.
	 */
	public final boolean isBehind(WorldObject target)
	{
		return _position.isBehind(target);
	}
	
	/**
	 * @param target : The {@link WorldObject} target to check.
	 * @return True if this {@link WorldObject} is in front of the {@link WorldObject} target.
	 */
	public final boolean isInFrontOf(WorldObject target)
	{
		return _position.isInFrontOf(target);
	}
	
	/**
	 * @param target : The {@link WorldObject} target to check.
	 * @param maxAngle : The angle to check.
	 * @return True if this {@link WorldObject} is facing the {@link WorldObject} target.
	 */
	public final boolean isFacing(WorldObject target, int maxAngle)
	{
		return _position.isFacing(target, maxAngle);
	}
	
	/**
	 * @param player
	 */
	public void onInteract(Player player)
	{
		
	}
	
}

 

3 answers to this question

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Posted
11 hours ago, arm4729 said:

Hey man , dont get me wrong but you just leave this 100 hundres lines here and i can't really understand what you asking for

okay. I want Monsters and Play to be Invisible inside the Instance

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    • i know some things from java and eclipse about coding but for sure i take one programmer to make the hard work. thank you very much for your replying 🙂
    • Forum Post:   🛡️ L2Genesis Closed Beta — Test With Us, Launch With Exclusive Rewards Join the community: https://discord.gg/mcuHsQzNCm Website: https://l2genesis.com/ Join Beta: https://cbt.l2genesis.com/     Hey everyone, We're L2Genesis — an Interlude Classic server being built with one core belief: every player matters. Not just the top clans, not just the donators — everyone. We've spent months developing, refining, and listening to community feedback. Now we're opening up our Closed Beta and we need your help to make sure this server launches rock-solid. Registration is open for one week only — after that, the doors close. Every tester who puts in the work walks into launch day with exclusive rewards that won't be available again.     Why Genesis? We're not rushing to open doors and hope for the best. We're building a community-first server where player feedback directly shapes the final product. No pay-to-win, no shortcuts — just a clean Interlude experience with thoughtful quality-of-life improvements. If you've been burned by servers that promise the world and deliver a cash shop, this one's for you. What you can expect to see on our server: - x4 rate - Player buff trade shop - Crystallization shop - Arena mode for FUN PvP     Closed Beta Rewards Rewards are tied to real participation — no freebies for just showing up. 🥉 Tier 1 The test server runs at x100 rates with a gear shop, so you won't be grinding for days just to start testing. Requirements: Register, level to S-grade, complete 3rd profession, and join one of the organized beta clans.   Launch Rewards: - Exclusive "Genesis Start" Discord rank - Beta Box — unique hat (won't be available after launch) + big-head potions, fireworks & more   Optional: Participate in the Bug Hunt for additional rewards (details below). You will have one week from CBT server launch to complete Tier 1 🥇 Tier 2 Requirements: Complete Tier 1 + participate in at least 3 events like Clan Wars, Siege and others, they will be stated during CBT in Discord. Launch Rewards: - Everything from Tier 1 - 1 Month of VIP status — quality-of-life perks handed to you for free on day one     🐛 Bug Hunt — Bonus Rewards Throughout the beta we're running a Bug Hunt — find and report bugs to earn 1 Genesis Coin (donation currency) for every confirmed bug. We'll share full details and focus areas once you're in.     Get Involved This is your chance to shape a server before it launches, not complain about it after. The testers who show up now are the ones who'll feel the difference on day one — and they'll have the exclusive rewards to prove it. Sign Up for beta test and drop in to Discord, and let's build something worth logging into. Even if you're not ready to test but you're a veteran L2 player — join the community anyway. Your experience and perspective are worth a lot to us. See you in Aden.  
    • l2jlucera the source code is not public and is not for sale. If you're going to use L2jMobius or L2jAcis, you need to know how to program or have a basic understanding, and you can ask for help from a bot, which usually won't be 100% helpful. Or you can pay a programmer to do the work for you.  
    • You need for sure some knowledge to make a good start and dont get scammed.
    • https://l2jmobiusdevclon.pp.ua/index.php
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