Jump to content

Recommended Posts

Posted

With this java modification you can let your players choose if they want to have automated loot or not.

/*
* This program is free software; you can redistribute it and/or modify it under
* the terms of the GNU General Public License as published by the Free Software
* Foundation; either version 2, or (at your option) any later version.
* 
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
* FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
* details.
* 
* You should have received a copy of the GNU General Public License along with
* this program; if not, write to the Free Software Foundation, Inc., 59 Temple
* Place - Suite 330, Boston, MA 02111-1307, USA.
* 
* http://www.gnu.org/copyleft/gpl.html

package net.sf.l2j.gameserver.handler.voicedcommandhandlers;

import net.sf.l2j.gameserver.handler.interfaces.IVoicedCommandHandler;
import net.sf.l2j.gameserver.model.actor.instance.L2PcInstance;

/**
* 
* @author Cobra
*/

public class AutoLoot implements IVoicedCommandHandler
{
    private static String[] _voicedCommands = {"autolooton", "autolootoff"};

    /**
     * @see net.sf.l2j.gameserver.handler.interfaces.IVoicedCommandHandler#getVoicedCommandList()
     */

    public String[] getVoicedCommandList()
    {
        return _voicedCommands;
    }

    /**
     * @see net.sf.l2j.gameserver.handler.interfaces.IVoicedCommandHandler#useVoicedCommand(java.lang.String,
     *      net.sf.l2j.gameserver.model.actor.instance.L2PcInstance,
     *      java.lang.String)
     */

    public boolean useVoicedCommand(final String command,
            final L2PcInstance activeChar, final String target)
    {
        if (command.equalsIgnoreCase("autolooton"))
        {
            activeChar.setAutoLootEnabled(true);
            activeChar.sendMessage("Auto loot enabled.");
        }
        else if (command.equalsIgnoreCase("autolootoff"))
        {
            activeChar.setAutoLootEnabled(false);
            activeChar.sendMessage("Auto loot disabled.");
        }
        return true;
    }

}

@Autor: Cobra

How to add this to your server via eclipse?

Go to: /java/net/sf/l2j/gameserver/handler/voicedcommandhandlers create a new file named: AutoLoot.java and insert this code inside of it

 

/*
* This program is free software; you can redistribute it and/or modify it under
* the terms of the GNU General Public License as published by the Free Software
* Foundation; either version 2, or (at your option) any later version.
* 
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
* FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
* details.
* 
* You should have received a copy of the GNU General Public License along with
* this program; if not, write to the Free Software Foundation, Inc., 59 Temple
* Place - Suite 330, Boston, MA 02111-1307, USA.
* 
* http://www.gnu.org/copyleft/gpl.html


package net.sf.l2j.gameserver.handler.voicedcommandhandlers;

import net.sf.l2j.gameserver.handler.interfaces.IVoicedCommandHandler;
import net.sf.l2j.gameserver.model.actor.instance.L2PcInstance;

/**
* 
* @author Cobra
*/

public class AutoLoot implements IVoicedCommandHandler
{
    private static String[] _voicedCommands = {"autolooton", "autolootoff"};

    /**
     * @see net.sf.l2j.gameserver.handler.interfaces.IVoicedCommandHandler#getVoicedCommandList()
     */

    public String[] getVoicedCommandList()
    {
        return _voicedCommands;
    }

    /**
     * @see net.sf.l2j.gameserver.handler.interfaces.IVoicedCommandHandler#useVoicedCommand(java.lang.String,
     *      net.sf.l2j.gameserver.model.actor.instance.L2PcInstance,
     *      java.lang.String)
     */

    public boolean useVoicedCommand(final String command,
            final L2PcInstance activeChar, final String target)
    {
        if (command.equalsIgnoreCase("autolooton"))
        {
            activeChar.setAutoLootEnabled(true);
            activeChar.sendMessage("Auto loot enabled.");
        }
        else if (command.equalsIgnoreCase("autolootoff"))
        {
            activeChar.setAutoLootEnabled(false);
            activeChar.sendMessage("Auto loot disabled.");
        }
        return true;
    }

}

 

After go to /java/net/sf/l2j/gameserverhandler open it find

registerVoicedCommandHandler(new Banking());

and after this add this

registerVoicedCommandHandler(new AutoLoot());

Posted

Cool i just help a little bit :]

 

You can put your name in Credits xD

 

Good Work!

 

 

Pretty Cool Share

 

but what about raidbosses

 

if the leader puts Autoloot then who takes the drop?this is propably an issue

 

He just share he's first code if you wanna make change's do it by self!

Posted

Why dont you say that bug? o_O

He says that :

f.e if a clan attacks a raid-boss, and some members have put .autolooton and some others .autolootoff, who is going to get the drop?

Anyway, thnx for sharing.

Posted

The clan/char/party who will make the last hit.. lawl

okey let's say that there is one party random including spoil

and the leader has auto loot on and the members not

only the leader will take the drops?

Posted

okey let's say that there is one party random including spoil

and the leader has auto loot on and the members not

only the leader will take the drops?

The party dude omg..

Guest
This topic is now closed to further replies.


  • 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