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html or _init__.py????
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Hello, everyone. I am an American, looking to start my own server.... I am looking for a dev, to help me build & edit a pride-style server. Basically, at this point: (being Lineage 2 is a dying game - with botters overtaking) I'm not looking to spend hundreds-thousands of dollars.... Even if it's a cheap not "pride-style" server, I'll be content with that, too. I have everything else as far as Name, Discord, website, and staff - I just need a dev, to help with the files. Thanks! 🙂
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## 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
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By adm.l2pvpbrasil · Posted
NpcGrp não salva no interlúdio e da crítico quando coloca ele no cliente, já testei ele antes.
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Topics

Question
PWNANI
kinda i need help...
i dunno whats wrong with my buffer
when i hit the buttom to buff it shows me a msg instead of buffing me...
_init__.py:
#Mage Buffs Category
if event == "93":
st.takeItems(ADENA_ID,500000)
SkillTable.getInstance().getInfo(1204,2).getEffects(st.getPlayer(),st.getPlayer()) #Wind Walk
SkillTable.getInstance().getInfo(1085,3).getEffects(st.getPlayer(),st.getPlayer()) #Acumen
SkillTable.getInstance().getInfo(1078,6).getEffects(st.getPlayer(),st.getPlayer()) #Concentration
SkillTable.getInstance().getInfo(1059,3).getEffects(st.getPlayer(),st.getPlayer()) #Greater Empower
SkillTable.getInstance().getInfo(1303,2).getEffects(st.getPlayer(),st.getPlayer()) #Wild Magic
SkillTable.getInstance().getInfo(1045,6).getEffects(st.getPlayer(),st.getPlayer()) #Blessed Body
SkillTable.getInstance().getInfo(1048,6).getEffects(st.getPlayer(),st.getPlayer()) #Blessed Soul
SkillTable.getInstance().getInfo(1062,2).getEffects(st.getPlayer(),st.getPlayer()) #Berseker Spirit
SkillTable.getInstance().getInfo(1040,3).getEffects(st.getPlayer(),st.getPlayer()) #Shield
SkillTable.getInstance().getInfo(1035,4).getEffects(st.getPlayer(),st.getPlayer()) #Mental Shield
SkillTable.getInstance().getInfo(1036,2).getEffects(st.getPlayer(),st.getPlayer()) #Magic Barrier
SkillTable.getInstance().getInfo(1243,6).getEffects(st.getPlayer(),st.getPlayer()) #Blessed Shield
SkillTable.getInstance().getInfo(1036,2).getEffects(st.getPlayer(),st.getPlayer()) #Resist Shock
SkillTable.getInstance().getInfo(268,1).getEffects(st.getPlayer(),st.getPlayer()) #Song of Wind
SkillTable.getInstance().getInfo(264,1).getEffects(st.getPlayer(),st.getPlayer()) #Song Of Earth
SkillTable.getInstance().getInfo(304,1).getEffects(st.getPlayer(),st.getPlayer()) #Song of Vitality
SkillTable.getInstance().getInfo(265,1).getEffects(st.getPlayer(),st.getPlayer()) #Song Of Life
SkillTable.getInstance().getInfo(267,1).getEffects(st.getPlayer(),st.getPlayer()) #Song of Warding
SkillTable.getInstance().getInfo(266,1).getEffects(st.getPlayer(),st.getPlayer()) #Song of Water
SkillTable.getInstance().getInfo(363,1).getEffects(st.getPlayer(),st.getPlayer()) #Song of Meditation
SkillTable.getInstance().getInfo(273,1).getEffects(st.getPlayer(),st.getPlayer()) #Dance of Mystic
SkillTable.getInstance().getInfo(276,1).getEffects(st.getPlayer(),st.getPlayer()) #Dance of Concentration
SkillTable.getInstance().getInfo(277,1).getEffects(st.getPlayer(),st.getPlayer()) #Dance of Light
return "1.htm"
st.setState(COMPLETE)
#Fighter Buffs Category
if event == "94"
st.takeItems(ADENA_ID,500000)
SkillTable.getInstance().getInfo(1204,2).getEffects(st.getPlayer(),st.getPlayer()) #Wind Walk
SkillTable.getInstance().getInfo(1062,2).getEffects(st.getPlayer(),st.getPlayer()) #Berseker Spirit
SkillTable.getInstance().getInfo(1045,6).getEffects(st.getPlayer(),st.getPlayer()) #Blessed Body
SkillTable.getInstance().getInfo(1048,6).getEffects(st.getPlayer(),st.getPlayer()) #Blessed SOul
SkillTable.getInstance().getInfo(1068,3).getEffects(st.getPlayer(),st.getPlayer()) #Might
SkillTable.getInstance().getInfo(1086,2).getEffects(st.getPlayer(),st.getPlayer()) #Haste
SkillTable.getInstance().getInfo(1077,3).getEffects(st.getPlayer(),st.getPlayer()) #Focus
SkillTable.getInstance().getInfo(1242,3).getEffects(st.getPlayer(),st.getPlayer()) #Death Whisper
SkillTable.getInstance().getInfo(1268,4).getEffects(st.getPlayer(),st.getPlayer()) #Vampiric Rage
SkillTable.getInstance().getInfo(1240,3).getEffects(st.getPlayer(),st.getPlayer()) #Guidance
SkillTable.getInstance().getInfo(1087,3).getEffects(st.getPlayer(),st.getPlayer()) #Agility
SkillTable.getInstance().getInfo(1040,3).getEffects(st.getPlayer(),st.getPlayer()) #Shield
SkillTable.getInstance().getInfo(1036,2).getEffects(st.getPlayer(),st.getPlayer()) #Magic Barrier
SkillTable.getInstance().getInfo(1035,4).getEffects(st.getPlayer(),st.getPlayer()) #Mental Shield
SkillTable.getInstance().getInfo(1036,2).getEffects(st.getPlayer(),st.getPlayer()) #Resist Shock
SkillTable.getInstance().getInfo(268,1).getEffects(st.getPlayer(),st.getPlayer()) #Song of Wind
SkillTable.getInstance().getInfo(264,1).getEffects(st.getPlayer(),st.getPlayer()) #Song Of Earth
SkillTable.getInstance().getInfo(304,1).getEffects(st.getPlayer(),st.getPlayer()) #Song of Vitality
SkillTable.getInstance().getInfo(265,1).getEffects(st.getPlayer(),st.getPlayer()) #Song Of Life
SkillTable.getInstance().getInfo(267,1).getEffects(st.getPlayer(),st.getPlayer()) #Song of Warding
SkillTable.getInstance().getInfo(266,1).getEffects(st.getPlayer(),st.getPlayer()) #Song of Water
SkillTable.getInstance().getInfo(269,1).getEffects(st.getPlayer(),st.getPlayer()) #Song Of Hunter
SkillTable.getInstance().getInfo(271,1).getEffects(st.getPlayer(),st.getPlayer()) #Dance Of Warrior
SkillTable.getInstance().getInfo(272,1).getEffects(st.getPlayer(),st.getPlayer()) #Dance Of Inspiration
SkillTable.getInstance().getInfo(274,1).getEffects(st.getPlayer(),st.getPlayer()) #Dance Of Fire
SkillTable.getInstance().getInfo(275,1).getEffects(st.getPlayer(),st.getPlayer()) #Dance Of Fury
return "1.htm"
st.setState(COMPLETE)
if htmltext != event:
st.setState(COMPLETED)
st.exitQuest(1)
return htmltext
html:
<tr>
<td><button value="Mages" action="bypass -h Quest 9999_NPCBuffer 93" width=82 height=25 back="L2UI_ct1.button_df" fore="L2UI_ct1.button_df"></td>
<center><td><button value="Chants" action="bypass -h Quest 9999_NPCBuffer 5.htm" width=82 height=25 back="L2UI_ct1.button_df" fore="L2UI_ct1.button_df"></td>
<td><button value="Fighters" action="bypass -h Quest 9999_NPCBuffer 94" width=82 height=25 back="L2UI_ct1.button_df" fore="L2UI_ct1.button_df"></td>
</tr>
</table>
<img src="L2UI_CH3.onscrmsg_pattern01_1" width=300 height=32 align=left>
</body>
</center>
</html>
and when ingame shows me a msg saying the number of that skill (the one i created in init) in the system msg box...
4 answers to this question
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