Jump to content
  • 0

I need this system at my server - coins


Question

Posted

Hi to everyone . I use Gracia ct 2 server with l2j files . I'm looking for this system :

at normal mobs drop : 5-40 beleth dragons (or bronze coins)

at champions mobs drop : 3-7 silver coins

at raid boss drop : 6-200 gold coins...

 

and at gm shop can buy with gold coins : luxury items like wings (which increase m.def , p.def) , epic armors , jwls and weapons and another custom weapons

 

and at trader

100 bronze coins = 1 silver coin

50 silver coins = 1 gold coin

anyone can help me to implement this system... I need to edit mob drops , gm shop and items... pls help

Recommended Posts

  • 0
Posted

Just edit the drops on the Database?

And about Wings and so on, I do not offer Client Modding Support. That is for newbs ^^

  • 0
Posted

Man, to find  the id's hit alt+g and write there Gold Coin.

For gm shop and trader just search in forum and replace the adena with coins.

Search buton make you clever :p

  • 0
Posted

man I have now any trouble... how to make an exchanger NPC I want something like...

100 beleth dragons = 1 silver coin

50 silver coins = 1 gold coin

 

anyone have an ideea? xD

  • 0
Posted

man I have now any trouble... how to make an exchanger NPC I want something like...

100 beleth dragons = 1 silver coin

50 silver coins = 1 gold coin

 

anyone have an ideea? xD

 

if you can't figure out how to make a multisell just close your server now.

  • 0
Posted

Why you calling it an 'system' Oo ? Only what i must to do is :

 

- shift + Left Mouse Button and target Your moob , anc change drop list

 

- Create Your own NPC

 

Its hard ?

  • 0
Posted

nomz go away... I don't need posters like u in my thread... so

I found this code for exchanger :

<?xml version='1.0' encoding='utf-8'?>

 

<!-- Gold Bar System -->

 

<list>

 

<!-- 100 Mill for 1 Gold Bar -->

<item id="1">

<ingredient id="57" count="100000000" enchant="0"/>

<production id="2807" count="1" enchant="0"/>

</item>

 

<!-- 1 Gold Bar for 100 Mill -->

<item id="2">

<ingredient id="2807" count="1" enchant="0"/>

<production id="57" count="100000000" enchant="0"/>

</item>

 

</list>

 

With this I can make an exchanger for coins but I have another question...

when I have shift + click at gm shop at drop list editor I can put a price only in adena , not in coin ..anyone can help me to edit shop prices ?

 

 

  • 0
Posted

If You're looking for ID's , lets push alt+g button in game , and You could find all NPC/items/moobs and other thinks ID's

  • 0
Posted

nomz go away... I don't need posters like u in my thread... so

I found this code for exchanger :

<?xml version='1.0' encoding='utf-8'?>

 

<!-- Gold Bar System -->

 

<list>

 

<!-- 100 Mill for 1 Gold Bar -->

<item id="1">

<ingredient id="57" count="100000000" enchant="0"/>

<production id="2807" count="1" enchant="0"/>

</item>

 

<!-- 1 Gold Bar for 100 Mill -->

<item id="2">

<ingredient id="2807" count="1" enchant="0"/>

<production id="57" count="100000000" enchant="0"/>

</item>

 

</list>

 

With this I can make an exchanger for coins but I have another question...

when I have shift + click at gm shop at drop list editor I can put a price only in adena , not in coin ..anyone can help me to edit shop prices ?

 

 

 

Just edit the DB like a minimally serious server owner. Learn how to do things properly, editing things ingame is a VERY BAD idea

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