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ElmoreLab Harbor - Eternal C1 x1:
✅ https://harbor.elmorelab.com
ElmoreLab Harbor - Eternal C1 x1 - is an exclusive server of the Eternal C1 chronicles from the top project ElmoreLab Harbor.
A unique server of its kind, on which everyone will have maximum pleasure, such as oldschool players who dream of nostalgia and to feel the warmest and classic C1 chronicles, as well as experienced players who are tired of thousands unbalanced servers of late chronicles.
Due to the professional corrections of the balance system and the HONEST gameplay system - on this server, EVERY player will feel like in their own, warm and cozy Harbor C1.
Let's return to the origins of L2 - back to 2004 in C1! ❤️
⭐ Server characteristics:
STRICTLY 1 window, NO BOXES
Bans for RMT and bots/cheats
No donations with benefits
Unique and high-quality PTS-build from Master Toma
Professional corrections and full class-balance
Reworked economy and closed all abuses
Improved animations and all aspects of the game
Exclusive HD-client with high-quality textures
Experienced administration and management
Fixed all bugs, geodata, exploits and holes
Maximum sociality due to the 1-box system
Discovering, exploring and researching
Big online
International server
Nostalgia and oldschool-feelings
Rates: x1
Server start: 14.02.2025
The server is at the final stages of development and preparation for release. Information on the server will be updated, soon the patchnotes and changes/edits will be posted.
Don't miss the legendary and epic experience on the best server in the last 20 years! ❤️
Join our C1-forum with a lot of information about server and active discussions.
⭐ Website:
https://harbor.elmorelab.com
✅ Forum:
https://forum-harbor.elmorelab.com
💥 Telegram:
https://t.me/l2harbor
https://t.me/l2harbor_chat
⚡ Discord:
https://discord.gg/harborelmorelab
yeah ok, if you say what is fuctional 100% i can't say something different 😛
but if someone find hard to compile it or get vs and all that things i have here one more simple way here to put overlay in your own server or to change your window name with few money.
I've been using this for 2 years now with no issues from Discord. I don't use ogg.dll either. This one works with any l2.exe too; I don’t see any difference between them.
hmm.. ok i just see that, is different code first of all. My sources is totally different based in other way, with else libraries.
I have access to modify everything even to make the clock to stop show how many time users play in server.
1) so maybe keep some personal info more hide.
2) i dont use ogg.dll
3) i create it and give it ready + support to install it.
Plus what is mine can working with what ever .exe you want not just l2 with same simple method.
And i am sure if you try this source to compile it, after 3 hours discord will like shadowban your API too
thats my source
Question
ceyhun
hello.
please help me how I can add server premium rate. if player donator , he gain 2x exp,sp,spoil,adena,drop.
Here sorc code server.
http://letitbit.net/download/8d54aafc0e/l2dreamlast.zip.html
click free.
L2DropData.java file from server.
package Alfa.game.model;
import java.util.Arrays;
import Alfa.Config;
import Alfa.game.model.base.ItemToDrop;
import Alfa.game.tables.ItemTable;
import Alfa.game.templates.L2Item;
import Alfa.util.Rnd;
public class L2DropData
{
private L2Item _item;
private int _mindrop;
private int _maxdrop;
private boolean _sweep;
private int _chance;
private short _groupId;
private int _groupChance;
private byte _minLevel;
private byte _maxLevel;
private String _questID = null;
private String[] _stateID = null;
public L2DropData()
{}
public L2DropData(int id, int min, int max, int chance, int minLevel)
{
_item = ItemTable.getInstance().getTemplate(id);
_mindrop = min;
_maxdrop = max;
_chance = chance;
_minLevel = (byte) minLevel;
}
public L2DropData(int id, int min, int max, int chance, int minLevel, int maxLevel)
{
_item = ItemTable.getInstance().getTemplate(id);
_mindrop = min;
_maxdrop = max;
_chance = chance;
_minLevel = (byte) minLevel;
_maxLevel = (byte) maxLevel;
}
public short getItemId()
{
return _item.getItemId();
}
public L2Item getItem()
{
return _item;
}
public void setItemId(short itemId)
{
_item = ItemTable.getInstance().getTemplate(itemId);
}
public void setGroupId(short gId)
{
_groupId = gId;
}
public short getGroupId()
{
return _groupId;
}
public void setGroupChance(int chance)
{
_groupChance = chance;
}
public int getGroupChance()
{
return _groupChance;
}
public int getMinDrop()
{
return _mindrop;
}
public int getMaxDrop()
{
return _maxdrop;
}
public boolean isSweep()
{
return _sweep;
}
public int getChance()
{
return _chance;
}
public void setMinDrop(int mindrop)
{
_mindrop = mindrop;
}
public void setMaxDrop(int maxdrop)
{
_maxdrop = maxdrop;
}
public void setSweep(boolean sweep)
{
_sweep = sweep;
}
public void setChance(int chance)
{
_chance = chance;
}
public String[] getStateIDs()
{
return _stateID;
}
public void addStates(String[] list)
{
_stateID = list;
}
public String getQuestID()
{
return _questID;
}
public void setQuestID(String questID)
{
_questID = questID;
}
public boolean isQuestDrop()
{
return _questID != null && _stateID != null;
}
public byte getMinLevel()
{
return _minLevel;
}
public byte getMaxLevel()
{
return _maxLevel;
}
@Override
public String toString()
{
String out = "ItemID: " + getItemId() + " Min: " + getMinDrop() + " Max: " + getMaxDrop() + " Chance: " + getChance() / 10000.0 + "%";
if(isQuestDrop())
out += " QuestID: " + getQuestID() + " StateID's: " + Arrays.toString(getStateIDs());
return out;
}
@Override
public boolean equals(Object o)
{
if(o instanceof L2DropData)
{
L2DropData drop = (L2DropData) o;
return drop.getItemId() == getItemId();
}
return false;
}
/**
* Подсчет шанса выпадения этой конкретной вещи
* Используется в эвентах и некоторых специальных механизмах
* @param player игрок (его бонус влияет на шанс)
* @param mod (просто множитель шанса)
* @param isRaid (это рейдовая вещ)
* @return информация о выпавшей вещи
*/
public ItemToDrop roll(L2Player player, double mod)
{
float rate = 0;
if(!_item.isHerb())
rate = Config.RATE_DROP_ITEMS * (player != null ? player.getRateItems() : 1);
float adenarate = Config.RATE_DROP_ADENA * (player != null ? player.getRateAdena() : 1);
// calc group chance
double calcChance = mod * _chance * (_item.isAdena() ? 1f : rate);
int dropmult = 1;
// Если шанс оказался больше 100%
if(calcChance > L2Drop.MAX_CHANCE)
if(calcChance % L2Drop.MAX_CHANCE == 0) // если кратен 100% то тупо умножаем количество
dropmult = (int) (calcChance / L2Drop.MAX_CHANCE);
else
{ // иначе балансируем
dropmult = (int) Math.ceil(calcChance / L2Drop.MAX_CHANCE); // множитель равен шанс / 100% округление вверх
calcChance = calcChance / dropmult; // шанс равен шанс / множитель
// в результате получаем увеличение количества и уменьшение шанса, при этом шанс не падает ниже 50%
}
if(Rnd.get(L2Drop.MAX_CHANCE) > calcChance)
return null;
ItemToDrop t = new ItemToDrop(_item.getItemId());
// если это адена то умножаем на рейт адены, иначе на множитель перебора шанса
float mult = _item.isAdena() ? adenarate : dropmult;
if(getMinDrop() >= getMaxDrop())
t.count = (int) (getMinDrop() * mult);
else
t.count = Rnd.get((int) (getMinDrop() * mult), (int) (getMaxDrop() * mult));
return t;
}
@Override
public int hashCode()
{
return _item.getItemId();
}
}
4 answers to this question
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