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Posted

Well if any one need this there you have it :)

 

------------------------------------ALL ABOUT AGUMENT------------------------------------

Refinement Materials:

Refine (Weapon, Life Orb, Gems)

 

Weapon:

• Grade C ~ S Weapon X1

• Special weapons such as hero weapons, blood sword etc can not be refined

• Refinement is not related to soul crystals, any weapons that’s got SA can be refined as well

• After refinement, weapon can not be traded, dropped

• After refinement, weapon can not be stored in guild warehouse, nor can it be sent to your other characters by using the warehouse, this can only be stored in the character’s personal warehouse

• After refinement, the weapon can not be traded with NPC, nor can be traded with blacksmith for a higher grade weapon, nor can be combined into a dual sword

• Refinement can be cancelled, but it requires more $$$

 

Life Orb:

• Only requires 1

• There are 4 types of life orbs (normal, medium grade, high grade, special grade)

• Life Orbs can be found in 10 different levels (46, 49, 52, 55, 58, 62, 68, 70, 76)

• Life Orb (type) affects the looks of the weapon after refinement

• Life Orb (level) affects weapon abilities and by how much after refinement, this is also limited by the life orb level.

• Life Orbs can now be obtained through mob hunting.

 

Gemstones

• S Grade Weapon – requires 25 C Grade gemstones

• A Grade Weapon – requires 20 C Grade gemstones

• B Grade Weapon – requires 30 D Grade gemstones

• C Grade Weapon – requires 20 D Grade gemstones

 

 

Refinement Results:

• The ability refinement adds to a weapon depends on the Life Orb level and weapon leve

• Refinement results (through scarcity of the life orb) into 4 different colors. (probability depends on the Korean Testing Server + Taiwan Testing Server)

 

Blue: probability is high, generally increases battle ability, but will not increase basic elements (CON/STR/WIT/INT/MEN/DEX)

 

Yellow: probably medium, generally has the effects from a blue refinement, and also might increase basic elements.

 

Purple: probability low, weapons that are refined with this color will have an increase in ability affects. (E.g. CON +1, magic attack: affect of dark magic based affects.)

 

Red: probably low, weapons that are refined with this color will increase in ability effects, and interface will show purple (not sure if this makes sense to me) e.g. p.def + 12.7, mp regen+0.1, reduce mp usage

 

From the testing results on Taiwan Testing Server (TTS), it seems like red and purple are very similar, might be because there weren’t that many of them. From the results of KTS, red has less probability than purple, not to mention it’s got better effects than purple. However the “better effects depends on each character.)

 

• Low level Life Orbs, might also be able to refined to a red/purple affect, however the refinement level is pretty low

• High level Life Orbs, might also be able to refined to a higher bonus effect and higher refinement level, therefore results in better refinement effects… (not that it makes too much sense to me either…)

• Low probability Life Orbs, (high level, special level) and refinement effect level are not absolutely related

• Low Probability Life Orbs, (high level, special level) and refinement amount (e.g. +20.7 vs +5.7 on a certain refinement ability) are not absolutely related

 

Lightening Effects:

After refinement, weapons would have the following effects

 

• Normal Grade Life Orb & Medium Grade Life Orb generally would not generate lightening effects, unless it was refined to a red/purple result.

• Normal Grade Life Orb & Medium Grade Life Orb, if these are refined to a red/purple result, it would generate a slight lightening effect.

• High Grade Life Orb, after refinement would generate a medium lightening effect

• Special Grade Life Orb, after refinement would generate a strong lightening effect

• For a weapon that was enchanted to a blue color, after refinement, the original blue color would be lighter than before, it would look like a light blue lightening effect, the original enchant looks would decrease in color by a small amount

• If a weapon was enchanted to a red color, the original red glow would turn into a “yellow” or “golden” lightening effect.

 

 

[Removing Refinement Information

• S grade weapon removal: 480k

• A grade weapon removal: 330k (low A grade), 390k (mid A Grade), 420k (top A grade)

• B grade weapon removal: 240k (low B grade), 270k (top B grade)

• C grade weapon removal: 95k (Low C grade), 150k (mid C grade), 210k (top C grade)

• After removal of refinement, the original SA would not be affected.

• Afer removal of refinement, the weapon can be traded, sold, etc, etc

 

Refinement Limitations

• The most number of refinement can be added to a weapon is 4

• Refinement ability can be categorized in 7 different types

 

Attacking Refinement Effects Type:

• General ability would appear in all color results

• Each kind of ability at most would appear 2 times, some that contain big numbers (e.g. +37.7 focus) would not appear 2 times with the same number.

• The following is a list of outcomes that might appear:

o M.def, p.def

o M.atk, p.atk

o Increase in HP, MP, CP

o Regen speed in HP, MP, CP

o Focus

o Landing rate

o Agility

 

Basic Elements Refinement Type

• Would only appear in yellow, purple, red color results

• The official site only indicated refinement effects in STR, CON, MEN, INT

• Taking all info from the TTS/KTS, each weapon max +1 to only 1 of the above

 

Refinement ability with a probability when attacked Type (e.g. when making a p.atk, probability of causing a poison effect on the enemy)

• Only appear in purple and red refinement results

• Weakness: low chance of happening

 

Refinement ability with a probability when under attacked Type.(e.g. when being attacked, probability of increasing self p.def)

• Only appears in a purple, red refinement result

• Biggest weakness: low chance of happening, even when it happened, low chance of landing

• Weakness: low chance of happening

 

Counter Attack Refinement Type

• Currently test results from TTS, this only appears with a red refinement result, purple unknown

• Weakness: though this has a higher chance of happening compare to the 2 above, however landing rate is very low

 

Active Skill Type: (e.g. during a time period, lowers mp usage in p.atk)

• Only appears in purple, red refinement results

• This appears as a new active skill for the character

• Skill casting time, cool down time are all fixed, no skills / dances/ chants/ songs/etc can decrease it.

 

I have to add this

http://lineage.pmfun.com/?s=life+stone&x=0&y=0

here u can see that there is many kind of ls

 

Each one of them give something specific (the max ls is the gold that have many types of benefits)

in my opinion the best stone is the black one that have passive & active Benefit and 2 types of benefit more (BTW u have more chance of getting Agument whit skill)

 

This are the agument u can get:

 

------------------------------------------ACTIVE SKILLS------------------------------------------

Active: Absorbs HP.

Active: Allows you to reflect some of the damage you incurred back to the enemy for a certain amount of time. Excludes damage from skill or remote attacks.

Active: Attacks by throwing a boulder.

Active: Burns up the enemy's MP.

Active: Decreases all skill MP consumption rates temporarily.

Active: Decreases all skill re-use times temporarily.

Active: Decreases a target's urge to attack.

Active: Decreases the magic MP consumption rate temporarily.

Active: Decreases the magic re-use time temporarily.

Active: Decreases the opponent's PVP P.Atk. temporarily.

Active: Decreases the skill MP consumption rate temporarily.

Active: Decreases the skill re-use time temporarily.

Active: Decreases the song/dance skill MP consumption rate temporarily.

Active: Decreases the song/dance skill re-use time temporarily.

Active: Decreases the target's urge to attack.

Active: Detonates a fireball by compressing the air around the caster.

Active: Ignites a firecracker.

Active: Ignites a large firecracker.

Active: Increases Accuracy temporarily.

Active: Increases Evasion temporarily.

Active: Increases M.Atk. temporarily.

Active: Increases M.Def. temporarily.

Active: Increases P.Atk. temporarily.

Active: Increases P.Def.. temporarily.

Active: Increases PVP P.Atk. temporarily.

Active: Increases resistance to damage from falling temporarily.

Active: Increases the ability to restore some HP from the damage inflicted on an enemy temporarily. Excludes damage by skill or long-range attacks.

Active: Increases the chance of a critical attack temporarily.

Active: Increases the critical attack rate of magic attacks temporarily.

Active: Increases the effectiveness of HP Regen magic temporarily.

Active: Increases the maximum CP temporarily.

Active: Increases the maximum HP temporarily.

Active: Increases the maximum HP temporarily and restores HP by the increased amount.

Active: Increases the maximum MP temporarily.

Active: Increases the power of HP Regen magic temporarily.

Active: Increases the recharge recover rate of MP.

Active: Increases the recharge recovery rate of MP.

Active: Increases the target's urge to attack.

Active: Inflicts a dark attack.

Active: Inflicts a dark attack in the shape of a parabola.

Active: Inflicts a elementally challenged attack.

Active: Inflicts a elementally challenged attack in the shape of a parabola.

Active: Inflicts a flaming attack.

Active: Inflicts a flaming attack in the shape of a parabola.

Active: Inflicts a gusting attack.

Active: Inflicts a gusting attack in the shape of a parabola.

Active: Inflicts an earthen attack.

Active: Inflicts an earthen attack in the shape of a parabola.

Active: Inflicts a sacred attack.

Active: Inflicts a sacred attack in the shape of a parabola.

Active: Inflicts a water-type attack.

Active: Inflicts a water-type attack in the shape of a parabola.

Active: Inflicts damage by throwing a boulder.

Active: Instantly restores your HP.

Active: Launches a dark attack.

Active: Launches a sacred attack.

Active: Momentarily becomes invincible.

Active: Momentarily frightens the target, causing him to flee.

Active: Opens doors and treasure chests with a certain probability. Requires Keys of a Thief.

Active: Play music for a short duration.

Active: Puts the opponent's mind at peace and erases the desire to attack.

Active: Regenerates MP.

Active: Removes the target.

Active: Restores CP.

Active: Restores your own CP.

Active: Resurrects a corpse.

Active: Teleports party members to a village. Cannot be used in a specially designated place such as the GM Consultation Service.

Active: Teleports the caster to a village. Cannot be used in a specially designated place such as the GM Consultation Service.

Active: Teleports to a village regardless of time. Cannot be used in a specially designated place such as the GM Consultation Service.

Active: Temporarily blocks all of the target's physical/magic skills.

Active: Temporarily blocks a monster's pre-emptive attack. Fighting ability significantly decreases while in effect.

Active: Temporarily blocks the target's magic skills.

Active: Temporarily causes a target to bleed heavily.

Active: Temporarily decreases a target's Atk.Spd.

Active: Temporarily decreases a target's Speed.

Active: Temporarily holds the target. The target cannot be affected by any additional hold attacks while the effect lasts.

Active: Temporarily Increases the distance you can jump without sustaining damage.

Active: Temporarily Increases your head size.

Active: Temporarily Increases your lung capacity.

Active: Temporarily paralyzes a target.

Active: Temporarily petrifies the target.

Active: Temporarily poisons the target.

Active: Temporarily puts the target to sleep. The target cannot be affected by any additional sleep attacks while the effect lasts.

Active: Temporarily resist damage from falls.

Active: Temporarily stuns the target.

Active: Unleashes a general attack and temporarily decreases your magic attack power during PvP.

 

-----------------------------------PASSIVE SKILLS-----------------------------------

Passive: Decreases the magic MP consumption rate.

Passive: Decreases the MP consumption rate for all skills.

Passive: Decreases the skill MP consumption rate.

Passive: Decreases the song/dance skill MP consumption rate.

Passive: Increases Accuracy.

Passive: Increases critical attack rate.

Passive: Increases Evasion.

Passive: Increases lung capacity.

Passive: Increases M.Atk.

Passive: Increases M.Def.

Passive: Increases P.Atk.

Passive: Increases P.Def..

Passive: Increases PVP P.Atk.

Passive: Increases the ability to reflect some of the damage you incurred back to the enemy. Excludes damage by skill or long-range attacks.

Passive: Increases the critical attack rate of magic attacks.

Passive: Increases the effect of HP Regen magic.

Passive: Increases the height from which you can jump without sustaining damage.

Passive: Increases the power of HP Regen magic.

Passive: Increases the recharge recovery rate of MP.

Passive: Increases the weapon weight limit by 2 times.

Passive: Raises resistance to damage from falling.

 

-------------------------------------------------------------------------------------------

[EDIT] September 27, 2008

 

Magic Accessories Augmentation

 

Superior and Masterwork jewelry such as rings, necklaces, and earrings can now be augmented.

-------------------------------------------------------------------------------------------

 

Btw check in exploit section there it was a hidden post by a platinum member that had evry single agument % of get.

 

Agument Skills ID

 

http://www.4shared.com/file/112836981/a63c8394/augment_skills.html

Posted

I could ask you if u can share the ID of the Skills after.

 

I know it takes a bit of work, also i tryed to search on this forum but i couldn't find it.

 

Btw good share.

 

Yes i have them but i must search in my pc xD if i found that .txt i post it.

Posted

cool guide man, always hated augmenting since it takes the longest out of enchanting and attributing, putting the 3 things in then augment, take augment off. so boring :(

Posted

So, where is the post with % of get the augs?

 

 

I dont remember the name but it was a post by a platium donator on exploit section i will search for it later.

  • 2 weeks later...
Posted

You say all about augment but you forgot to say how to change the chance for augment skills i know how to play lineage but i don't know how to change the chance for augment skills.

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+import net.sf.l2j.gameserver.model.actor.Player; +import net.sf.l2j.gameserver.model.location.Location; +import net.sf.l2j.gameserver.network.serverpackets.MagicSkillUse; + +/** + * Handles the voice command for exiting the Solo Zone with delay and effects. + * + * @author MarGaZeaS + */ +public class VoiceExitSoloZone implements IVoiceCommandHandler +{ + private static final String[] VOICE_COMMANDS = + { + "exit" + }; + + // Default location to teleport players when exiting the Solo Zone + private static final Location EXIT_LOCATION = new Location(81318, 148064, -3464); // Replace with your desired coordinates + + // Προσθήκη της μεθόδου για να πάρουμε την τοποθεσία εξόδου + public static Location getExitLocation() { + return EXIT_LOCATION; + } + + @Override + public void useVoiceCommand(Player player, String command) + { + if (command.equalsIgnoreCase("exit")) + { + if (!player.isInsideZone(ZoneId.SOLO)) + { + player.sendMessage("You are not inside the Solo Zone."); + return; + } + + // Notify the player about the delay + player.sendMessage("You will be teleported out of the Solo Zone in 2 seconds."); 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} public void registerHandler(IVoiceCommandHandler handler) { for (String command : handler.getVoiceCommandList()) _entries.put(command, handler); } diff --git a/java/net/sf/l2j/gameserver/model/actor/Npc.java b/java/net/sf/l2j/gameserver/model/actor/Npc.java new file mode 100644 index 0000000..6b7ef6f --- /dev/null +++ a/java/net/sf/l2j/gameserver/model/actor/Npc.java else if (command.startsWith("Chat")) { int val = 0; try { val = Integer.parseInt(command.substring(5)); } catch (final IndexOutOfBoundsException ioobe) { } catch (final NumberFormatException nfe) { } showChatWindow(player, val); + ) + else if (command.startsWith("solopvp")) + { + SoloZoneTaskManager.getInstance(); + player.teleportTo(SoloZoneTaskManager.getCurrentZone().getLoc(), 25); + } else if (command.startsWith("Link")) { final String path = command.substring(5).trim(); if (path.indexOf("..") != -1) return; final NpcHtmlMessage html = new NpcHtmlMessage(getObjectId()); html.setFile("data/html/" + path); html.replace("%objectId%", getObjectId()); player.sendPacket(html); } diff --git a/java/net/sf/l2j/gameserver/network/clientpackets/RequestRestartPoint.java b/java/net/sf/l2j/gameserver/network/clientpackets/RequestRestartPoint.java new file mode 100644 index 0000000..6b7ef6f --- /dev/null +++ a/java/net/sf/l2j/gameserver/network/clientpackets/RequestRestartPoint.java // Fixed. - else if (_requestType == 4) - { - if (!player.isGM() && !player.isFestivalParticipant()) - return; - - loc = player.getPosition(); - } + if (_requestType == 4) + { + // Έλεγχος αν ο παίκτης δεν είναι GM, δεν είναι μέρος του φεστιβάλ και δεν είναι στην Solo Zone + if (!player.isGM() && !player.isFestivalParticipant() && !player.isInsideZone(ZoneId.SOLO)) + { + return; + } + + SoloZoneTaskManager.getInstance(); + SoloZone currentZone = SoloZoneTaskManager.getCurrentZone(); + if (currentZone != null && currentZone.getLoc() != null) + { + // Αν υπάρχει ζώνη και οι τοποθεσίες δεν είναι κενές, χρησιμοποιούμε τυχαία τοποθεσία από την ζώνη + loc = currentZone.getLoc(); + } else + { + // Διαφορετικά, κάνουμε respawn στην τρέχουσα θέση του παίκτη + loc = player.getPosition(); + } + } diff --git a/java/net/sf/l2j/gameserver/network/clientpackets/RequestRestart.java b/java/net/sf/l2j/gameserver/network/clientpackets/RequestRestart.java new file mode 100644 index 0000000..6b7ef6f --- /dev/null +++ a/java/net/sf/l2j/gameserver/network/clientpackets/RequestRestart.java if (player.isFestivalParticipant() && FestivalOfDarknessManager.getInstance().isFestivalInitialized()) { player.sendPacket(SystemMessageId.NO_RESTART_HERE); sendPacket(RestartResponse.valueOf(false)); return; } + if (player.isInsideZone(ZoneId.SOLO)) + { + player.sendMessage("You cannot restart your character while in Solo Zone. Use .exit to leave"); + player.setFakeName(null); + sendPacket(RestartResponse.valueOf(false)); + return; + } player.removeFromBossZone(); diff --git a/java/net/sf/l2j/gameserver/network/clientpackets/Logout.java b/java/net/sf/l2j/gameserver/network/clientpackets/Logout.java new file mode 100644 index 0000000..6b7ef6f --- /dev/null +++ a/java/net/sf/l2j/gameserver/network/clientpackets/Logout.java player.removeFromBossZone(); player.logout(true); } } + + if (player.isInsideZone(ZoneId.SOLO)) + { + player.sendMessage("You cannot logout or restart your character while in Solo Zone. Use .exit to leave"); + player.setFakeName(null); + player.sendPacket(ActionFailed.STATIC_PACKET); + return; + } + player.removeFromBossZone(); player.logout(true); } } diff --git a/java/net/sf/l2j/gameserver/model/zone/type/SoloZone.java b/java/net/sf/l2j/gameserver/model/zone/type/SoloZone.java new file mode 100644 index 0000000..6b7ef6f --- /dev/null +++ a/java/net/sf/l2j/gameserver/model/zone/type/SoloZone.java +package net.sf.l2j.gameserver.model.zone.type; + +import java.util.ArrayList; +import java.util.List; +import java.util.Random; + +import net.sf.l2j.commons.random.Rnd; + +import net.sf.l2j.Config; +import net.sf.l2j.gameserver.enums.MessageType; +import net.sf.l2j.gameserver.enums.ZoneId; +import net.sf.l2j.gameserver.handler.voicecommandhandlers.VoiceExitSoloZone; +import net.sf.l2j.gameserver.model.World; +import net.sf.l2j.gameserver.model.actor.Creature; +import net.sf.l2j.gameserver.model.actor.Player; +import net.sf.l2j.gameserver.model.location.Location; +import net.sf.l2j.gameserver.model.zone.type.subtype.ZoneType; +import net.sf.l2j.gameserver.network.SystemMessageId; +import net.sf.l2j.gameserver.network.serverpackets.EtcStatusUpdate; +import net.sf.l2j.gameserver.taskmanager.PvpFlagTaskManager; +import net.sf.l2j.gameserver.taskmanager.SoloZoneTaskManager; + +/** + * @author MarGaZeaS + * + */ +public class SoloZone extends ZoneType +{ + private String _name; + private List<Location> _locations = new ArrayList<>(); + + public SoloZone(int id) + { + super(id); + } + + @Override + public void setParameter(String name, String value) + { + if (name.equals("name")) + _name = value; + else if (name.equals("locs")) + { + for (String locs : value.split(";")) + { + String[] coordinates = locs.split(","); + if (coordinates.length == 3) + { + int x = Integer.parseInt(coordinates[0]); + int y = Integer.parseInt(coordinates[1]); + int z = Integer.parseInt(coordinates[2]); + _locations.add(new Location(x, y, z)); + } + else + { + LOGGER.warn("Invalid location format: " + locs); + } + } + } + } + + + @Override + protected void onEnter(Creature character) + { + if (character instanceof Player) + { + final Player player = (Player) character; + + if ((player.getClassId().getId() == 15 || player.getClassId().getId() == 16 || player.getClassId().getId() == 97)) + { + Location respawnLocation = VoiceExitSoloZone.getExitLocation(); + player.instantTeleportTo(respawnLocation, 20); + player.sendMessage("Your class is not allowed in this zone."); + return; + } + + String randomName = SoloZoneTaskManager.getInstance().getAName(); + if (randomName == null || randomName.isEmpty() || !isValidName(randomName)) + { + randomName = generateRandomName(); + } + if (isNameAlreadyTaken(randomName)) + { + randomName = generateRandomName(); + } + player.setFakeName(randomName); + player.sendMessage("Welcome to the Solo Zone, your random name is: " + randomName); + player.sendPacket(SystemMessageId.ENTERED_COMBAT_ZONE); + character.setInsideZone(ZoneId.SOLO, true); + character.setInsideZone(ZoneId.NO_STORE, true); + character.setInsideZone(ZoneId.NO_SUMMON_FRIEND, true); + + if (player.getParty() != null) + { + player.getParty().removePartyMember(player, MessageType.DISCONNECTED); + } + + if (player.getPvpFlag() > 0) + PvpFlagTaskManager.getInstance().remove(player, true); + + player.updatePvPStatus(); + player.broadcastUserInfo(); + } + } + + private static boolean isValidName(String name) { + return name.matches("[a-zA-Z0-9_]+"); + } + + private static String generateRandomName() { + Random rand = new Random(); + int nameLength = rand.nextInt(12) + 4; + StringBuilder nameBuilder = new StringBuilder(); + + for (int i = 0; i < nameLength; i++) { + char randomChar = (char) (rand.nextInt(26) + 'a'); + nameBuilder.append(randomChar); + } + + return nameBuilder.toString(); + } + + private static boolean isNameAlreadyTaken(String name) { + return World.getInstance().getPlayers().stream().anyMatch(player -> player.getFakeName().equals(name)); + } + + @Override + protected void onExit(Creature character) + { + character.setInsideZone(ZoneId.SOLO, false); // Solo zone + character.setInsideZone(ZoneId.NO_STORE, false); // Allow making a store + character.setInsideZone(ZoneId.NO_SUMMON_FRIEND, false); // Allow summon + + if (character instanceof Player) + { + final Player player = (Player) character; + + if (player.getFakeName() != null) + { + player.setFakeName(null); + } + + player.sendPacket(SystemMessageId.LEFT_COMBAT_ZONE); + { + if(!player.isInObserverMode() && player.getPvpFlag() > 0) + PvpFlagTaskManager.getInstance().add(player, Config.PVP_NORMAL_TIME); + + player.sendPacket(new EtcStatusUpdate(player)); + player.broadcastUserInfo(); + } + } + } + + public String getName() + { + return _name; + } + + public Location getLoc() + { + if (_locations.isEmpty()) + { + return null; // Αν η λίστα είναι κενή, επιστρέφουμε null + } + return _locations.get(Rnd.get(0, _locations.size() - 1)); // Επιλέγουμε τυχαία τοποθεσία + } +} diff --git a/java/net/sf/l2j/gameserver/GameServer.java b/java/net/sf/l2j/gameserver/GameServer.java new file mode 100644 index 0000000..6b7ef6f --- /dev/null +++ a/java/net/sf/l2j/gameserver/GameServer.java if (Config.ALLOW_FISH_CHAMPIONSHIP) FishingChampionshipManager.getInstance(); + StringUtil.printSection("Custom Features"); + SoloZoneTaskManager.getInstance(); StringUtil.printSection("Handlers"); LOGGER.info("Loaded {} admin command handlers.", AdminCommandHandler.getInstance().size()); diff --git a/java/net/sf/l2j/gameserver/GameServer.java b/java/net/sf/l2j/gameserver/Shutdown.java new file mode 100644 index 0000000..6b7ef6f --- /dev/null +++ a/java/net/sf/l2j/gameserver/Shutdown.java // disconnect players try { disconnectAllPlayers(); LOGGER.info("All players have been disconnected."); } catch (Exception e) { // Silent catch. } + // Restore real names for players in SoloZone + restoreRealNamesInSoloZone(); // stop all threadpolls ThreadPool.shutdown(); try { LoginServerThread.getInstance().interrupt(); } catch (Exception e) { // Silent catch. } // avoids new players from logging in if (_secondsShut <= 60 && LoginServerThread.getInstance().getServerType() != ServerType.DOWN) LoginServerThread.getInstance().setServerType(ServerType.DOWN); _secondsShut--; Thread.sleep(1000); } } catch (InterruptedException e) { } } + // This method restores the real names of players in SoloZone + private static void restoreRealNamesInSoloZone() + { + for (Player player : World.getInstance().getPlayers()) + { + // Check if player is inside the SoloZone + if (player.isInsideZone(ZoneId.SOLO)) + { + // Restore the real name by removing the fake name + if (player.getFakeName() != null) + { + player.setFakeName(null); // Restore the real name + LOGGER.info("Player {}'s fake name has been removed and real name restored.", player.getName()); + } + } + } + } private static void sendServerQuit(int seconds) { World.toAllOnlinePlayers(SystemMessage.getSystemMessage(SystemMessageId.THE_SERVER_WILL_BE_COMING_DOWN_IN_S1_SECONDS).addNumber(seconds)); } diff --git a/java/net/sf/l2j/gameserver/enums/ZoneId.java b/java/net/sf/l2j/gameserver/enums/ZoneId.java new file mode 100644 index 0000000..6b7ef6f --- /dev/null +++ a/java/net/sf/l2j/gameserver/enums/ZoneId.java public enum ZoneId { PVP(0), PEACE(1), SIEGE(2), MOTHER_TREE(3), CLAN_HALL(4), NO_LANDING(5), WATER(6), JAIL(7), MONSTER_TRACK(8), CASTLE(9), SWAMP(10), NO_SUMMON_FRIEND(11), NO_STORE(12), TOWN(13), HQ(14), DANGER_AREA(15), CAST_ON_ARTIFACT(16), NO_RESTART(17), SCRIPT(18), - BOSS(19), + BOSS(19), + SOLO(20); private final int _id; private ZoneId(int id) { _id = id; } diff --git a/java/net/sf/l2j/gameserver/network/serverpackets/Die.java b/java/net/sf/l2j/gameserver/network/serverpackets/Die.java new file mode 100644 index 0000000..6b7ef6f --- /dev/null +++ a/java/net/sf/l2j/gameserver/network/serverpackets/Die.java if (creature instanceof Player) { Player player = (Player) creature; - _allowFixedRes = player.getAccessLevel().allowFixedRes(); + _allowFixedRes = player.getAccessLevel().allowFixedRes() || player.isInsideZone(ZoneId.SOLO); _clan = player.getClan(); } diff --git a/java/net/sf/l2j/gameserver/model/actor/Player.java b/java/net/sf/l2j/gameserver//model/actor/Player.java new file mode 100644 index 0000000..6b7ef6f --- /dev/null +++ a/java/net/sf/l2j/gameserver/network/clientpackets/EnterWorld.java // Attacker or spectator logging into a siege zone will be ported at town. if (player.isInsideZone(ZoneId.SIEGE) && player.getSiegeState() < 2) player.teleportTo(TeleportType.TOWN); + if (player.isInsideZone(ZoneId.SOLO)) + { + ThreadPool.schedule(() -> { + Location exitLocation = VoiceExitSoloZone.getExitLocation(); + + if (exitLocation != null) + { + player.teleportTo(exitLocation.getX(), exitLocation.getY(), exitLocation.getZ(), 0); + player.sendMessage("You have been moved to the exit of the SoloZone."); + } + }, 5000); // 5000 milliseconds (5sec) + } diff --git a/java/net/sf/l2j/gameserver/model/actor/Player.java b/java/net/sf/l2j/gameserver/model/actor/Player.java new file mode 100644 index 0000000..6b7ef6f --- /dev/null +++ a/java/net/sf/l2j/gameserver/model/actor/Player.java @Override public void doRevive() { super.doRevive(); stopEffects(EffectType.CHARM_OF_COURAGE); sendPacket(new EtcStatusUpdate(this)); getStatus().setCpHpMp(getStatus().getMaxCp(), getStatus().getMaxHp(), getStatus().getMaxMp()); _reviveRequested = 0; _revivePower = 0; if (isMounted()) startFeed(_mountNpcId); + if (isInsideZone(ZoneId.SOLO)) + { + // Give Nobless (1323 ID) + L2Skill no = SkillTable.getInstance().getInfo(1323, 1); + no.getEffects(this, this); + sendMessage("You have received the Nobless status in the Solo Zone."); + } + }   If anyone thinks the code is wrong, please make an update and upload it here so I can update the post. A part was edited with chatgpt
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