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Posted

This NPC show in game Top PvP, pk, nobless ordered by pvp, adena and clan in game...

 

TOP PVP, PK, NOBLESS, CLAN don't show GM characters...

 

Tested On Gracia Final L2JServer pack... Working...

 

Credits: I really don't know :D becouse i found in some kind forum, but it was not working, so i changed and added Adena, Nobless, Clan tops.. :)

 

 

shot00002a.th.pngshot00001.th.pngshot00000i.th.png

 

 

Download link:

http://dump.ru/file/4510805
http://depositfiles.com/ru/files/duwd95sjv

 

 

P.S. This npc based on Jython language..

Posted

It should work on interlude and epilogue, becouse there are no change... But if you use other pack, so change in __ini__.py file these lines:

 

from net.sf.l2j

 

 

IL doesnt have these buttons, so that has to be changed then too...

 

Anyway, nice npc, thanks for sharing

Posted

Lauq quote: "IL doesnt have these buttons, so that has to be changed then too..."

 

So for Interlude need rework this npc, i think its imposible to do with no error's :)

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  • Posts

    • Hi, great work! Are there any bugs? And will it work with a high five?
    • For others that would like to understand in more details:   The login server also uses a protocol (sent by the server to the client in the very first packet). For instance, the C4 client (the one I'm developing my emulator for) expects the protocol number `50721` (or `0xc621`) which works as follow (from what I've gathered): Preamble: L2 packets are divided into two parts: size and payload; As mentioned, every packet starts with two bytes containing the whole packet size (thus including those two bytes, e.g. a packet of size 15 will have the number `15` written onto its first two bytes and a following payload of 13 bytes); For login server, first byte of the payload is the opcode (game server must deal with variable-sized opcodes); Next bytes are the packet content; Before sending the packet, its buffer size (minus the initial two bytes) is padded to 8 bytes (required by upcoming Blowfish encoding); A checksum of the packet is appended at the end, then the payload is again padded to 8 bytes; If the opcode is not `0` (also written as `0x00`), then the payload is encoded by Blowfish; Packet is sent over the network. You can have a look at my implementation (in C++) here (do note I'm assuming little-endian).   In this protocol, the auth packet (`0x00`) sent back by the client is RSA encrypted using the RSA modulus sent in the first server packet, inserted right after the protocol number.  
    • Hello guys I wanna buy some  Lessons for an L2J Developer
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