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Posted

.::Updates::.

- SQL: fix wrong itemId in droplist

- SQL: Update price and crystal_count for armor

- JAVA: Another fix for Disablers

- SQL: Walking Suspicious Merchants for Narsell Fortress

- Droplist check for undefined items.

- DayNightSpawnManager? rework. Test and report.

- SQL: Little update

- JAVA/SQL: admin command for removing skill reuse,

- //removereuse - will remove skill reuse on target.

- //removereuse <playername> - will remove skill reuse on player w

.::Updates::.

Posted

.::Updates::.

- Action handler use L2Object instead of L2Character as target.

- Unhardcoding actions for L2ItemInstance.

- JAVA/SQL: Divide ItemSkills?  handler to the several separated handlers, unhardcoding checks for olympiad and mana potions

- Sql: Homunculus spawns correction.

.::Updates::.

Posted

Server Are online 4+ Years Mpouxaxa thats true yep.

[gr] fusika kai eine apo c5 4 xronia on exo kai players p pezoune 3+ xronia mesa kai mporis na milisis mazh tous kai na s to poune kai h idii fusika :) [gr]

Posted

.::Updates::.

- Action handler use L2Object instead of L2Character as target.

- Unhardcoding actions for L2ItemInstance.

- JAVA/SQL: Divide ItemSkills?  handler to the several separated handlers, unhardcoding checks for olympiad and mana potions

- Sql: Homunculus spawns correction.

- support for effect negate (effectType and effectAbnormalLvl has to be set on skill)

- Fix for run speed in client info.

- SQL: small spawnlist rework, fixed many spawns underground, in wall and if you enable geodata in started village you see "can't see target"

.::Updates::.

Posted

gl with your server bro i play there when he is c6 ;D

 

thank's you bro ^_^

 

.::Updates::.

- support for effect negate (effectType and effectAbnormalLvl has to be set on skill)

- Fix for run speed in client info.

- SQL: small spawnlist rework, fixed many spawns underground, in wall and if you enable geodata in started village you see "can't see target"

.::Updates::.

Posted

.::Updates::.

- SQL: Cleanup & Fixes.

- SQL: more update spawnlist (wrong locz)

- Retail Event Gift of Vitality, Enjoy!

- Retail spawns for Gift Of Vitality event.

  Npc will be spawned on server start when event is enabled - uncommented in scripts.cfg

- Retail Event Heavy Medals

- L2AccessLevel canGainExp() does not depend on party

- Spelling Correction in a commented region in the config files.

- Clarity fix: move consumption rates from L2Character to CharStat?, so mana checks will operate with decreased numbers.

  Now, for example, you will be able to use spell consuming 100 (with clarity 20% - 80) mana with 90 mana.

- Players can't use offline trade in vehicles.

- Just Another Geoengine Fix: "Can't see target" problem, for example, near Roaring Skylancer.

.::Updates::.

Posted

.::Updates::.

- Core support for future more accurate find dualbox.

- Mysql-connector lib update.

- Retail like Clan Airships, thanks lion for info.

- Normal airship route reworked to quest.

- FastList?  #3 - split concurrent modifications with shared() - atomic insert/remove, safe slower iteration. shared() will not make it 100% safe..

 For now used in CharEffectList? only.

- Fix for heal cubic.

- XML: increase power for 80 lvl mage skills

- XML: Mirage Skill in other way.

- HTML: Little fix,

- XML: Removing invalid code. Warrior Haste is applied also to Bow/Crossbow. Verified on official EU/NA server.

- XML/SQL: Landing zone in Seed of Destruction

.::Updates::.

Posted

.::Updates::.

- XML: Notes in some skills, to avoid future mistakes.

- Fixing decay problem with clanships.

- Fix for disable autoshots on weapon equip.

.::Updates::.

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  • 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).
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