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I Found This Java Code And I  Shared Here !

Gredits To L2Smirnof And Me :P

[move]Need Test[/move]

Trunk/L2jServer/java/config/l2jmods.properties ¶

 

# Disable Grade Penalty

DisableGradePenalty = False

Line 222

+

+ #---------------------------------------------------------------

+ # Augmentation      ------By Olympus   -----                                        -

+ #---------------------------------------------------------------

+ # These controls the chance to get a skill in the augmentation process

+ # Retail: 15, 30, 45, 60

+ AugmentationNGSkillChance = 15

+ AugmentationMidSkillChance = 30

+ AugmentationHighSkillChance = 45

+ AugmentationTopSkillChance = 60

+

+ # These controls the chance to get a Base Stat Modifier in the augmentation process

+ # Note:

+ # No dependancy on LS grade

+ # Retail: 1

+ AugmentationBaseStatChance = 1

+

+ # These controls the chance to get a glow effect in the augmentation process

+ # Note:

+ # No/Mid Grade Life Stone can not have glow effect

+ # if you do not get a skill or Base Stat Modifier

+ # On Retail you can not get glow effect with NoGrade LS

+ # Retail: 0, 40, 70, 100

+ AugmentationNGGlowChance = 0

+ AugmentationMidGlowChance = 40

+ AugmentationHighGlowChance = 70

+ AugmentationTopGlowChance = 100

 

 

TabularUnified Trunk/L2jServer/java/net/sf/l2j/Config.java ¶

Line 991

   public static int ENCHANT_SAFE_MAX_FULL;

 

+    /** Chance to get a skill while using a NoGrade Life Stone*/

+    public static int AUGMENTATION_NG_SKILL_CHANCE;

+    

+    /** Chance to get a Glow effect while using a NoGrade Life Stone(only if you get a skill)*/

+    public static int AUGMENTATION_NG_GLOW_CHANCE;

+    

+    /** Chance to get a skill while using a MidGrade Life Stone*/

+    public static int AUGMENTATION_MID_SKILL_CHANCE;

+    

+    /** Chance to get a Glow effect while using a MidGrade Life Stone(only if you get a skill)*/

+    public static int AUGMENTATION_MID_GLOW_CHANCE;

+    

+    /** Chance to get a skill while using a HighGrade Life Stone*/

+    public static int AUGMENTATION_HIGH_SKILL_CHANCE;

+    

+    /** Chance to get a Glow effect while using a HighGrade Life Stone*/

+    public static int AUGMENTATION_HIGH_GLOW_CHANCE;

+    

+    /** Chance to get a skill while using a TopGrade Life Stone*/

+    public static int AUGMENTATION_TOP_SKILL_CHANCE;

+    

+    /** Chance to get a Glow effect while using a TopGrade Life Stone*/

+    public static int AUGMENTATION_TOP_GLOW_CHANCE;

+    

+    /** Chance to get a BaseStatModifier in the augmentation process*/

+    public static int AUGMENTATION_BASESTAT_CHANCE;

+    

1018 +    

   // Character multipliers

   /** Multiplier for character HP regeneration */

 

               ANNOUNCE_CASTLE_LORDS                                   = Boolean.parseBoolean(L2JModSettings.getProperty("AnnounceCastleLords", "False"));

               DISABLE_GRADE_PENALTY                               = Boolean.parseBoolean(L2JModSettings.getProperty("DisableGradePenalty", "False"));

-

Line 1974

+                AUGMENTATION_NG_SKILL_CHANCE                = Integer.parseInt(L2JModSettings.getProperty("AugmentationNGSkillChance", "15"));

+                AUGMENTATION_NG_GLOW_CHANCE                         = Integer.parseInt(L2JModSettings.getProperty("AugmentationNGGlowChance", "0"));

+                AUGMENTATION_MID_SKILL_CHANCE               = Integer.parseInt(L2JModSettings.getProperty("AugmentationMidSkillChance", "30"));

+                AUGMENTATION_MID_GLOW_CHANCE                = Integer.parseInt(L2JModSettings.getProperty("AugmentationMidGlowChance", "40"));

+                AUGMENTATION_HIGH_SKILL_CHANCE              = Integer.parseInt(L2JModSettings.getProperty("AugmentationHighSkillChance", "45"));

+                AUGMENTATION_HIGH_GLOW_CHANCE               = Integer.parseInt(L2JModSettings.getProperty("AugmentationHighGlowChance", "70"));

+                AUGMENTATION_TOP_SKILL_CHANCE               = Integer.parseInt(L2JModSettings.getProperty("AugmentationTopSkillChance", "60"));

+                AUGMENTATION_TOP_GLOW_CHANCE                = Integer.parseInt(L2JModSettings.getProperty("AugmentationTopGlowChance", "100"));

+                AUGMENTATION_BASESTAT_CHANCE                = Integer.parseInt(L2JModSettings.getProperty("AugmentationBaseStatChance", "1"));

               if (TVT_EVENT_PARTICIPATION_NPC_ID == 0)

               {

 

Line 2511

       else if (pName.equalsIgnoreCase("TvTEventRunningTime")) TVT_EVENT_RUNNING_TIME = Integer.parseInt(pValue);

       else if (pName.equalsIgnoreCase("TvTEventParticipationNpcId")) TVT_EVENT_PARTICIPATION_NPC_ID = Integer.parseInt(pValue);

+        else if (pName.equalsIgnoreCase("AugmentationNGSkillChance")) AUGMENTATION_NG_SKILL_CHANCE = Integer.parseInt(pValue);

+        else if (pName.equalsIgnoreCase("AugmentationNGGlowChance")) AUGMENTATION_NG_GLOW_CHANCE = Integer.parseInt(pValue);

+        else if (pName.equalsIgnoreCase("AugmentationMidSkillChance")) AUGMENTATION_MID_SKILL_CHANCE = Integer.parseInt(pValue);

+        else if (pName.equalsIgnoreCase("AugmentationMidGlowChance")) AUGMENTATION_MID_GLOW_CHANCE = Integer.parseInt(pValue);

+        else if (pName.equalsIgnoreCase("AugmentationHighSkillChance")) AUGMENTATION_HIGH_SKILL_CHANCE = Integer.parseInt(pValue);

+        else if (pName.equalsIgnoreCase("AugmentationHighGlowChance")) AUGMENTATION_HIGH_GLOW_CHANCE = Integer.parseInt(pValue);

+        else if (pName.equalsIgnoreCase("AugmentationTopSkillChance")) AUGMENTATION_TOP_SKILL_CHANCE = Integer.parseInt(pValue);

+        else if (pName.equalsIgnoreCase("AugmentationTopGlowChance")) AUGMENTATION_TOP_GLOW_CHANCE = Integer.parseInt(pValue);

+        else if (pName.equalsIgnoreCase("AugmentationBaseStatChance")) AUGMENTATION_BASESTAT_CHANCE = Integer.parseInt(pValue);

       // PvP settings

       else if (pName.equalsIgnoreCase("MinKarma")) KARMA_MIN_KARMA = Integer.parseInt(pValue);

 

 

TabularUnified Trunk/L2jServer/java/net/sf/l2j/gameserver/datatables/AugmentationData.java ¶

 

 

public class AugmentationData

 

       // =========================================================

       // Data Field

-

-        // chances

-        //private static final int CHANCE_STAT = 88;

-        private static final int CHANCE_SKILL = 11;

-        private static final int CHANCE_BASESTAT = 1;

 

       // stats

… …

       //private static final int STAT_NUMBEROF_SUBBLOCKS = 40;

 

Line 74 +        

+        // skills

+        // private static final int BLUE_START = 14561;

+        private static final int PURPLE_START = 14578;

+        private static final int RED_START = 14685;      

+        

       // basestats

       private static final int BASESTAT_STR = 16341;

 

Line 87

       private FastList _augmentationStats[];

-        private FastList<augmentationSkill> _activeSkills;

-        private FastList<augmentationSkill> _passiveSkills;

-        private FastList<augmentationSkill> _chanceSkills;

+        private FastList<augmentationSkill> _blueSkills;

+        private FastList<augmentationSkill> _purpleSkills;

+        private FastList<augmentationSkill> _redSkills;

+        private int _skillsCount;

 

       // =========================================================

Line 104

               _augmentationStats[3] = new FastList<augmentationStat>();

 

-                _activeSkills = new FastList<augmentationSkill>();

-                _passiveSkills = new FastList<augmentationSkill>();

-                _chanceSkills = new FastList<augmentationSkill>();

+                _blueSkills = new FastList<augmentationSkill>();

+                _purpleSkills = new FastList<augmentationSkill>();

+                _redSkills = new FastList<augmentationSkill>();

 

               load();

 

+                _skillsCount = _blueSkills.size() + _purpleSkills.size() + _redSkills.size();

+                

               // Use size*4: since theres 4 blocks of stat-data with equivalent size

               _log.info("AugmentationData: Loaded: "+(_augmentationStats[0].size()*4)+" augmentation stats.");

-                _log.info("AugmentationData: Loaded: "+_activeSkills.size()+" active, "+_passiveSkills.size()+" passive and "+_chanceSkills.size()+" chance skills");

+                _log.info("AugmentationData: Loaded: " + _blueSkills.size() + " blue, " + _purpleSkills.size() + " purple and " + _redSkills.size() + " red skills");

       }

 

 

                                                       NamedNodeMap attrs = d.getAttributes();

                                                       int skillId=0, augmentationId = Integer.parseInt(attrs.getNamedItem("id").getNodeValue());

-                                                        String type="passive";

+                                                        // type of the skill is not needed anymore but I do not erase the code.

+                                                        // maybe someone can use it for something

+                                                        // String type = "passive";

 

                                                       for (Node cd=d.getFirstChild(); cd != null; cd = cd.getNextSibling())

 

                                       skillId = Integer.parseInt(attrs.getNamedItem("val").getNodeValue());

                                                               }

-                                                                else if ("type".equalsIgnoreCase(cd.getNodeName()))

+                                                                /* else if ("type".equalsIgnoreCase(cd.getNodeName()))

                                                               {

                                                                       attrs = cd.getAttributes();

                                       type = attrs.getNamedItem("val").getNodeValue();

-                                                                }

+                                                                }*/

                                                       }

 

-                                                        if (type.equalsIgnoreCase("active")) _activeSkills.add(new augmentationSkill(skillId, st.getMaxLevel(skillId, 1), augmentationId));

-                                                        else if (type.equalsIgnoreCase("passive")) _passiveSkills.add(new augmentationSkill(skillId, st.getMaxLevel(skillId, 1), augmentationId));

-                                                        else _chanceSkills.add(new augmentationSkill(skillId, st.getMaxLevel(skillId, 1), augmentationId));

+                                                        if (augmentationId < PURPLE_START)

+                                                                        _blueSkills.add(new augmentationSkill(skillId, st.getMaxLevel(skillId, 1), augmentationId));

+                                                        else if (augmentationId < RED_START)

+                                                                    _purpleSkills.add(new augmentationSkill(skillId, st.getMaxLevel(skillId, 1), augmentationId));

+                                                        else

+                                                                    _redSkills.add(new augmentationSkill(skillId, st.getMaxLevel(skillId, 1), augmentationId));

                                               }

                                       }

 

 

               // Note: lifeStoneGrade: (0 means low grade, 3 top grade)

-                // First: decide which grade the augmentation result is going to have:

+                // First: determine whether we will add a skill/baseStatModifier or not

+                //        because this determine which color could be the result  

+                int skill_Chance = 0;

+                int stat34 = 0;

+                boolean generateSkill = false;

+                int resultColor = 0;

+                boolean generateGlow = false;

+                switch (lifeStoneGrade)

+                {

+                                        case 0:

+                                                skill_Chance = Config.AUGMENTATION_NG_SKILL_CHANCE;

+                                                if (Rnd.get(1,100) <= Config.AUGMENTATION_NG_GLOW_CHANCE)

+                                                        generateGlow = true;

+                                                break;

+                                        case 1:

+                                                skill_Chance = Config.AUGMENTATION_MID_SKILL_CHANCE;

+                                                if (Rnd.get(1,100) <= Config.AUGMENTATION_MID_GLOW_CHANCE)

+                                                        generateGlow = true;

+                                                break;

+                                        case 2:

+                                                skill_Chance = Config.AUGMENTATION_HIGH_SKILL_CHANCE;

+                                                if (Rnd.get(1,100) <= Config.AUGMENTATION_HIGH_GLOW_CHANCE)

+                                                        generateGlow = true;

+                                                break;

+                                        case 3:

+                                                skill_Chance = Config.AUGMENTATION_TOP_SKILL_CHANCE;

+                                                if (Rnd.get(1,100) <= Config.AUGMENTATION_TOP_GLOW_CHANCE)

+                                                        generateGlow = true;

+                                }

+                

+                                if (Rnd.get(1, 100) <= skill_Chance)

+                                        generateSkill = true;

+                                else if (Rnd.get(1, 100) <= Config.AUGMENTATION_BASESTAT_CHANCE)

+                                        stat34 = Rnd.get(BASESTAT_STR, BASESTAT_MEN);

+                

+                // Second: decide which grade the augmentation result is going to have:

               // 0:yellow, 1:blue, 2:purple, 3:red

-                int resultColor = 0;

+                

               // The chances used here are most likely custom,

-                // whats known is: u can also get a red result from a normal grade lifeStone

-                // however I will make it so that a higher grade lifeStone will more likely result in a

-                // higher grade augmentation... and the augmentation result will at least have the grade

-                // of the life stone

-                resultColor = Rnd.get(0, 100);

-                if (lifeStoneGrade == 3 || resultColor <= (15*lifeStoneGrade)+10) resultColor = 3;

-                else if (lifeStoneGrade == 2 || resultColor <= (15*lifeStoneGrade)+20) resultColor = 2;

-                else if (lifeStoneGrade == 1 || resultColor <= (15*lifeStoneGrade)+30) resultColor = 1;

-                else resultColor = 0;

-

-                // Second: Calculate the subblock offset for the choosen color,

+                // whats known is: you cant have yellow with skill(or baseStatModifier)

+        //                 noGrade stone can not have glow, mid only with skill, high has a chance(custom), top allways glow

+                if (stat34 == 0 && !generateSkill)

+                {

+                                resultColor = Rnd.get(0, 100);

+                                if (resultColor <= (15 * lifeStoneGrade) + 40)

+                                                resultColor = 1;

+                                else

+                                                resultColor = 0;

+                }

+                

+                {

+                                resultColor = Rnd.get(0, 100);

+                                if (resultColor <= (10 * lifeStoneGrade) + 5 || stat34 != 0)

+                                                resultColor = 3;

+                                else if (resultColor <= (10 * lifeStoneGrade) + 10)

+                                        resultColor = 1;

+                                else

+                                                resultColor = 2;

+                }

+

+                // Third: Calculate the subblock offset for the choosen color,

               // and the level of the lifeStone

-                int colorOffset = (resultColor*(STAT_SUBBLOCKSIZE*10))

-                                                        +((lifeStoneLevel-1)*STAT_SUBBLOCKSIZE);

-

-                int offset = ((3-lifeStoneGrade)*STAT_BLOCKSIZE)+colorOffset;

-

-                int stat12 = Rnd.get(offset, offset+STAT_SUBBLOCKSIZE);

-                int stat34 = 0;

-                boolean generateSkill=false;

-

-                // use a chance to determine whether we will add a skill or not

-                if (Rnd.get(1, 100) <= CHANCE_SKILL) generateSkill = true;

-                // only if no skill is going to be applyed

-                else if (Rnd.get(1, 100) <= CHANCE_BASESTAT) stat34 = Rnd.get(BASESTAT_STR, BASESTAT_MEN);

+                // from large number of retail augmentations:

+                // no skill part

+                // Id for stat12:

+                // A:1-910 B:911-1820 C:1821-2730 D:2731-3640 E:3641-4550 F:4551-5460 G:5461-6370 H:6371-7280

+                // Id for stat34(this defines the color):

+                // I:7281-8190(yellow) K:8191-9100(blue) L:10921-11830(yellow) M:11831-12740(blue)

+                // you can combine I-K with A-D and L-M with E-H

+                // using C-D or G-H Id you will get a glow effect

+                // there seems no correlation in which grade use which Id except for the glowing restriction

+                // skill part

+                // Id for stat12:

+                // same for no skill part

+                // A same as E, B same as F, C same as G, D same as H

+                // A - no glow, no grade LS

+                // B - weak glow, mid grade LS?

+                // C - glow, high grade LS?

+                // D - strong glow, top grade LS?

+                

 

               // is neither a skill nor basestat used for stat34? then generate a normal stat

               int stat12 = 0;

               if (stat34 == 0 && !generateSkill)

               {

-                        offset = (lifeStoneGrade*STAT_BLOCKSIZE)+colorOffset;

-

-                        stat34 = Rnd.get(offset, offset+STAT_SUBBLOCKSIZE);

-                }

-

+                        int temp = Rnd.get(2,3);

+                        int colorOffset = resultColor * (10 * STAT_SUBBLOCKSIZE) + temp * STAT_BLOCKSIZE + 1;

+                        int offset = ((lifeStoneLevel - 1) * STAT_SUBBLOCKSIZE) + colorOffset;

+

+                        stat34 = Rnd.get(offset, offset + STAT_SUBBLOCKSIZE - 1);

+                        if (generateGlow && lifeStoneGrade >= 2)

+                                        offset = ((lifeStoneLevel - 1) * STAT_SUBBLOCKSIZE) + (temp - 2) * STAT_BLOCKSIZE + lifeStoneGrade * (10 * STAT_SUBBLOCKSIZE) + 1;

+                        else    

+                                    offset = ((lifeStoneLevel - 1) * STAT_SUBBLOCKSIZE) + (temp - 2) * STAT_BLOCKSIZE + Rnd.get(0, 1) * (10 * STAT_SUBBLOCKSIZE) + 1;

+                        stat12 = Rnd.get(offset, offset + STAT_SUBBLOCKSIZE - 1);

+                }

+                else

+                {

+                        int offset;

+                        if (!generateGlow)

+                                        offset = ((lifeStoneLevel - 1) * STAT_SUBBLOCKSIZE) + Rnd.get(0, 1) * STAT_BLOCKSIZE + 1;

+                        else

+                                        offset = ((lifeStoneLevel - 1) * STAT_SUBBLOCKSIZE) + Rnd.get(0, 1) * STAT_BLOCKSIZE + (lifeStoneGrade + resultColor) / 2 * (10 * STAT_SUBBLOCKSIZE) + 1;

+                        stat12 = Rnd.get(offset, offset + STAT_SUBBLOCKSIZE - 1);

+                }

+                

               // generate a skill if neccessary

               L2Skill skill = null;

 

               {

                       augmentationSkill temp=null;

-                        switch (Rnd.get(1,3))

-                        {

-                                case 1: // chance skill

-                                        temp = _chanceSkills.get(Rnd.get(0,_chanceSkills.size()-1));

+                        switch (resultColor)

+                        {

+                                        case 1: // blue skill

+                                        temp = _blueSkills.get(Rnd.get(0, _blueSkills.size() - 1));

                                       skill = temp.getSkill(lifeStoneLevel);

-                                        stat34 = temp.getAugmentationSkillId();

+                                        stat34 = temp.getAugmentationSkillId() + (lifeStoneLevel - 1) * _skillsCount;

                                       break;

-                                case 2: // active skill

-                                        temp = _activeSkills.get(Rnd.get(0,_activeSkills.size()-1));

+                                        case 2: // purple skill

+                                        temp = _purpleSkills.get(Rnd.get(0, _purpleSkills.size() - 1));

-                                        skill = temp.getSkill(lifeStoneLevel);

-                                        stat34 = temp.getAugmentationSkillId();

+                                        stat34 = temp.getAugmentationSkillId() + (lifeStoneLevel - 1) * _skillsCount;

                                       break;

-                                case 3: // passive skill

-                                        temp = _passiveSkills.get(Rnd.get(0,_passiveSkills.size()-1));

+                                        case 3: // red skill

+                                        temp = _redSkills.get(Rnd.get(0, _redSkills.size() - 1));

                                       skill = temp.getSkill(lifeStoneLevel);

-                                        stat34 = temp.getAugmentationSkillId();

+                                        stat34 = temp.getAugmentationSkillId() + (lifeStoneLevel - 1) * _skillsCount;

                                       break;

                       }

               }

-

+                if (Config.DEBUG)

+                                _log.info("Augmentation success: stat12=" + stat12 + "; stat34=" + stat34 + "; resultColor=" + resultColor + "; level=" + lifeStoneLevel + "; grade=" + lifeStoneGrade);

               return new L2Augmentation(item, ((stat34<<16)+stat12), skill, true);

       }

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