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Squash Event Problem plz help
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By @IcathiaLord · Posted
Really nice work and another great idea from you Nick. Fermata keeps getting more impressive with every release. The latest work with lighting, world objects, effects and overall scene customization shows how much potential this project really has. It’s not just about making Interlude look better, but about giving an old client modern possibilities while still keeping the original Lineage 2 feeling. Great work once again, definitely an exciting project to follow! -
This is a bump: https://databay.com/
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⚡ Weekend Stock Refresh! Fast order fulfillment is active. Get Gemini Pro Advanced + Google One cloud storage activated on your own personal email within minutes.
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New Release World & atmosphere A complete dynamic weather system has arrived, with Clear, Light Rain, Rain, Heavy Rain, Storm, Snow, and Windy presets. Rain and snow react to roofs, wind moves foliage, lightning illuminates storms, exposed ground becomes wet and develops puddles, and snow builds up and melts over time. Weather includes Low to Ultra quality levels and advanced controls for precipitation, wind, cloud cover, lightning, surface wetness, puddles, and snow. The game server can also select or restore the current weather while local quality settings continue to control rendering cost. The weather can be controlled from the server with custom packets. For more details use Shift+Alt+P. Enhanced lighting now allows authored lamps, fires, and other light sources to illuminate towns and interiors. Lights can pulse, flicker, blink, and strobe, flames produce warm dynamic light, and lamps display depth-aware halos. Remastered emissive surfaces are now supported, beginning with illuminated windows in Giran that glow and cast light into their surroundings. Broadcasting Towers now use their correct original scale and animated rings and glow effects. Map, quests & navigation A complete quest journal has been added, with active and completed quests, expandable stages, descriptions, requirements, item progress, quest inventory integration, location controls, and quest cancellation. Quest objectives now appear through flashing minimap and world-map markers, an overhead directional guide, a notification button beside chat, and rotating quest symbols above eligible NPCs. Server-directed radar markers now work across the live minimap and world map, including the original overhead guidance effect and arrival behavior. The original tutorial system now works, including scrollable tutorial pages, animated illustrations, the flashing question button, tutorial links, and movement, camera, pickup, and sit/rest progression events. Server-opened town maps now display their original artwork and the supplied player marker. Shops, storage & items Personal, clan, castle, and freight warehouses now work, including deposits, withdrawals, stack quantities, fees, weight and capacity previews, tooltips, and the original warning and empty-storage dialogs. Account freight now works through the original recipient picker and delivery window, allowing items to be sent to another character on the same account. Multisell exchanges now work, with paged recipe lists, product details, required materials, quantity selection, warnings, and server-backed completion. Manor seed purchasing is now supported through the shop interface, including availability and pricing. Inventory items can now be dragged to the trash button and destroyed after the appropriate warning or quantity prompt. The original in-game calculator now works with mouse and keyboard input. Community The Community Board is now available from the system menu or Alt+B, with Home, Favorites, Region, Clan, Memo, Mail, and Friends sections, retained navigation, forms, scrolling, minimization, and server-provided pages. Characters, cameras & events Striders and Wyverns now render as fully animated mounts with the rider attached correctly. Striders remain ground-based, while Wyverns support three-dimensional flight. Characters now enter a proper falling state after high drops or airborne dismounts, with falling animations and server-authoritative landing and fall-damage handling. Players can now sit on authored world chairs using the correct sit, wait, and stand animations. Server-driven special camera sequences now work, including target tracking, interpolation, duration, widescreen bars, and restoration to the normal camera. GM camera mode and server-authorized ///fly movement are now supported. The original 102-second Kamael teaser sequence has been restored with its complete slideshow, transitions, panning artwork, localized subtitles, and narration. Hats, masks, circlets, and other hair accessories now use their authored head placement and correctly adjust the character's hairstyle. Timed server confirmation dialogs, short-duration status effects, regeneration previews, and the seasonal Christmas Seal presentation are now supported. Interface & performance Character creation has been refined with corrected description wrapping, clipping, layout, and name-entry presentation. Tutorial and NPC dialog windows now use polished proportional scrollbars, improved HTML layout, and correctly sized illustrations and controls. A new independent 3D render-resolution setting offers Native, 720p, 900p, 1080p, 1440p, and 4K choices while keeping the window, HUD, text, and FermaUI at native resolution. Major rendering optimizations reduce unnecessary work in local lighting, shadows, visibility, exposure, bloom, post-processing, and GPU diagnostics. Download from the launcher you have installed, or at https://updates.fermata.gg/ if you don't have the launcher. Fermata Light Engine Preview All lights can be baked in the client, shipped to the users, and exported and imported as .femlight files.
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Tadas
/*
* This program is free software: you can redistribute it and/or modify it under
* the terms of the GNU General Public License as published by the Free Software
* Foundation, either version 3 of the License, or (at your option) any later
* version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
* FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
* details.
*
* You should have received a copy of the GNU General Public License along with
* this program. If not, see <http://www.gnu.org/licenses/>.
*/
package events.SquashEvent;
import com.l2jserver.gameserver.instancemanager.QuestManager;
import com.l2jserver.gameserver.model.L2Object;
import com.l2jserver.gameserver.model.L2Skill;
import com.l2jserver.gameserver.model.actor.L2Npc;
import com.l2jserver.gameserver.model.actor.instance.L2MonsterInstance;
import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
import com.l2jserver.gameserver.model.quest.Quest;
import com.l2jserver.gameserver.model.quest.QuestState;
import com.l2jserver.gameserver.network.clientpackets.Say2;
import com.l2jserver.gameserver.network.serverpackets.CreatureSay;
import com.l2jserver.util.Rnd;
/**
* @author Gnacik
*/
public class SquashEvent extends Quest
{
private static final int MANAGER = 31860;
private static final int NECTAR_SKILL = 2005;
private static final int[] CHRONO_LIST =
{
4202,5133,5817,7058,8350
};
private static final int[] SQUASH_LIST =
{
12774,12775,12776,
12777,12778,12779,
13016,13017
};
private static final String[] _NOCHRONO_TEXT =
{
"You cannot kill me without Chrono",
"Fuck You...",
"Nice try...",
"Tired ?",
"Go go ! haha..."
};
private static final String[] _CHRONO_TEXT =
{
"Arghh... Chrono weapon...",
"My end is coming...",
"Please leave me !",
"Heeellpppp...",
"Somebody help me please..."
};
private static final String[] _NECTAR_TEXT =
{
"Yummy... Nectar...",
"Plase give me more...",
"Hmmm.. More.. I need more...",
"I will like you more if you give me more...",
"Hmmmmmmm...",
"My favourite..."
};
private static final int[][] DROPLIST =
{
{ 12774, 6673, 100 }, { 12774, 1062, 50 }, { 12775, 1539, 100 }, { 12775, 1375, 70 },
{ 12775, 1459, 50 }, { 12776, 1061, 100 }, { 12776, 1062, 70 }, { 12776, 1458, 50 },
{ 12777, 1061, 100 }, { 12777, 1374, 50 }, { 12778, 1539, 100 }, { 12778, 6036, 70 },
{ 12778, 1459, 40 }, { 12779, 6035, 70 }, { 12779, 1458, 50 }, { 13016, 1540, 100 },
{ 13016, 1460, 40 }, { 13016, 5234, 20 }, { 13017, 1540, 100 }, { 13017, 20004, 40 },
{ 13017, 1461, 20 }, { 13017, 5234, 10 }
};
public String onAttack(L2Npc npc, L2PcInstance attacker, int damage, boolean isPet)
{
if (contains(SQUASH_LIST,npc.getNpcId()))
{
if(isPet)
{
noChronoText(npc);
npc.setIsInvul(true);
return null;
}
if(attacker.getActiveWeaponItem() != null &&
contains(CHRONO_LIST,attacker.getActiveWeaponItem().getItemId()))
{
ChronoText(npc);
npc.setIsInvul(false);
npc.getStatus().reduceHp(10, attacker);
return null;
}
else
{
noChronoText(npc);
npc.setIsInvul(true);
return null;
}
}
return super.onAttack(npc, attacker, damage, isPet);
}
public String onSkillSee(L2Npc npc, L2PcInstance caster, L2Skill skill, L2Object[] targets, boolean isPet)
{
if (contains(targets,npc) && contains(SQUASH_LIST,npc.getNpcId()) && (skill.getId() == NECTAR_SKILL))
{
switch(npc.getNpcId())
{
case 12774:
randomSpawn(12775, 12776, npc, true);
break;
case 12777:
randomSpawn(12778, 12779, npc, true);
break;
case 12775:
randomSpawn(13016, npc, true);
break;
case 12778:
randomSpawn(13017, npc, true);
break;
}
}
return super.onSkillSee(npc,caster,skill,targets,isPet);
}
public String onKill (L2Npc npc, L2PcInstance killer, boolean isPet)
{
dropItem(npc, killer);
return super.onKill(npc, killer, isPet);
}
public String onSpawn(L2Npc npc)
{
npc.setIsImmobilized(true);
npc.disableCoreAI(true);
return null;
}
private static final void dropItem(L2Npc mob, L2PcInstance player)
{
final int npcId = mob.getNpcId();
final int chance = Rnd.get(100);
for (int i = 0; i < DROPLIST.length; i++)
{
int[] drop = DROPLIST;
if (npcId == drop[0])
{
if (chance < drop[2])
{
if(drop[1] > 20000)
((L2MonsterInstance)mob).dropItem(player, drop[1], 2);
else
((L2MonsterInstance)mob).dropItem(player, drop[1], Rnd.get(2, 6));
continue;
}
}
if (npcId < drop[0])
return;
}
}
private void randomSpawn(int lower, int higher, L2Npc npc, boolean delete)
{
int _random = Rnd.get(100);
if (_random < 10)
spawnNext(lower, npc);
else if(_random < 30)
spawnNext(higher, npc);
else
nectarText(npc);
}
private void randomSpawn(int npcId, L2Npc npc, boolean delete)
{
if(Rnd.get(100) < 10)
spawnNext(npcId, npc);
else
nectarText(npc);
}
private void ChronoText(L2Npc npc)
{
if(Rnd.get(100) < 20)
npc.broadcastPacket(new CreatureSay(npc.getObjectId(), Say2.ALL, npc.getName(),
_CHRONO_TEXT[Rnd.get(_CHRONO_TEXT.length)]));
}
private void noChronoText(L2Npc npc)
{
if(Rnd.get(100) < 20)
npc.broadcastPacket(new CreatureSay(npc.getObjectId(), Say2.ALL, npc.getName(),
_NOCHRONO_TEXT[Rnd.get(_NOCHRONO_TEXT.length)]));
}
private void nectarText(L2Npc npc)
{
if(Rnd.get(100) < 30)
npc.broadcastPacket(new CreatureSay(npc.getObjectId(), Say2.ALL, npc.getName(),
_NECTAR_TEXT[Rnd.get(_NECTAR_TEXT.length)]));
}
private void spawnNext(int npcId, L2Npc npc)
{
addSpawn(npcId, npc.getX(), npc.getY(), npc.getZ(), npc.getHeading(), false, 60000);
npc.deleteMe();
}
public static <T> boolean contains(T[] array, T obj)
{
for (int i = 0; i < array.length; i++)
{
if (array == obj)
{
return true;
}
}
return false;
}
public static boolean contains(int[] array, int obj)
{
for (int i = 0; i < array.length; i++)
{
if (array == obj)
{
return true;
}
}
return false;
}
public SquashEvent(int questId, String name, String descr)
{
super(questId, name, descr);
for (int mob : SQUASH_LIST)
{
addAttackId(mob);
addKillId(mob);
addSpawnId(mob);
addSkillSeeId(mob);
}
addStartNpc(MANAGER);
addFirstTalkId(MANAGER);
addTalkId(MANAGER);
addSpawn(MANAGER, 83077, 147910, -3471, 29412, false, 0);
}
@Override
public String onFirstTalk(L2Npc npc, L2PcInstance player)
{
String htmltext = "";
QuestState st = player.getQuestState(getName());
if (st == null)
{
Quest q = QuestManager.getInstance().getQuest(getName());
st = q.newQuestState(player);
}
htmltext = npc.getNpcId() + ".htm";
return htmltext;
}
public static void main(String[] args)
{
new SquashEvent(-1,"SquashEvent","events");
}
}
Where can I change festival adena drop rate from squash?
3 answers to this question
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