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Client Modifications Examples ( NevesOma )


NevesOma

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57 минут назад, SGERfjs сказал:

daffafaf.jpg.9d7a67d221461582a3dc082d03e96c5c.jpg

Interlude, ofc dont have "collision", only project in the terrain (need enable from markprojector.uc)

I apologize for misinterpreting

I only show alternatives.

 

Yes, all ok, ty. 🙂 It's always good to have an more easy alternative. 

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Improved Strider Armor for all chronicles, new example. + Available white version.

 

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LVL5 Unique Frozen Weapons ( Ice Invoke Weapons ) with effects: another example

 

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Ant Queen Hole Skill for Lineage 2 Interlude chronicles.

FREE.

 

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  • 3 weeks later...

New example. 

 Valentine Day costume, hats, NPC Grand Valentine Cake!

 

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New share for all people.

 

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New fresh example: Death style click-point! New! Unique! 

 

 

 

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  • 3 weeks later...

Drop Items Effects, example.

 

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1 hora atrás, Lucky disse:

É possível esse efeito durar o mesmo tempo que o item fica no chão?

Provavelmente sim, eu acho que ele adaptou do efeito do player quando esta morto das novas cronicas, e la enquando ele fica morto o efeito nao sai.

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2 часа назад, Lucky сказал:

É possível esse efeito durar o mesmo tempo que o item fica no chão?

My implementation are like in the original. The effect disappears by a time.

I highly recommend not leaving the effect on while the item is on the ground. Since the drop will be on the ground until someone picks it up, imagine what would happen if there are 20+ drop-items on the ground? There will be a load for client.

Therefore, if you want to use something like this, then only on a timer as in the original just in my opition.

54 минуты назад, junin00 сказал:

Provavelmente sim, eu acho que ele adaptou do efeito do player quando esta morto das novas cronicas, e la enquando ele fica morto o efeito nao sai.

This is not a player dead action effect. This is the effect of a drop item. Slightly different things. And when a player dies then player "model" disappears by time, but when an item drops to the ground it remains there until it is lifted.

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2 minutos atrás, NevesOma disse:

My implementation are like in the original. The effect disappears by a time.

I highly recommend not leaving the effect on while the item is on the ground. Since the drop will be on the ground until someone picks it up, imagine what would happen if there are 20+ drop-items on the ground? There will be a load for client.

Therefore, if you want to use something like this, then only on a timer as in the original just in my opition.

É que eu vejo o uso desse client mod apenas para alguns itens específicos ultra raros, não seria para drops de itens comuns

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4 минуты назад, Lucky сказал:

É que eu vejo o uso desse client mod apenas para alguns itens específicos ultra raros, não seria para drops de itens comuns

Yes, I see it that way too. And such an implementation is possible by the way.

The video itself shows that this can be used for all items. An easier way to use one effect for all items, the more difficult one is to separate by item type ( weapon / armor / etc ).

And the last method which in my opinion is the coolest is to use it for a specific list of items, but here you need to touch on the changes in Engine.u as a minimum ( to add checking by item mesh name or something like this :) ) or to make more changes in custom .dll with special *.dat file with unique ID of items.

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23 minutos atrás, NevesOma disse:

This is not a player dead action effect. This is the effect of a drop item. Slightly different things. And when a player dies then player "model" disappears by time, but when an item drops to the ground it remains there until it is lifted.

É bem parecido, de qualquer forma ficou legal. Parabéns pela ideia, bem criativo.

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6 минут назад, junin00 сказал:

É bem parecido, de qualquer forma ficou legal. Parabéns pela ideia, bem criativo.

I have many realisations in the same style. In fact, it was not difficult for me to add these styles, the most difficult thing here is to make all 3 effects work depending on the type of object.

The easiest way is to do 1 effect on all items.

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7 minutos atrás, NevesOma disse:

I have many realisations in the same style. In fact, it was not difficult for me to add these styles, the most difficult thing here is to make all 3 effects work depending on the type of object.

The easiest way is to do 1 effect on all items.

Se diferente, um tipo para cada item, por exemplo, uma arma, armadura ou joia de uma cor específica, já chama a atenção do jogador.
Ele sabe que um item interessante caiu. Muito bom.

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FORTNITE costume in Lineage 2! Chaos Agent costume!

New example of my work, unique costume example for Lineage 2 Interlude server Bucks.Game

 

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 Unique: FORTNITE in Lineage 2! Merry Marauder costume + hat. Unique costume ( example ) for Lineage 2 Interlude server Bucks.Game

New example of my work.

 

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  • 1 month later...

New examples of works:

 Aegis weapons and Unique costume

 

 

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Antaras costume with hats, new example of work:

 

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AEGIS weapons with Effects, new example

 

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New example of work: unique Stand with Sword + effects NPC

 

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  • 2 weeks later...

New example: Lionel Hunter Costume + cloak + helmet + sword

 

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New example: Full antharas costume + mask + cloak

 

Editado por NevesOma

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giveItems(player, TALISMAN_OF_SNAKE, 1); } break; case MARSH_STAKATO_WORKER: case MARSH_STAKATO_SOLDIER: case MARSH_STAKATO_DRONE: if (st.getCond() == 10 && dropItems(player, STAKATO_CHITIN, 1, 1, 100000) && player.getInventory().hasItems(MANASHEN_HORN, MITHRIL_CLIP, REINFORCED_BOWSTRING)) st.setCond(11); break; case MARSH_SPIDER: if (st.getCond() == 10 && dropItems(player, REINFORCED_BOWSTRING, 1, 1, 100000) && player.getInventory().hasItems(MANASHEN_HORN, MITHRIL_CLIP, STAKATO_CHITIN)) st.setCond(11); break; case ROAD_SCAVENGER: if (st.getCond() == 10 && dropItems(player, MITHRIL_CLIP, 1, 1, 100000) && player.getInventory().hasItems(MANASHEN_HORN, REINFORCED_BOWSTRING, STAKATO_CHITIN)) st.setCond(11); break; case MANASHEN_GARGOYLE: if (st.getCond() == 10 && dropItems(player, MANASHEN_HORN, 1, 1, 100000) && player.getInventory().hasItems(REINFORCED_BOWSTRING, MITHRIL_CLIP, STAKATO_CHITIN)) st.setCond(11); break; case LETO_LIZARDMAN: case LETO_LIZARDMAN_ARCHER: case LETO_LIZARDMAN_SOLDIER: case LETO_LIZARDMAN_WARRIOR: case LETO_LIZARDMAN_SHAMAN: case LETO_LIZARDMAN_OVERLORD: if (st.getCond() == 13) { if (((player.getInventory().getItemCount(BLOOD_OF_LIZARDMAN) - 120) * 5) > Rnd.get(100)) { playSound(player, SOUND_BEFORE_BATTLE); takeItems(player, BLOOD_OF_LIZARDMAN, -1); addSpawn(SERPENT_DEMON_KADESH, player, false, 300000, true); } else dropItemsAlways(player, BLOOD_OF_LIZARDMAN, 1, 0); } break; case SERPENT_DEMON_KADESH: if (st.getCond() == 13) { if (player.getInventory().getItemIdFrom(Paperdoll.RHAND) == CRESCENT_MOON_BOW) { st.setCond(14); playSound(player, SOUND_MIDDLE); giveItems(player, TALISMAN_OF_KADESH, 1); } else addSpawn(SERPENT_DEMON_KADESH, player, false, 300000, true); } break; } } }  
    • Trate de comparar Test Of Sagittarius entre L2jOrion y L2jProyectX y son exactamente iguales, excepto por el import sys que esta adaptado.
    • esse projeto ta usando frozen 1.5? ultima vez que testei, ate quest soulshot newbie tava com problema. se for python, voces podem ver na l2jorion, la o dev que desenvolveu, ele arrumou todas as quests, pelo menos quando usei em server 5x, nao tive problema relacionado a quests. certamente vai te que mudar somente imports e talvez copiar algum metodo novo de algumas quests a referente drop items
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