Ir para conteúdo
  • Cadastre-se

-= JRGames =-

Sup. Membro
  • Total de itens

    508
  • Registro em

  • Última visita

  • Prêmios recebidos

    7

Tudo que -= JRGames =- postou

  1. Link OFF quem tiver ainda pode Upar novamente Obrigado.
  2. @MeGaPacKl@BAN - L2JDev@S.Christian@Williams0ff Entre outros tem vários bons aqui no fórum.
  3. não para player normal sem ser hero usar precisa modificar nesta parte <player isHero="True" /> Recomendo criar umas iguais a estas para players normais usarem.
  4. no tengo. Algum Administrador do fórum pode mudar esse tópico para área certa ele foi criado na área errada.
  5. que tipo de restrição seja mais claro na pergunta por favor. veja alguns modelos de restrição das infinity.
  6. https://www.mediafire.com/file/2169dvsfk8oiwml/L2Akame+L2jbrasil.zip/file
  7. não tem id definido você cria o npc e no type coloca o do npc ( BufferInstance ).
  8. so procurar um pouco no fórum que tem amigo
  9. não sou um especialista em adaptação mais segue ele adaptado para a nova acis Obs. não testei só mudei aqui precisa testar e se der algum erro poste para que possamos corrigir. Mesmo assim recomendo usar outros que tem no fórum mais modernos. package net.sf.l2j.gameserver.model.actor.instance; import java.util.StringTokenizer; import net.sf.l2j.commons.random.Rnd; import net.sf.l2j.gameserver.data.SkillTable; import net.sf.l2j.gameserver.model.actor.Player; import net.sf.l2j.gameserver.model.actor.Summon; import net.sf.l2j.gameserver.model.actor.template.NpcTemplate; import net.sf.l2j.gameserver.network.serverpackets.ActionFailed; import net.sf.l2j.gameserver.network.serverpackets.MagicSkillUse; import net.sf.l2j.gameserver.network.serverpackets.MyTargetSelected; import net.sf.l2j.gameserver.network.serverpackets.NpcHtmlMessage; import net.sf.l2j.gameserver.network.serverpackets.SocialAction; import net.sf.l2j.gameserver.network.serverpackets.ValidateLocation; public class BufferInstance extends Folk { public BufferInstance(int objectId, NpcTemplate template) { super(objectId, template); } @Override public void onBypassFeedback(Player player, String command) { StringTokenizer st = new StringTokenizer(command, " "); String actualCommand = st.nextToken(); int buffid = 0; int bufflevel = 1; if (st.countTokens() == 2) { buffid = Integer.valueOf(st.nextToken()); bufflevel = Integer.valueOf(st.nextToken()); } else if (st.countTokens() == 1) buffid = Integer.valueOf(st.nextToken()); if (actualCommand.equalsIgnoreCase("getbuff")) { if (buffid != 0) { MagicSkillUse mgc = new MagicSkillUse(this, player, buffid, bufflevel, 5, 0); SkillTable.getInstance().getInfo(buffid, bufflevel).getEffects(this, player); showMessageWindow(player); player.broadcastPacket(mgc); } } else if (actualCommand.equalsIgnoreCase("restore")) { final Summon summon = player.getSummon(); if (summon != null) summon.getStatus().setMaxHpMp(); // player.setCurrentHpMp(player.getMaxHp(), player.getMaxMp()); // player.setCurrentCp(player.getMaxCp()); showMessageWindow(player); } else if (actualCommand.equalsIgnoreCase("cancel")) { player.stopAllEffects(); showMessageWindow(player); } else super.onBypassFeedback(player, command); } public void onAction(Player player) { if (this != player.getTarget()) { player.setTarget(this); player.sendPacket(new MyTargetSelected(getObjectId(), player.getStatus().getLevel())); player.sendPacket(new ValidateLocation(this)); } else if (isIn3DRadius(player, INTERACTION_DISTANCE)) { SocialAction sa = new SocialAction(this, Rnd.get(8)); player.broadcastPacket(new SocialAction(player, Rnd.get(8))); broadcastPacket(sa); player.setCurrentFolk(this); showMessageWindow(player); player.sendPacket(ActionFailed.STATIC_PACKET); } else { // player.getAI().setIntention(CtrlIntention.AI_INTENTION_INTERACT); player.sendPacket(ActionFailed.STATIC_PACKET); } } private void showMessageWindow(Player player) { NpcHtmlMessage html = new NpcHtmlMessage(1); StringBuilder strBuffer = new StringBuilder(); strBuffer.append("<html><body><center>"); // NpcHtmlMessage html = new NpcHtmlMessage(1); // final StringBuilder strBuffer = StringUtil.append(3500, "<html><body><center>"); if (player.isSitting()) { player.sendMessage("You can't use buffer while you're sitting."); strBuffer.append("Stand up, <font color=\"LEVEL\">%charname%</font>!<br>"); strBuffer.append("How dare you to talk with me while you're sitting?!<br>"); } else if (player.isAlikeDead()) { player.sendMessage("You can't use buffer while you're dead or using fake death."); strBuffer.append("Sadly, <font color=\"LEVEL\">%charname%</font>, you're dead.<br>"); strBuffer.append("I can't offer any support effect for dead people...<br>"); } else if (player.isInCombat()) { player.sendMessage("You can't use buffer while you're in combat."); strBuffer.append("Sadly, <font color=\"LEVEL\">%charname%</font>, I can't serve you.<br>"); strBuffer.append("Came back when you will not be in a combat.<br>"); } else { strBuffer.append("<table width=300>"); strBuffer.append( "<tr><td><font color=\"ff9900\">Buffs:</font></td> <td><font color=\"ff9900\">Dances:</font></td> <td><font color=\"ff9900\">Special Buffs:</font></td></tr>"); strBuffer.append( "<tr><td><a action=\"bypass -h npc_%objectId%_getbuff 1204 2\">Wind Walk</a></td> <td><a action=\"bypass -h npc_%objectId%_getbuff 275 1\"><font color=\"7D053F\">Fury</font></a></td> <td><a action=\"bypass -h npc_%objectId%_getbuff 1389 3\"><font color=\"9172EC\">Greater Shield</font></a></td></tr>"); strBuffer.append( "<tr><td><a action=\"bypass -h npc_%objectId%_getbuff 1040 3\">Shield</a></td> <td><a action=\"bypass -h npc_%objectId%_getbuff 274 1\"><font color=\"7D053F\">Fire</font></a></td> <td><a action=\"bypass -h npc_%objectId%_getbuff 1388 3\"><font color=\"9172EC\">Greater Might</font></a></td></tr>"); strBuffer.append( "<tr><td><a action=\"bypass -h npc_%objectId%_getbuff 1243 6\">Bless Shield</a></td> <td><a action=\"bypass -h npc_%objectId%_getbuff 271 1\"><font color=\"7D053F\">Warrior</font></a></td> <td><a action=\"bypass -h npc_%objectId%_getbuff 1357 1\"><font color=\"9172EC\">Prophecy of Wind</font></a></td></tr>"); strBuffer.append( "<tr><td><a action=\"bypass -h npc_%objectId%_getbuff 1068 3\">Might</a></td> <td><a action=\"bypass -h npc_%objectId%_getbuff 272 1\"><font color=\"7D053F\">Inspiration</font></a></td> <td><a action=\"bypass -h npc_%objectId%_getbuff 1355 1\"><font color=\"9172EC\">Prophecy of Water</font></a></td></tr>"); strBuffer.append( "<tr><td><a action=\"bypass -h npc_%objectId%_getbuff 1036 2\">Magic Barrier</a></td> <td><a action=\"bypass -h npc_%objectId%_getbuff 310 1\"><font color=\"7D053F\">Vampire</font></a></td> <td><a action=\"bypass -h npc_%objectId%_getbuff 1356 1\"><font color=\"9172EC\">Prophecy of Fire</font></a></td></tr>"); strBuffer.append( "<tr><td><a action=\"bypass -h npc_%objectId%_getbuff 1259 4\">Resist Shock</a></td> <td><a action=\"bypass -h npc_%objectId%_getbuff 273 1\"><font color=\"7D053F\">Mystic</font></a></td> <td><a action=\"bypass -h npc_%objectId%_getbuff 1363 1\"><font color=\"9172EC\">Chant of Victory</font></a></td></tr>"); strBuffer.append( "<tr><td><a action=\"bypass -h npc_%objectId%_getbuff 1035 4\">Mental Shield</a></td> <td><a action=\"bypass -h npc_%objectId%_getbuff 276 1\"><font color=\"7D053F\">Concentration</font></a></td> <td><a action=\"bypass -h npc_%objectId%_getbuff 1413 1\"><font color=\"9172EC\">Magnu's Chant</font></a></td></tr>"); strBuffer.append( "<tr><td><a action=\"bypass -h npc_%objectId%_getbuff 1045 6\">Blessed Body</a></td> <td><a action=\"bypass -h npc_%objectId%_getbuff 277 1\"><font color=\"7D053F\">Light</font></a></td> <td><a action=\"bypass -h npc_%objectId%_getbuff 1362 1\"><font color=\"9172EC\">Chant of Spirit</font></a></td></tr>"); strBuffer.append( "<tr><td><a action=\"bypass -h npc_%objectId%_getbuff 1048 6\">Blessed Soul</a></td> <td><a action=\"bypass -h npc_%objectId%_getbuff 365 1\"><font color=\"7D053F\">Siren's Dance</font></a></td></tr>"); strBuffer.append( "<tr><td><a action=\"bypass -h npc_%objectId%_getbuff 1062 2\">Berserker Spirit</a></td> <td><font color=\"ff9900\">Songs:</font></td> <td><font color=\"ff9900\">Special Buffs II:</font></td></tr>"); strBuffer.append( "<tr><td><a action=\"bypass -h npc_%objectId%_getbuff 1240 3\">Guidance</a></td><td><a action=\"bypass -h npc_%objectId%_getbuff 264 1\"><font color=\"307D7E\">Earth</font></a></td><td><a action=\"bypass -h npc_%objectId%_getbuff 4703 13\"><font color=\"9E7BFF\">Gift of Seraphim</font></a></td></tr>"); strBuffer.append( "<tr><td><a action=\"bypass -h npc_%objectId%_getbuff 1242 3\">Death Whisper</a></td> <td><a action=\"bypass -h npc_%objectId%_getbuff 267 1\"><font color=\"307D7E\">Warding</font></a></td> <td><a action=\"bypass -h npc_%objectId%_getbuff 4699 13\"><font color=\"9E7BFF\">Blessing of Queen</font></a></td></tr>"); strBuffer.append( "<tr><td><a action=\"bypass -h npc_%objectId%_getbuff 1077 3\">Focus</a></td> <td><a action=\"bypass -h npc_%objectId%_getbuff 304 1\"><font color=\"307D7E\">Vitality</font></a></td> <td><a action=\"bypass -h npc_%objectId%_getbuff 4700 13\"><font color=\"9E7BFF\">Gift of Queen</font></a></td></tr>"); strBuffer.append( "<tr><td><a action=\"bypass -h npc_%objectId%_getbuff 1086 2\">Haste</a></td> <td><a action=\"bypass -h npc_%objectId%_getbuff 269 1\"><font color=\"307D7E\">Hunter</font></a></td> <td><a action=\"bypass -h npc_%objectId%_getbuff 4702 13\"><font color=\"9E7BFF\">Blessing of Seraphim</font></a></td></tr>"); strBuffer.append( "<tr><td><a action=\"bypass -h npc_%objectId%_getbuff 1087 3\">Agility</a></td> <td><a action=\"bypass -h npc_%objectId%_getbuff 268 1\"><font color=\"307D7E\">Wind</font></a></td></tr>"); strBuffer.append( "<tr><td><a action=\"bypass -h npc_%objectId%_getbuff 1085 3\">Acumen</a></td> <td><a action=\"bypass -h npc_%objectId%_getbuff 266 1\"><font color=\"307D7E\">Water</font></a></td> <td><font color=\"ff9900\">Outros:</font></td></tr>"); strBuffer.append( "<tr><td><a action=\"bypass -h npc_%objectId%_getbuff 1059 3\">Empower</a></td> <td><a action=\"bypass -h npc_%objectId%_getbuff 349 1\"><font color=\"307D7E\">Renewal</font></a></td> <td><a action=\"bypass -h npc_%objectId%_restore\"><font color=\"ffffff\">Restore</font></a></td></tr>"); strBuffer.append( "<tr><td><a action=\"bypass -h npc_%objectId%_getbuff 1303 2\">Wild Magic</a></td> <td><a action=\"bypass -h npc_%objectId%_getbuff 364 1\"><font color=\"307D7E\">Champion</font></a></td> <td><a action=\"bypass -h npc_%objectId%_cancel\"><font color=\"ffffff\">Cancel</font></a></td></tr>"); strBuffer.append( "<tr><td><a action=\"bypass -h npc_%objectId%_getbuff 1078 6\">Concentration</a></td></tr>"); strBuffer.append( "<tr><td><a action=\"bypass -h npc_%objectId%_getbuff 1304 3\">Advanced Block</a></td></tr>"); } strBuffer.append("</center></body></html>"); html.setHtml(strBuffer.toString()); html.replace("%objectId%", String.valueOf(getObjectId())); html.replace("%charname%", player.getName()); player.sendPacket(html); } }
  10. sim só basta adaptá-lo nas novas Acis
  11. -= JRGames =-

    Olympiads C4

    bom na acis interlude tem esta opção OlyMinMatchesToBeClassed= 9 ja no C4 não sei lhe informar mais deva ter algo parecido qualquer coisa poste as configurações da olly para darmos uma olhada
  12. Chama seu amigo e paga uma VPS, alugue uma deste Link que sai bem em conta pra vocês rachar LINK VPS BOA E BARATA
  13. --> Link da Fonte <-- Os Efeitos estão no psd.
  14. exclui as pastas ocultas que fica que resolve seu problema
  15. pode pegar a limpa direto no site da L2JACIS e trabalhar nela ao seu gosto.
  16. se for acis mais nova usa o acclvl 7 e 8 na batabase somente se for esta aqui do post segue o exemplo acima que referi anteriormente
  17. L2JDev 400-29\gameserver --> Administrador.PROPERTIES coloque o nome do administrador e na database coloque 127 em acclvl
  18. SEGUE O LINK DE DOWNLOAD UTILISE NA HTML <center> <img src=L2UI.SquareGray width=256 height=1> <img src="lineage.FrontLineof" width=256 height=126>
  19. segue o modelo, não sei se tem o Mod para isto mais o melhor e ai -> \gameserver\data\xml\classes Mude em Todos Se for o que eu entendi e isto mesmo mudar o local onde o char nasce quando se inicia no jogo ?
×
×
  • Criar Novo...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.