Collection Lineage 2 Shares [Updated 23/05/2022]

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NPC C4





NPC Interlude-CT2.3-H5









NPC Interlude




























































































































































































NPC CT2.3









































NPC CT2.3-H5





















NPC H5









HTML









































Weapons Interlude

























































































































































































































































































































Weapons Interlude-H5























Weapons CT2.3






























































































































































































































Weapons H5






















Accesories Interlude





















































































































































































































































































































































































































































































































































































































































































Accesories CT2.3








































































































































































































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Accesories H5










































Armors Interlude















































































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Armors Interlude-H5












Armors CT2.1











Armors CT2.3













































































Armors H5














































Skills Interlude
























































Skills Interlude-H5









Maps Interlude























Mounts Interlude









Patchs














Patchs Interlude






































Interfaces C4






Interfaces Interlude

























Interfaces CT2.3









Interfaces H5


















































Interfaces Essence











Interfaces









Java Mods/Add-Ons
















Java Mods/Add-Ons Interlude




















Tools



















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Updaters













Splashs




















Guides





Adding click-to-buff removal to interlude





Being able to remove UD, Snipe, Stealth or CoV is great, especially in Interlude where these skills don't have a penalty enchant. Many people are already used to canceling Chant of Revenge before pressing Mirage or healing by removing Celestial Shield.


We will need


server sources
interface.u sources with compiler

Everything you need is freely available.


The server part


The server in our case is ACIS 36x, but any one will do (perhaps PTS). All that is required is to add a command that will remove the specified buff. To keep the example simple, let's get by with a bypass


To remove the buff, more modern clients send a RequestDispel packet , so we'll use the term dispel


First, let's add a dispel method to L2Character. Similar to more recent versions of the game, it will not remove effects that should remain after death (for example, penalties), debuffs, dances and songs:





// L2Character.java

public final void dispelSkillEffect ( int skillId, int skillLevel ) {
// Find skill with matching ID and level
final L2Skill skill = SkillTable. getInstance ( ) . getInfo ( skillId, skillLevel ) ;
// Skill wasn't found and can't be dispelled
if ( skill == null )
{
return ;
}
// Penalty-like or debuff skill effect can't be dispelled
if ( skill.isStayAfterDeath ( ) || skill. isDebuff ( ) )
{
return ;
}
// Dance-like skill effect can't be dispelled
if ( skill. isDance ( ) )
{
return ;
}
// Stop skill effect by ID
_effects. stopSkillEffects ( skill. getId ( ) ) ;
}

Code: Java


Now let's add the bypass handling to the runImpl of the RequestBypassToServer network packet that comes from the client. Since the dispelSkillEffect method requires a skill ID and skill level as arguments, the client must pass them as parameters to the dispel command :


// RequestBypassToServer.java

// Usage: _dispel:<int:skill_id>,<int:skill_level>
// Example: _dispel:313,8
else if ( _command. startsWith ( "_dispel" ) )
{
// Cut out command params
String params = _command. substring ( _command. indexOf ( ":" ) + 1 ) ;
// Split params into tokens
StringTokenizer st = new StringTokenizer ( params, "," ) ;
// Get skill ID from first token
intid = Integer . parseInt ( st.nextToken ( ) ) ; _ // Get skill level from second token int level = Integer . parseInt ( st.nextToken ( ) ) ; _ // Dispel skill effect on current character
activeChar. dispelSkillEffect ( id, level ) ; }


Code: Java


Call example: _dispel:313,8 I


recommend making a command with similar parameters instead of bypass. In addition, then players will be able to write macros to remove the buff .


Client-side











Unfortunately, there is no easy way to track Alt + Click in the Interlude client, so we use the usual double-click of the left mouse button to remove the buff . The event will be handled by the AbnormalStatusWnd window , which displays the icons of buffs and debuffs

Algorithm:


1. We listen in the window AbnormalStatusWnd double click event (OnLButtonDblClick)
2. Determine the buff that was clicked (via StatusIcon.GetItem)
3. Determine the ID and skill level of this buff (via GetSkillInfo)
4. We send a request to the server (via RequestBypassToServer or ExecuteCommand)
5. We call dispelSkillEffect on the server with the received ID and skill level

The double-click event of the left mouse button OnLButtonDblClick receives only the click coordinates as arguments. At the same time, StatusIcon.GetItem requires specifying the row and column of the cell. Accordingly, it is necessary to determine in which row and which column of our buffs the player clicked

Since we know that the size of the buff cell is 24 pixels, and the size of the handle for which the window is dragged is 12 pixels, it is easy to calculate the row and cell: it is enough to determine the coordinates of the window with buffs, subtract all values and divide the remainder by the cell size. Values will be rounded correctly when cast to int First, let's add the NSTATUSICON_SIZE


constant , which describes the size of the buff cell, to the top of the script. The rest of the developer's constants have already been described:


// AbnormalStatusWnd.uc

class AbnormalStatusWnd extends UIScript ;

const NSTATUSICON_FRAMESIZE = 12 ;
const NSTATUSICON_MAXCOL = 12 ;
const NSTATUSICON_SIZE = 24 ;

// ...


Now, anywhere (for example, immediately after the OnEvent function), add the handling of the double click event:


// AbnormalStatusWnd.uc

function OnLButtonDblClick ( int X , int Y ) {
local Rect windowBounds ;
local int targetRow ;
local int targetCol ;

local StatusIconInfo info ;
local SkillInfo skillInfo ;

// Find window position
windowBounds = Me. GetRect ( ) ;

// Process clicks outside of window frame only
if ( X > ( windowBounds. nX + NSTATUSICON_FRAMESIZE ) ) { //
Calc row and col of targeted icon
targetRow = ( Y - windowBounds. nY ) / NSTATUSICON_SIZE ;
targetCol = ( X - windowBounds. nX - NSTATUSICON_FRAMESIZE ) / NSTATUSICON_SIZE ;

// Store status info of targeted icon
StatusIcon. GetItem ( targetRow , targetCol , info ) ;

// Store actual skill info and make sure it is exists
if ( GetSkillInfo ( info. ClassID , info. Level , skillInfo ) ) {
// Request server to stop skill effect
// Usage: _dispel:<int:skill_id>,<int :skill_level>
// Example: _dispel:313,8
RequestBypassToServer ( "_dispel:" $ string ( skillInfo. SkillID ) $ "," $ string ( skillInfo. SkillLevel ) ) ) ;
}
}
}


Compile interface.u, copy it to the client, run the game


Done!





Flying Damage [H5]


Make window OnScreenMessageExWnd with 28 textboxes on screen center:








Add it to a new *.uc class with the same name (OnScreenMessageExWnd)


class OnScreenMessageExWnd extends UICommonAPI;


const DAMAGE_MESSAGE_OFFSET = 100;
const MAX_DAMAGE_MESSAGE = 28;


var WindowHandle Me;
var TextBoxHandle DamageText[MAX_DAMAGE_MESSAGE];

function OnLoad()
{
local int i;
Me = GetWindowHandle("OnScreenMessageExWnd");

for (i=0; i<MAX_DAMAGE_MESSAGE; i++)
{
DamageText = GetTextBoxHandle("OnScreenMessageExWnd.DamageText-0-" $ i);
}
}

function OnRegisterEvent()
{
RegisterEvent( EV_SystemMessage );
}

function OnEvent(int Event_ID, string param)
{
switch( Event_ID )
{
case EV_SystemMessage:
HandleSystemMessage(param);
break;
}
}



function HandleSystemMessage (string a_Param)
{
local int SystemMsgIndex, DamageToPlayer, i;

ParseInt(a_Param,"Index",SystemMsgIndex);
switch (SystemMsgIndex)
{
case 2261: //player msg
case 2281: //summoner msg
for(i=0; i<MAX_DAMAGE_MESSAGE; i++)
{
if(DamageText.GetText() == "")
{
DamageText.SetAlpha(255);

ParseInt( a_Param, "Param3", DamageToPlayer);

DamageText.SetText(string(DamageToPlayer));
DamageText.SetAnchor( "OnScreenMessageExWnd", "BottomCenter", "BottomCenter", -200 + Rand(150), Rand(60) );
DamageText.ClearAnchor();
DamageText.Move(0, -1500, 8f);
DamageText.SetAlpha( 0, 2.8f );
Me.KillTimer(i + DAMAGE_MESSAGE_OFFSET + 1);
Me.SetTimer(i + DAMAGE_MESSAGE_OFFSET + 1, 2500);
break;
}
}
break;
}
}


function OnTimer (int TimerID)
{
Me.KillTimer(TimerID);

if(TimerID >= 101 && TimerID <= 200)
DamageText[TimerID-DAMAGE_MESSAGE_OFFSET-1].SetText("");
}


Result:








Credits by SHEV, Empatic, NevesOma, deMEV, SGERfjs, Rolo, lot others and unknown
 
Какой то новый уровень - собрать то, что и так есть на форуме и запихать в одну тему.
 
yeah I will update with pics but format of the forum don't accept copy link and automatically get source from picture to show, so need do it manually, is a lot work T_T and anyway I can't edit main post :S
 
My friend, this is a great share, it would be great if you could add it to the pictures. The diapers from the linker don't work anymore