I managed to do it :D THX!
Hell yeah!
Nah... it's too lame
I managed to do it :D THX!
version 1.1 is shared. check the first post.
both versions (l2jfree and l2emu) are in one achive
Edit:
Sorry for that imports error in L2Emu... Fixed...
Last edited by Rin4a; 05-12-08 at 03:31 PM.
Rin4a,
Do you have a L2J version of this buffer. I cant use L2Free or L2Emu. Thanks! BTW I kept all your copyrights. I'm not taking credit for your great work. Dam good looking buffer. I just couldnt get it too buff but it looked nice. lol
i'm thinking of making the buffer to l2j server because I found some great people that work with l2j server and they convinced me that l2j server is better than l2jfree, so the v1.2 will be made for L2j server and L2jFree... I will stop making the buffer for L2Emu, because it's easy to manage the Imports... Anyone willing to modify it to L2Emu is free to modify it
Hi.
sorry for bad English.
would adjust this NPC buffer to L2JOneo?
I'd like to add a command that the player can not use the NPC BUFFER if it is in combat (Frag).
Could you help me with this line of Jscript please?
Thank you.
sorry, but you won't get support for oneo at least not in this forum...
and yes, it's a good idea to add a check that sees if player is in combat
i will implement it in v1.3
ok. Thank you for having me responded. :)
I found only the version 1.1 of its NPC Buffer.
Would you please pass the link or tell me where can I find the version 1.2?
It has forecast of when you create a version 1.3?
oops
i met v1.2
sorry my bad...
and v1.2 is going to be shared around Christmas...
aha .. I found it strange why not find anywhere to v1.2
Okay then ..
Once again thank you for your attention.
And if you have the basis for Jscript of how to block the use of the NPC in combat so I try to do some tests with some scripts I would much!
And even more bothered by the excuse.
Damn... This buffer is ...so great!!!
Thanks Rin4a, you're making a really good job![]()
i like the new version ;D
and i'd like to know if is it possible to add a system to control or multiply buffs/dances/songs time.. but only the buffs that are enable ;D
waiting for an answer.
ps: it's not a request, just a question ;)
well if I can find a way to modify XML files in python then I will add it, but right now - it's not possible
1.1 Good...
=)
Just checked... I dont think it's possible.
there is MagicSkillUse for which you can set a hit time, but it's basically just a packet that broadcasts the visual effect.
All the other methods use the time from the XML and/or config files.
The only way this could be done would be to re-write a part of the core so it gets alternative skill durations from a DB table... well, I wouldnt personally get into that if I were you. Alot of work for not much in the end.