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Changeset 366 (664) Castle, Siege part II, ZoneManager / zones, Clans, Misc Castle - Rename _zone > _siegeZone (getter included). - Move zones attributions to entity creation (instead of getters). Siege part II - Due to following ZoneManager and zones rework, we now support : - PKs are ported in the vicinity of second closest town (and not inside). - banished players are ported in the vicinity of the castle (and not on closest town). - Cleanup L2SiegeFlagInstance, it works even if clan parameter is broken. - Cleanup loadSiegeClan() uses, which were called on numerous useless places (called on startSiege(), approveSiegeDefenderClan(), removeSiegeClan(), startAutoTask()). - On castle siege end, if your clan is victorious versus former clan, you gain static 1K CRP instead of calculated amount based on former clan CRPs. - All CastleManager.getInstance().getCastle(player) used to only retrieve an ACTIVE siege are now replaced by CastleManager.getInstance().getSiege(player), as it is shorter and cleaner. - Drop SiegeClan layer. Siege flag is now registered on L2Clan. - Creation of SiegeSide enum. Store it under String format rather than int (similar to CabalType, SealType, etc). - CopyOnWriteArrayLists about attackers / defenders / pending defenders are replaced by a single ConcurrentHashMap (better performance and avoid heavy lists manipulations). - Creation of checkSide(L2Clan), checkSide(L2Clan, SiegeSide), checkSides(L2Clan, SiegeSide...) methods, which is now the center of sides checks (instead of getAttackerClan / getDefenderClan). - Drop the possiblity for a clan to hold numerous headquarters flags (it was producing a IOOBE when the first flag of the list was destroyed anyway). - L2Clan.isRegisteredOnSiege() method simply checks memory content rather than making a SQL query. - Fix following checks : - dissolve alliance now checks if ANY allied clans is registered on a active siege (before was only checking your clan status). - create alliance now checks if your clan is registered into an ACTIVE siege (avoid to stuck creation if you're castle lord). - join alliance now checks if the invited clan is registered as an opposite clan, on any active siege. The previous check checking both characters are on siege zone is dropped (pointless). ZoneManager / zones - Little cleanup of ZoneManager (drop of getArena(L2PcInstance), getOlympiadStadium(L2PcInstance), checkId(int) and getClosestZone(L2Object, Class<T>) methods). - L2SiegeZone zones are now considered L2SpawnZone, and hold following L2OFF lists : other_restart_village_list && chao_restart_point_list. Drop the isGM() exception from banishForeigners. Zones shape match with retail values. - L2CastleZone zones now hold banish_point_list. chao_restart_point_list is moved to L2SiegeZone, but still hold owner_restart_point_list. We drop _castle variable, which is pointless. Zones shape match with retail values. - L2CastleTeleportZone cleanup (isOnline() check is wrong, it basically means a offline shop can stay here). - L2ZoneType _characterList is edited from CopyOnWriteArrayList to ConcurrentHashMap (performance boost). The class is cleaned up (javadocs, comments, organization). - ZoneManager _debugItems is edited from List to ConcurrentHashMap (performance boost). - L2DynamicZone is deleted (no purpose). - //zone_visual adena drop count reflects zone id (for an instant overview). Their step spawn is also cutted by 2.5 (from 20 to 50) to faster the generation process. Clans - clans are registered into a ConcurrentHashMap to avoid ConcurrentException. Drop synchronized keywords. getClans() returns a Collection instead of array. - destroyClan() is reworked ; parameter is now a L2Clan, the clan is removed of ANY siege (before : only if you had a castle) - getClanAllies() returns a Collections.emptyList() if no alliance is found. - checkAllyJoinCondition is now static (as variables are setted up as parameters). Misc - RequestRestartPoint packet is cleaned up, jail location is now static. - Drop ALT_GAME_FREE_TELEPORT config, as HTMs can't scale with that config (were still displaying adena cost). - Fix L2TeleportLocation isForNoble() item consumption, ty Heinsenberg. - Fix skillId 1402 enchantlevel, ty Anarchy. - Fix TownPet instance task. Ty TreasureHuman for report. - Fix the merchant NPE due to Castle rework. - Random cleanup - MapRegionTable.getTeleToLocation renamed getLocationToTeleport (english plz). Method is cleaned up, MDT location is now static. - FIXED revive option uses player.getPosition() rather than generating a new Location object based on x/y/z. - RequestAnswerJoinAlly packet is secured (transaction is correctly cleaned up). PS : due to Sieges part II, sieges_clans is edited. I invite you to either drop the whole table and add the new one asking your players to register anew on sieges (castle owners are automatically registered), or you can query it to edit all int values to String values.Бесплатный
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Название: aCis 365 Build, Source, Diff Добавил: †DeMoN†™ Добавлен: 26 Jan 2017 Категория: Исходники серверов Автор: Tryskell Хроники: Interlude Changeset 365 (652) Dimensional Rift, AbstractGroup / Party / CommandChannel, Scheme Buffer, Misc Dimensional Rift - cleaned up (delete _deadPlayers, unify writting style, delete single use methods). - Fix an issue with _isBossRoom not being fed. - L2 legacy website : "When the party changes (such as leaving or banning from party) in the Dimensional Rift, the party will be transported to the waiting room." - Remove all custom messages. - Fix a ConcurrentException on _revivedInWaitingRoom. AbstractGroup / Party / CommandChannel - cleaning - enum generation, enforce types. - party leader reference is stored and not retrieved from .get(0) - avoid a rare IOOBE (probably occuring during leader transfer ?). - remove L2 prefix to Party and CommandChannel classes. - generate a package model.group. - Both Party and CommandChannel use at least the 2 initial parameters (leader / invited member type). - creation of AbstractGroup class, a layer shared between Party and CommandChannel. - Modify Party creation to be handled by RequestAnswerJoinParty instead of RequestJoinParty, which was one big exploit (party leader being considered positive to isInParty() for the whole duration of invite request - while there is no party yet created). - Fix "The party has dispersed" bug issue, generated if you let the invite run off (due to Party object being created and immediately deleted - main reason of the above rework), ty Marcatu. - Party requestor is now checked regarding pending request (he wasn't before, so you could request a trade and a party invite). - Strategy Guide item is now consumed on CommandChannel creation, and not simply checked. Drop getPledgeClass() check (plain wrong) and item check (handled by creation) on CommandChannel invitation. - Addition of ONLY_A_PARTY_LEADER_CAN_TRANSFER_ONES_RIGHTS_TO_ANOTHER_PLAYER message. - Drop ALT_LEAVE_PARTY_LEADER config. Apply default party disband case to all scenarios. Scheme Buffer - Available buffs are ordered as listed on XML. Ty Sahar. - Fix a NumberFormatException on schemes restore. Ty Sahar. Misc - Fix a MysqlDataTruncation on punish_timer. Ty katara. - Fix TARGET_AREA_SUMMON skills type. Ty x-user. - Cleanup FishingSkill skillhandler, fix the penalty issue. Ty Ailierynn. - Introduce isUsingServerSideName / isUsingServerSideTitle to fix client/custom NPC names/titles. - Fix previous revision regarding AURA type skills registration on NPC templates. Ty Sahar. - Enforce "party size" (2/9 min/max) for Four Sepulcher and Festival of Darkness configs. Cleanup "beyond exotic" 1-man case Four Sepulcher. - Merchant mustn't have the option to trade Shadow Weapon coupons, only grand masters are. Refresh all Shadow Weapon related HTMs. Ty Anarchy for report. - Release transaction (requestor/onTransactionRequest) as fast as possible (before you were stucked in middle of a transaction on whatever returning check...). All cases are edited. - To keep an harmony, party duels are canceled if party is modified (added/removed member now cancels it, before only leader drop was leading to that scenario) - Dimensional Rift rule. - //party_info admincommand cleanup. - Cleanup Quest getPartyMembers / getPartyMembersState methods. Нажмите здесь, чтобы скачать файл
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306 раз скачали
Changeset 365 (652) Dimensional Rift, AbstractGroup / Party / CommandChannel, Scheme Buffer, Misc Dimensional Rift - cleaned up (delete _deadPlayers, unify writting style, delete single use methods). - Fix an issue with _isBossRoom not being fed. - L2 legacy website : "When the party changes (such as leaving or banning from party) in the Dimensional Rift, the party will be transported to the waiting room." - Remove all custom messages. - Fix a ConcurrentException on _revivedInWaitingRoom. AbstractGroup / Party / CommandChannel - cleaning - enum generation, enforce types. - party leader reference is stored and not retrieved from .get(0) - avoid a rare IOOBE (probably occuring during leader transfer ?). - remove L2 prefix to Party and CommandChannel classes. - generate a package model.group. - Both Party and CommandChannel use at least the 2 initial parameters (leader / invited member type). - creation of AbstractGroup class, a layer shared between Party and CommandChannel. - Modify Party creation to be handled by RequestAnswerJoinParty instead of RequestJoinParty, which was one big exploit (party leader being considered positive to isInParty() for the whole duration of invite request - while there is no party yet created). - Fix "The party has dispersed" bug issue, generated if you let the invite run off (due to Party object being created and immediately deleted - main reason of the above rework), ty Marcatu. - Party requestor is now checked regarding pending request (he wasn't before, so you could request a trade and a party invite). - Strategy Guide item is now consumed on CommandChannel creation, and not simply checked. Drop getPledgeClass() check (plain wrong) and item check (handled by creation) on CommandChannel invitation. - Addition of ONLY_A_PARTY_LEADER_CAN_TRANSFER_ONES_RIGHTS_TO_ANOTHER_PLAYER message. - Drop ALT_LEAVE_PARTY_LEADER config. Apply default party disband case to all scenarios. Scheme Buffer - Available buffs are ordered as listed on XML. Ty Sahar. - Fix a NumberFormatException on schemes restore. Ty Sahar. Misc - Fix a MysqlDataTruncation on punish_timer. Ty katara. - Fix TARGET_AREA_SUMMON skills type. Ty x-user. - Cleanup FishingSkill skillhandler, fix the penalty issue. Ty Ailierynn. - Introduce isUsingServerSideName / isUsingServerSideTitle to fix client/custom NPC names/titles. - Fix previous revision regarding AURA type skills registration on NPC templates. Ty Sahar. - Enforce "party size" (2/9 min/max) for Four Sepulcher and Festival of Darkness configs. Cleanup "beyond exotic" 1-man case Four Sepulcher. - Merchant mustn't have the option to trade Shadow Weapon coupons, only grand masters are. Refresh all Shadow Weapon related HTMs. Ty Anarchy for report. - Release transaction (requestor/onTransactionRequest) as fast as possible (before you were stucked in middle of a transaction on whatever returning check...). All cases are edited. - To keep an harmony, party duels are canceled if party is modified (added/removed member now cancels it, before only leader drop was leading to that scenario) - Dimensional Rift rule. - //party_info admincommand cleanup. - Cleanup Quest getPartyMembers / getPartyMembersState methods.Бесплатный
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Название: aCis 363 diff Добавил: †DeMoN†™ Добавлен: 01 Jan 2017 Категория: Исходники серверов Автор: Tryskell Хроники: Interlude Диффка для исходников aCis, версия обновления 363
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Название: aCis 364 diff Добавил: †DeMoN†™ Добавлен: 01 Jan 2017 Категория: Исходники серверов Автор: Tryskell Хроники: Interlude Диффка для исходников aCis, версия обновления 364
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62 раза скачали
Диффка для исходников aCis, версия обновления 364 [spoiler=Что нового в этой версии?] Scheme buffer v2, Auctioneer, Misc Tryskell, the scheme buffer v2 ! - skill names and descriptions, hold by XML rather than Config. - less panels, easier to use. - paging system to avoid scrolling effect. - no "blinking" effect. - Drop of BufferMaxSkillsPerScheme config (now uses player max). Auctioneer instance is reworked : - bypasses work anew (caused by getCastle() refactor) - fix "Back" button on Bidders list (ty Anarchy) - Cleanup and more safety (ConcurrentHashMap, less calls of .get(), everything is try/catch, return is correctly used, paging system is refreshed). Misc - Fix Lucky skill acquisition. Ty Ailierynn for report. - Valakas doesn't use a dummy anymore which lighten the code and avoid to bug custom raidboss checkers showing wrong location. - Revert interaction range edit (100 is buggy, return back to 150) until someone decides to care about all types of range in one throw. - Fix Broadcasting Tower knownlist issue. Methods are sync-ed with observe olympiad. Drop _observerMode boolean (can be guessed with clever use of _savedLocation). inObserveMode() renamed for isInObserveMode(). - Fix the "unhandled slot type" issue. Ty Sahar. - Addition of Flame/Control infos on castle admin panel. - Wrath skill enchant route fix. Ty Sahar. - Olympiads : No forced stand up on L2OFF. - Olympiads : You are teleported back to a random town location, not your saved location. - teachTo is slightly edited ; avoid to generate 6k empty ArrayList and drop most of getters. Ty katara. - Rework the NPC skills holding system, avoid to generate 28k empty ArrayList. - Rework L2TamedBeast (cleaner version). - Fix previous revision regarding GrandBoss using returnHome. Ty Sahar. - Fix social/abnormal admin panels/commands. Ty katara for report. Ty to SweeTs for buffer design and Sahar for XML definition.Бесплатный
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63 раза скачали
Диффка для исходников aCis, версия обновления 363 [spoiler=Что нового в этой версии?] Benom, Castles, Castle Manor, Event listeners, Sieges, Seven Signs, Inventories, Misc Benom - Addition of Benom script. Castles - CastleManager cleanup by svipben. Castles are hold on a Map, the key being castleId. - Castle doormen "busy" HTM is shared among all instances (39 HTMs dropped). - Drop _siegeRegistrationEndDate. The registration end time is now directly calculated from siege date (siege date - 1 day). It could generate issues if you didn't edit both times. regTimeEnd dissapears from castle.sql. - Static informations are now loaded from castles.xml (circlet id, related tickets, related NPCs, artifact id) and have been unhardcoded. - Create MercenaryTicket model, holding ticket infos. Each Castle got its own List of static tickets. - NPC getCastle() is entirely cleaned up and generated from castles.xml. - Castle model must be generated from a castle id and castle name. - Drop entirely castle index logic wherever it was used (replaced by castleId logic). - Move removeCirclet logic from CastleManager to Castle. - Avoid to generate pointless integers for each L2WyvernManager. - Add retail HTMs and core logic for Mercenary Managers. Introduce Seven Signs buylists (show different output depending who is currently owning the Seal of Strife). - Castle entity rework : - now holds Set<ItemInstance> _droppedTickets (before held by MercTicketManager). - now holds int _circletId (before held by CastleManager). - now holds List<Integer> _relatedNpcIds (before was generated on the fly using weird castle index and distance check). - now holds List<MercenaryTicket> _tickets (before held by MercTicketManager on multiple splitted static arrays ; which weren't even holding Seven Signs state). - now holds List<L2Npc> _siegeGuards (before held by MercTicketManager). - Artifact is now linked by id, and not by instance. - Dropped tickets are now processed by ItemsOnGroundTaskManager. Castle Manor - L2Manor (seeds.xml parsing) is merged with CastleManorManager. Castles related procure/crop lists are moved to CastleManorManager aswell (easier to handle database storage that way). - The different internal classes are now moved into model.manor package. - Addition of ManorMode enum. - CastleManorManager follows latest L2J for the writing style. - Complete ExShowCropInfo, ExShowCropSetting, ExShowManorDefaultInfo, ExShowSeedInfo, RequestSetSeed packets. - Delete 6 admincommands related to manor. Keep only //manor, based on latest L2J. Incorporate //manor into game_menu.htm. - Fix seed/harvest issues. - CastleUpdater is dropped. The automatic saving is now handled on CastleManorManager (save manor states every 2h). No more alternative saving Config. Event listeners - Addition of an event layer for sieges addSiegeNotify(castleId). Rework the system to handle siege status with an Enum, under SiegeStatus (which drops 2 booleans). - Item listener is now lazy initialized (as it was used for a single item until now, which avoid to generate 6k empty lists for nothing). Sieges - Teleport system during siege is entirely redone and fixed. All ppl are moved to second closest town, no matter what. - Drop SiegeManager and split content between castle entity initialization, Config, CastleManager. getSieges() method is dropped, use getCastles() / getSiege on a for loop to get them. - When a Life Control or Flame Control Tower is destroyed, a little, not-attackable version of it spawns. - Add 2 SystemMessage related to sieges (when all life controls are destroyed, and when you try to use L2Doormen open/close doors function when castle is being sieged). - Add Ressurection siege conditions (can't ress if not participant to a siege, if attacker hasn't a flag or if defender hasn't anymore Life Crystals). Seven Signs - Introduce following Enums : CabalType, SealType, PeriodType. Those enums are 'improved versions' and hold more infos (which avoid few static methods). - Due to previous change, all seven signs related tables must be edited. - Complete cleanup, which avoids sometimes 15-18 .get() calls and avoid String operations (notably on cabal type). Inventories - Drop Warehouse abstract layer, and slight cleanup on Inventories. - Creation of ItemState Enum to enforce item related modifications. - Replace ItemContainer CopyOnWriteArrayList for ConcurrentSkipListSet (because of terrible performance on write). - Order items (avoid the items jump on inventories), based on inventory's item addition (similar to L2OFF ; I didn't see other rule). We use an unused ItemInstance variable to store it, _time. - Edit items.sql to optimize datatypes. Drop useless column time_of_use. - Drop ItemInstance.changeCountWithoutTrace (single use). - Drop L2PcInstance._arrowItem (no uses). - Cleanup L2PcInstance.reduceArrowCount (probably can be replaced entirely by a simple destroyItem) && checkAndEquipArrows. Misc - Due to mercenary tickets handling edition, ItemsOnGroundTaskManager has to be mandatory, so SaveDroppedItem config is now dropped to avoid admin "lack of brain" issue. All timers and configs are still reachable. - Drop StartingAdena config (value was wrong, and it can be handle with another config). - Edit default GC type for CMS, which avoid lag spikes. - Fix pet gain system (wolf, sin eater, etc). Ty Erlandys for the complete fix. - Drop deprecated KnownListUpdateInterval config, ty SweeTs for reminder. - Cleanup L2PcInstance.storeEffect() - ty svipben. - getName() / getTitle() - Headquarters name/title follows L2OFF. Ty RooT for fix. - isCustomNpc() approach is given up. We rely on templates to feed name/title, but current name/title can be changed (which fixes changename admincommand). - changename is merged with setname. Both changename and changename_menu commands are dropped. You can now settitle on L2Npc (it is temporary, similar to setname). - HennaTable StatsSet is re-used (avoid to generate 180 HashMaps). - MapRegionTable uses getInstance() logic (that's the point of singleton). - Edit TownZone "taxById" variable to "castleId", which is friendlier to understand. - Merge summon conditions SiegeManager.checkIfOkToSummon && SevenSigns.checkSummonConditions in L2PcInstance.checkUseMagicConditions (single use). - L2PcInstance.isCastleLord is cleaned up (compare castle ids directly, not godamn Castle entities). - Cleanup GatekeeperSpirit script. - Fix NPE on ExListPartyMatchingWaitingRoom, ty sahar for report. - //create_set admincommand is extended : - armorsets.xml now hold set name. ArmorSetsTable use StatsSet to feed ArmorSet objects. - A new panel is generated with existing sets (because good luck to remember chestId). - ArmorSet model is cleaned up. - CastleManorManager seeds parsing is slightly edited (StatsSet is reused). - Clicking on "Item" button simply popup itemcreation.htm. - Duel system : partymatch system is ended for any players (was written as TODO since Duel rework). - Edit checkEffectRangeInsidePeaceZone x, y, z parameters for Location. - Move and cleanup signet cast condition from L2Character to L2PcInstance.checkDoCastConditions. PS : castle guards spawn (from neutral castle) system isn't yet processed. Don't report it. PS : due to heavy changes, it is STRONGLY adviced to make a clean installation of tables if you got no clue about what you are doing. Due to the HUGE amount of edited engines (Seven Signs, Manor, Castles, Sieges,...), consider it as a part I, even if it's not finalized. I need your reviews to complete the part II. This changeset, in term of coding, worth 3 to 4 regular revisions. Unfortunately, as everything depends of everything, it couldn't be done of another mean. Some things have been voluntarly broken - I think notably about NPC guards, but most shouldn't. Consider to report everything. Due to the amount of code, I couldn't test all, and didn't test Benom, Seven Signs && Manor.Бесплатный
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Нашел на одном из сайтов (regoline) продажу своей старой шарной работы. Решил перезалить, мб кому пригодится. http://rghost.ru/49615553
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Да без проблем Привет =) Только о тебе вчера вспоминали с мустангом, он тебе долг в 300р зажал Да нет, точно не интерлюд. Делать скорее всего буду на хф (дабы структура была ближе к ИТовской для видео). А проект будет на линдвиоре с дальнейшим переходом на эпизодиум (или как там его). Как там кстате твой блог поживает?)
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Нет, не моё) аббревиатура одинаковая, а расшифровка разная =)
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Всё тот же старый ЕОЛ =) Только уже с новыми идеями. Старый ЕОЛ я потерял (и ТЗ и идеи и наработки). Буду делать заного.... Вот сегодняшний весь вечер сижу всё записываю =) Завтра уже более детально всё буду разгребать. К концу недели мб уже начну =)
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Ну можно сказать и так =) Привет, взаимно) Я думал ты ушел ещё до меня после последовательных фейлов?)
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ООО А вот и тролли набежали) Как же без вас =) По вам я тож соскучился
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Ну где-то возле "после") раньше я врятле бы вспомнил) Юр, ты всегда тут) Единственный, кто не покидал макси (на сколько помню).
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Ник знакомый, но вспомнить не получается =) Не ожидал, что так рад будешь меня видеть) Когда уходил мы были не в лучших отношениях (хотя уже не помню даже из-за чего). Рад тебя видеть)
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Спасибо, учтем, подумаем Я планировал снимать видео с реализацией какого либо конкретного момента (если слишком большое - разбивать на части). В описании давать краткую информацию, какие моменты использовались. Чтобы знать где и что (для дальнейшего поиска нужного и пропуска ненужного).
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На данный момент 4 знакомых ника, 1 из них редиска >< Но теме всего несколько минут
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Надо же было проинформировать, что я вернулся =) Да и если чесно лень было лазить по форуму в поисках знакомых лиц, так что я решил создать тему и посмотреть, кто тут ещё со старичков остался =)
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Привет всем, кто помнит старого доброго ДеМоНа! Хотелось бы думать, что такие ещё остались... P.S. надеюсь название не слишком пафосное? Как говорил товарищ Wonder - "почти все и почти всегда возвращаются", и вот спустя почти один год я снова начинаю вливаться в сферу серверостроения Lineage 2. Многое забыто, многое изменилось, так что буду смотреть, вспоминать и догонять. Многие наверно задумались, что пришел тут какой-то, создаёт тему и пишет ни о чем, но вы узбагойтесь! Дайте поностальгировать! И собственно перейдем к сути создания темы. Год назад многие хотели изучать яву, писать МЕГА скрипты и тем самым делать уникальные сервера, однако даже после начального изучения явы (синтаксиса, основных библиотек и классов) многих отпугивала архитектура ядра (ну да, куча папок, куча каких то файлов с тысячами строк кода) и они бросали это дело. Думаю вряд ли ситуация изменилась, хотя как знать, как знать.... И вот собираясь работать над новым проектом(проект впринципе большой, много материала можно будет накопать) мне пришла в голову идея снимать видео и комментировать происходящее. Это будет НЕ обучение яве и рассчитано для тех, кто хоть немного понимает суть программирования и выучил структуру. Естественно мы будем затрагивать используемые библиотеки, некие приёмы программирования и т.д. и т.п. Но основная идея - это научить вас ориентироваться в архитектуре ядра, показать возможности которые вам откроются, так же показать базовые алгоритмы работы с какими либо объектами. Возможно по пути создания проекта мы коснёмся(опять же самого главного) моделирования/текстурирования/анимирования, шейдеров и материалов, работы с ue2. Ну и на основе данных видео вы сможете ориентироваться, заимствовать код, приёмы и алгоритмы. Ну и собственно голосуем, надо оно или нет (желательно комментируя ниже в теме свои "за" или "против"). P.S.S. У меня уже вечер, я уставший и хочу спать. Так что пальцем на ошибки орфографии и пунктуации не тыкать!!! ><
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Спасибо, что не забыл обо мне) Но от меня даже в армии не спрячешься. Есть телефон и если недалеко закинут, может как нибудь навестю (хотю и навестю, не придираться к словам). А так - удачно отслужить, будем на связи
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Автоматически сформированное сообщение Тема закрыта модератором. Причина: Рассмотрено. Если вы не согласны с закрытием темы, то можете обратиться к администратору. С наилучшими пожеланиями ForumMaxi - Сообщество администраторов онлайн игр
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Прочитал тему, из них: в 1ом посте ощущение, что вы не просите, а требуете помощи. (ни здравствуйте, ни помогите пожалуйста и т.д.) В других ваших постах - преждевременные апы и оффтопы (2 нарушения в 1й теме). Всё желание вам помочь отпало.
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Подобный эвент есть в шаре. Также в нескольких руках есть евент lfc сервера (там где за покупные ключи). Смысл продавать уг скриптов с шарным евентом?