Comment
Author: Admin | 2025-04-28
The deposit address by PM.QuoteI will accept any cryptos from the coinmarketcap top 10th. Simply provide me in PM (discord/forums) the crypto/network to use (avoid ETH, big fees), and I will deliver you the deposit address in return by PM. #8 New season coming, begins on May 17, 2024 at 20:00. Server Timezone (UTC-3) Server information updated in the first post. L2Free.org #9 Changeset 408 (3205)TradeList refactor, Duel refactor, Handlers management, SpawnManager, Sieges, AdminCommands, Bugfixes, OrganizationTradeList refactor - Use AtomicBoolean instead of synchronized. - Rework entirely buy/sell methods, which are now far more safer (notably TradeList#privateStoreSell, which was checking and processing transferItem in same time). A fail upon item transfer notably corrects total transaction price. - Few checks (being pointless or doubled) or even entire loops (calling removeItem instead of remove...) are dropped/avoided in few places. - Fix few issues : - BuyList is now properly refreshed upon inventory edition. Ty bios for report. - The strange adena issue is fixed (was due to removeItem not processing -1 as a special value but regular value, which was actually --1 -> +1). Ty bios for report. - Items aren't shown anymore as possible sellable item, if that item is already part of the SellList or is equipped. Duel refactor - Big cleanup, deleting 1/3 of the class. - Abnormal effects are now properly cleansed. Ty MoodFreak for report, Diablo for the initial fix. - Play the lose animation only if WIN or SURRENDER, no TIE. - Don't play anymore the winner animation. - Don't countdown 5/4 upon 1vs1 Duels (5sec timer, starts at 3). - Restore Players conditions after SystemMessages. - Upon teleport, cancel active enchant and trades for Players, no matter the situation. Indirectly fixes "cancel trade upon party duel teleport".Handlers management - by LaRoja - Handlers are now dynamically loaded based on their appearance in package. You don't have to manually set them anymore.SpawnManager - Fix 3 invalid bosses dbSave. Ty Denzel for report, Bandnentans for fix. - Manually fix few territories (invalid nodes, bad Z, zone over Fortresses...). - Delete the whole magic behind setting a returning point from an offset of spawn location ; it's anyway mostly blocked by first returnHome check. - Banned territories are considered way before in the random location calculation of territories, which avoid to trigger Z/geo fail for nothing. - SiegeGuard#returnHome now also have a geopathfail logic. - Max iterations of random
Add Comment