New Script Engine

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    DnR
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    Posts : 985
    Join date : 2012-12-03

    New Script Engine

    Post  DnR on 13th May 2014, 20:02

    Hello guys.

    I decided to move to latest l2j script engine for the best of our interests.
    I know many of you want to use Java scripts, so i give you the chance to do so.
    *Note: We don't use L2AttackableAIScript.java, which is the mother class of AI scripts, but if you remove extension in your AI script (eg. public class Baium extends L2AttackableAIScript), it should work.

    This was proposed by micr0, who shared a part of the code, and many others long ago. Thanks a lot.

    Scripts directories are now identical to L2J.
    jscript --> scripts.
    script --> faenor.

    You may register your scripts to scripts.cfg.
    I think those who have used L2J know how the system works.

    These days, i also updated several quest variables in all scripts, that caused jython errors.
    I believe we have a more stable quest engine system than before.

    I feel sad that not so much work has been done these past months, and there will probably be inactivity in summer as well.
    Summer shut down may occur once we reach 500th revision at least.

    Thank you all for your support and i hope you find this update useful.
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    Okuma

    Posts : 11
    Join date : 2013-09-17
    Age : 23
    Location : Brasil

    Re: New Script Engine

    Post  Okuma on 15th May 2014, 20:05

    Already available in 480? Thx for work! =D
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    dandiarena

    Posts : 95
    Join date : 2013-06-20
    Age : 25
    Location : Argentina

    Re: New Script Engine

    Post  dandiarena on 16th May 2014, 22:55

    nice! its better!

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