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break

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  1. Hello there! I'm trying to add another pair of soulshots (besides the retail ones no to S grade). They seem to be registered as soulshots and they do work, but they do not allow getting toggled (for some reason) I copied the original soulshot lines from etcitemgrp.dat and the xml of it but it still doesnt let me toggle it. After hours of searching trough the core and the scripts folder I've decided to ask you for help. Here's my XML: <item id="40001" type="EtcItem" name="Soulshot (Custom)"> <set name="icon" val="icon.etc_spirit_bullet_gold_i00" /> <set name="default_action" val="SOULSHOT" /> <set name="immediate_effect" val="true" /> <set name="crystal_type" val="S" /> <set name="material" val="PAPER" /> <set name="weight" val="2" /> <set name="price" val="100" /> <set name="is_stackable" val="true" /> <set name="handler" val="SoulShots" /> <set name="item_skill" val="2154-1" /> </item> and here is my SoulShots.java file: /* * Copyright (C) 2004-2015 L2J DataPack * * This file is part of L2J DataPack. * * L2J DataPack is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * L2J DataPack is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ package handlers.itemhandlers; import java.util.logging.Level; import com.l2jserver.gameserver.enums.ShotType; import com.l2jserver.gameserver.handler.IItemHandler; import com.l2jserver.gameserver.model.actor.L2Playable; import com.l2jserver.gameserver.model.actor.instance.L2PcInstance; import com.l2jserver.gameserver.model.holders.SkillHolder; import com.l2jserver.gameserver.model.items.L2Weapon; import com.l2jserver.gameserver.model.items.instance.L2ItemInstance; import com.l2jserver.gameserver.model.items.type.ActionType; import com.l2jserver.gameserver.network.SystemMessageId; import com.l2jserver.gameserver.network.serverpackets.MagicSkillUse; import com.l2jserver.gameserver.util.Broadcast; import com.l2jserver.util.Rnd; public class SoulShots implements IItemHandler { @Override public boolean useItem(L2Playable playable, L2ItemInstance item, boolean forceUse) { if (!playable.isPlayer()) { playable.sendPacket(SystemMessageId.ITEM_NOT_FOR_PETS); return false; } final L2PcInstance activeChar = playable.getActingPlayer(); final L2ItemInstance weaponInst = activeChar.getActiveWeaponInstance(); final L2Weapon weaponItem = activeChar.getActiveWeaponItem(); final SkillHolder[] skills = item.getItem().getSkills(); int itemId = item.getId(); if (skills == null) { _log.log(Level.WARNING, getClass().getSimpleName() + ": is missing skills!"); return false; } // Check if Soul shot can be used if ((weaponInst == null) || (weaponItem.getSoulShotCount() == 0)) { if (!activeChar.getAutoSoulShot().contains(itemId)) { activeChar.sendPacket(SystemMessageId.CANNOT_USE_SOULSHOTS); } return false; } boolean gradeCheck = item.isEtcItem() && (item.getEtcItem().getDefaultAction() == ActionType.SOULSHOT) && (weaponInst.getItem().getItemGradeSPlus() == item.getItem().getItemGradeSPlus()); if (!gradeCheck) { if (!activeChar.getAutoSoulShot().contains(itemId)) { activeChar.sendPacket(SystemMessageId.SOULSHOTS_GRADE_MISMATCH); } return false; } activeChar.soulShotLock.lock(); try { // Check if Soul shot is already active if (activeChar.isChargedShot(ShotType.SOULSHOTS)) { return false; } // Consume Soul shots if player has enough of them int SSCount = weaponItem.getSoulShotCount(); if ((weaponItem.getReducedSoulShot() > 0) && (Rnd.get(100) < weaponItem.getReducedSoulShotChance())) { SSCount = weaponItem.getReducedSoulShot(); } if (!activeChar.destroyItemWithoutTrace("Consume", item.getObjectId(), SSCount, null, false)) { if (!activeChar.disableAutoShot(itemId)) { activeChar.sendPacket(SystemMessageId.NOT_ENOUGH_SOULSHOTS); } return false; } // Charge soul shot weaponInst.setChargedShot(ShotType.SOULSHOTS, true); } finally { activeChar.soulShotLock.unlock(); } // Send message to client activeChar.sendPacket(SystemMessageId.ENABLED_SOULSHOT); Broadcast.toSelfAndKnownPlayersInRadius(activeChar, new MagicSkillUse(activeChar, activeChar, skills[0].getSkillId(), skills[0].getSkillLvl(), 0, 0), 600); return true; } } I've been tracking the GameServer console to where it tells me "AutoSoulShot: <1467>" (S Grade soulshots from retail). It tells me absolutely nothing on my custom ones, but it shows me that there is no ItemHandler registered for Wooden Arrows (ID 17) when I click on them. I've seen methods to make them work on click (like the autopots thing I have found here on the forum) but I want to solve it to be activated by right-click. Best regards, break
  2. First of all, thank you for the fast reply kind sir. I've tried what you said and set the debug in the config folder to true. Unforunately, I'm still not having luck with commenting out the StopAllEffectsExceptThoseThatLastTroughDeath() function as it is still canceling my buffs on death. Looks to me like it doesn't even apply the changes even on debug mode? Best regards.
  3. Hello people! I'm completely new to L2J development and I have a few questions about it. I've tried to add passive noblesse (no loss of buffs on death) on some of my items. Now, it didn't workout really well, whatever I did. Tried on RequestRestartPoint.java as well as L2PcInstance.java and nothing worked for me. Now I got the idea, maybe I need to recompile the files again so the changes can take place? If, yes how do I do it? Also, if there is an alternative to the passive noblesse, is there any way to do so w/o the compiling part? (I've tried OP_PASSIVE etc, all that doesnt work). Best regards
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