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Everything posted by HARDECORE
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Help Help with Mod
HARDECORE replied to HARDECORE's question in Request Server Development Help [L2J]
Sorted out. can please close -
Can anyone help me by adapting this mod to l2jserver? https://gist.github.com/rodrigonull/5d4b2862c56e39f3faa6 This is the only part with error. +++ java/com/l2jserver/gameserver/model/actor/tasks/player/RecoverCancelledBuffsTask.java (working copy) @@ -0,0 +1,64 @@ +/* + * Copyright (C) 2004-2014 L2J Server + * + * This file is part of L2J Server. + * + * L2J Server 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 Server 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 com.l2jserver.gameserver.model.actor.tasks.player; + +import java.util.List; + +import com.l2jserver.gameserver.model.actor.instance.L2PcInstance; +import com.l2jserver.gameserver.model.skills.BuffInfo; +import com.l2jserver.gameserver.model.skills.EffectScope; +import com.l2jserver.gameserver.model.stats.Env; +import com.l2jserver.gameserver.network.serverpackets.ExShowScreenMessage; + +/** + * @author nuLL + */ +public class RecoverCancelledBuffsTask implements Runnable +{ + private final List<BuffInfo> _buffs; + private final L2PcInstance _player; + + public RecoverCancelledBuffsTask(List<BuffInfo> buffs, L2PcInstance player) + { + _player = player; + _buffs = buffs; + } + + @Override + public void run() + { + for (BuffInfo buff : _buffs) + { + final Env env = new Env(); + env.setCharacter(_player); + env.setTarget(_player); + env.setSkill(buff.getSkill()); + final BuffInfo stolenOrCanceled = new BuffInfo(env); + stolenOrCanceled.setAbnormalTime(buff.getTime()); + buff.getSkill().applyEffectScope(EffectScope.GENERAL, stolenOrCanceled, true, true); + + if (stolenOrCanceled.getAbnormalTime() > 0) + { + _player.getEffectList().add(stolenOrCanceled); + } + } + + _player.sendPacket(new ExShowScreenMessage("Your cancelled buffs has been given back.", 2000)); + } +} why the "Env.java" file no longer exists in the project
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Sorry. corrected, now everyone can see it.
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you need to have record in pastebin
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that is the solution. but I do not know how to do it. I'm not sure where I can look at the ID's? I found this in the l2jserver forum. maybe it's those IDs L2Item.SLOT_R_HAND or L2Item.SLOT_LR_HAND in L2Item.java I have this.
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Yes. There is and I can also create the Type: BIGBLUNT AND BIGSWORD and by the weapons that the same works. the problem is that the type I create is not in the critical / damage / attack formulas public enum WeaponType implements ItemType { SWORD(TraitType.SWORD), BLUNT(TraitType.BLUNT), DAGGER(TraitType.DAGGER), BOW(TraitType.BOW), POLE(TraitType.POLE), NONE(TraitType.NONE), DUAL(TraitType.DUAL), ETC(TraitType.ETC), FIST(TraitType.FIST), DUALFIST(TraitType.DUALFIST), FISHINGROD(TraitType.NONE), RAPIER(TraitType.RAPIER), ANCIENTSWORD(TraitType.ANCIENTSWORD), CROSSBOW(TraitType.CROSSBOW), FLAG(TraitType.NONE), OWNTHING(TraitType.NONE), DUALDAGGER(TraitType.DUALDAGGER); private final int _mask; private final TraitType _traitType; I already tried doing this and it did not go well. the classes that use the proper weapons becomes disproportionate
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Read my first topic post
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everything was adapted correctly, no error. the code works fine. the only problem is that as there is no more type: BIGSWORD and BIGBLUNT in the source code does not separate weapons from a two-handed hand. + public static void callRules() + { + // Example: a Virtual sword can mount an Equipped blunt. + weaponMapping[WeaponType.SWORD.ordinal()][WeaponType.BLUNT.ordinal()] = true; + + // Example: a Virtual blunt can mount an Equipped sword. + weaponMapping[WeaponType.BLUNT.ordinal()][WeaponType.SWORD.ordinal()] = true; + + // weaponMapping[WeaponType.BIGSWORD.ordinal()][WeaponType.BIGBLUNT.ordinal()] = true; + // weaponMapping[WeaponType.BIGBLUNT.ordinal()][WeaponType.BIGSWORD.ordinal()] = true; + + armorMapping[ArmorType.SIGIL.ordinal()][ArmorType.SHIELD.ordinal()] = true; + armorMapping[ArmorType.SHIELD.ordinal()][ArmorType.SIGIL.ordinal()] = true; + + // armorMapping[L2ArmorType.HEAVY.ordinal()][L2ArmorType.LIGHT.ordinal()] = true; + // armorMapping[L2ArmorType.HEAVY.ordinal()][L2ArmorType.MAGIC.ordinal()] = true; + + // armorMapping[L2ArmorType.LIGHT.ordinal()][L2ArmorType.HEAVY.ordinal()] = true; + // armorMapping[L2ArmorType.LIGHT.ordinal()][L2ArmorType.MAGIC.ordinal()] = true; + + // armorMapping[L2ArmorType.MAGIC.ordinal()][L2ArmorType.LIGHT.ordinal()] = true; + // armorMapping[L2ArmorType.MAGIC.ordinal()][L2ArmorType.HEAVY.ordinal()] = true; + } as you can see I highlighted the restriction that separated SWORD from BIGSWORD and BLUNT from BIGBLUNT. why now in the new codes one-handed weapons and two-handed weapons uses the same type: SWORD. SWORD One handed weapon XML: Eternal Core Sword <item id="15871" type="Weapon" name="Eternal Core Sword - Focus"> <set name="icon" val="icon.weapon_incessantcore_sword_i01" /> <set name="default_action" val="EQUIP" /> <set name="weapon_type" val="SWORD" /> <set name="bodypart" val="rhand" /> <set name="random_damage" val="10" /> <set name="attack_range" val="40" /> <set name="damage_range" val="0;0;40;120" /> <set name="immediate_effect" val="true" /> <set name="crystal_count" val="9872" /> <set name="crystal_type" val="S84" /> <set name="material" val="STEEL" /> <set name="weight" val="1520" /> <set name="price" val="205668000" /> <set name="change_weaponId" val="15904" /> <set name="soulshots" val="1" /> <set name="spiritshots" val="1" /> <set name="element_enabled" val="true" /> <set name="enchant_enabled" val="1" /> <set name="item_skill" val="3566-5" /> <for> <set stat="pAtk" val="437" /> <set stat="mAtk" val="192" /> <set stat="critRate" val="8" /> <set stat="pAtkSpd" val="379" /> <enchant val="0" stat="pAtk" /> <enchant val="0" stat="mAtk" /> </for> </item> BLUNT Two Handed XML: Lava Saw <item id="15883" type="Weapon" name="Lava Saw - Focus"> <set name="icon" val="icon.weapon_lavamond_saw_i01" /> <set name="default_action" val="EQUIP" /> <set name="weapon_type" val="SWORD" /> <set name="bodypart" val="lrhand" /> <set name="random_damage" val="10" /> <set name="attack_range" val="40" /> <set name="damage_range" val="0;0;40;120" /> <set name="immediate_effect" val="true" /> <set name="crystal_count" val="9872" /> <set name="crystal_type" val="S84" /> <set name="material" val="STEEL" /> <set name="weight" val="1740" /> <set name="price" val="205668000" /> <set name="change_weaponId" val="15907" /> <set name="soulshots" val="1" /> <set name="spiritshots" val="1" /> <set name="element_enabled" val="true" /> <set name="enchant_enabled" val="1" /> <set name="item_skill" val="3566-5" /> <for> <set stat="pAtk" val="532" /> <set stat="mAtk" val="192" /> <set stat="critRate" val="8" /> <set stat="pAtkSpd" val="325" /> <enchant val="0" stat="pAtk" /> <enchant val="0" stat="mAtk" /> </for> </item> BLUNT Two Handed XML: Contristo Hammer <item id="15882" type="Weapon" name="Contristo Hammer - Health"> <set name="icon" val="icon.weapon_pereztear_hammer_i01" /> <set name="default_action" val="EQUIP" /> <set name="weapon_type" val="BLUNT" /> <set name="bodypart" val="lrhand" /> <set name="random_damage" val="20" /> <set name="attack_range" val="40" /> <set name="damage_range" val="0;0;40;120" /> <set name="immediate_effect" val="true" /> <set name="crystal_count" val="9872" /> <set name="crystal_type" val="S84" /> <set name="material" val="FINE_STEEL" /> <set name="weight" val="1740" /> <set name="price" val="205668000" /> <set name="soulshots" val="1" /> <set name="spiritshots" val="1" /> <set name="element_enabled" val="true" /> <set name="enchant_enabled" val="1" /> <set name="item_skill" val="3013-3" /> <for> <set stat="pAtk" val="532" /> <set stat="mAtk" val="192" /> <set stat="critRate" val="4" /> <add stat="accCombat" val="4.75" /> <set stat="pAtkSpd" val="325" /> <enchant val="0" stat="pAtk" /> <enchant val="0" stat="mAtk" /> </for> </item> BLUNT One handed weapon XML: Sacredium <item id="15893" type="Weapon" name="Sacredium - Acumen"> <set name="icon" val="icon.weapon_sacredumors_i01" /> <set name="default_action" val="EQUIP" /> <set name="weapon_type" val="BLUNT" /> <set name="bodypart" val="rhand" /> <set name="random_damage" val="20" /> <set name="attack_range" val="40" /> <set name="damage_range" val="0;0;40;120" /> <set name="immediate_effect" val="true" /> <set name="crystal_count" val="9872" /> <set name="crystal_type" val="S84" /> <set name="material" val="WOOD" /> <set name="weight" val="1080" /> <set name="price" val="205668000" /> <set name="soulshots" val="1" /> <set name="spiritshots" val="1" /> <set name="element_enabled" val="true" /> <set name="enchant_enabled" val="1" /> <set name="is_magic_weapon" val="true" /> <set name="item_skill" val="3047-3" /> <for> <set stat="pAtk" val="350" /> <set stat="mAtk" val="256" /> <set stat="critRate" val="4" /> <add stat="accCombat" val="4.75" /> <set stat="pAtkSpd" val="379" /> <enchant val="0" stat="pAtk" /> <enchant val="0" stat="mAtk" /> </for> </item>
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thank you friend, plus I can not pay for the service now. I'm asking for help!
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this one works 100% with Armors and cloaks. only two-handed weapons that does not work correctly
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Does anyone have the mod .dressme that works on the latest version of L2JServer H5 and can share with me? please. I have one here, it works fine, more like type: BIGSWORD and BIGBLUNT have been removed from the project. the weapons does not work correctly. https://pastebin.com/J2maC8i8 Without the type: BIGSWORD and BIGBLUNT the mod does not differ the weapons of one hand nor two hands
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How does npc work? How to use it? I have not found it yet !
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If I create an npc with type = "L2VoteManager"> I can not summon the npc Does anyone know why?