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xristoeli1994

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Everything posted by xristoeli1994

  1. https://www.mediafire.com/file/ni4z9cxy1yy15f3/Silent_Essence.7z/file Enjoy!
  2. Hello guys from where i can fing all basic interlude icons in png format? Example Recipes. If anyone have please send here. Thx
  3. weapongrp.dat in the system folder. there is a special column. Just compare the data that is displayed in the game with that in weaponrp.dat
  4. Try when you click on the pet to synchronize the interface from the options.
  5. Hello, how can I set it so that each purchased enchant is on a separate slot?
  6. package net.sf.l2j.gameserver.model.actor.instance; import java.util.ArrayList; import java.util.List; import java.util.Map; import java.util.StringTokenizer; import net.sf.l2j.commons.lang.StringUtil; import net.sf.l2j.commons.math.MathUtil; import net.sf.l2j.Config; import net.sf.l2j.gameserver.data.SkillTable; import net.sf.l2j.gameserver.data.manager.BufferManager; import net.sf.l2j.gameserver.data.manager.BufferManager.BufferSchemeType; import net.sf.l2j.gameserver.dev.config.JDevConfig; import net.sf.l2j.gameserver.model.actor.Creature; import net.sf.l2j.gameserver.model.actor.Player; import net.sf.l2j.gameserver.model.actor.Summon; import net.sf.l2j.gameserver.model.actor.template.NpcTemplate; import net.sf.l2j.gameserver.network.SystemMessageId; import net.sf.l2j.gameserver.network.serverpackets.NpcHtmlMessage; import net.sf.l2j.gameserver.network.serverpackets.SystemMessage; import net.sf.l2j.gameserver.skills.L2Skill; public class SchemeBuffer extends Folk { private static final int PAGE_LIMIT = 6; public SchemeBuffer(int objectId, NpcTemplate template) { super(objectId, template); } @Override public void onBypassFeedback(Player player, String command) { StringTokenizer st = new StringTokenizer(command, " "); String currentCommand = st.nextToken(); if (currentCommand.startsWith("menu")) { final NpcHtmlMessage html = new NpcHtmlMessage(0); html.setFile(getHtmlPath(getNpcId(), 0)); html.replace("%objectId%", getObjectId()); html.replace("%count%", player.getBuffCount() + " / " + player.getMaxBuffCount()); player.sendPacket(html); } else if (currentCommand.startsWith("cleanup")) { player.stopAllEffectsExceptThoseThatLastThroughDeath(); final Summon summon = player.getSummon(); if (summon != null) summon.stopAllEffectsExceptThoseThatLastThroughDeath(); player.getCubicList().stopCubics(true); final NpcHtmlMessage html = new NpcHtmlMessage(0); html.setFile(getHtmlPath(getNpcId(), 0)); html.replace("%count%", player.getBuffCount() + " / " + player.getMaxBuffCount()); html.replace("%objectId%", getObjectId()); player.sendPacket(html); } if (currentCommand.equalsIgnoreCase("buffer_custom")) { int buffid = 0; String nextWindow = null; if (st.countTokens() == 2) { buffid = Integer.valueOf(st.nextToken()); nextWindow = st.nextToken(); } else if (st.countTokens() == 1) buffid = Integer.valueOf(st.nextToken()); if (buffid != 0) { L2Skill skill = SkillTable.getInstance().getInfo(buffid, SkillTable.getInstance().getMaxLevel(buffid)); if (skill != null) skill.getEffects(player, player); player.sendPacket(SystemMessage.getSystemMessage(SystemMessageId.YOU_FEEL_S1_EFFECT).addSkillName(buffid, SkillTable.getInstance().getMaxLevel(buffid))); showChatWindow(player, nextWindow); } } else if (currentCommand.startsWith("heal")) { player.getStatus().setMaxCpHpMp(); final Summon summon = player.getSummon(); if (summon != null) summon.getStatus().setMaxHpMp(); final NpcHtmlMessage html = new NpcHtmlMessage(0); html.setFile(getHtmlPath(getNpcId(), 0)); html.replace("%objectId%", getObjectId()); html.replace("%count%", player.getBuffCount() + " / " + player.getMaxBuffCount()); player.sendPacket(html); } else if (currentCommand.startsWith("support")) showGiveBuffsWindow(player); else if (currentCommand.startsWith("getscheme")) BufferManager.getInstance().getSchemeSkills(BufferSchemeType.valueOf(st.nextToken().toUpperCase())).forEach(buffId -> getEffect(player, buffId)); else if (currentCommand.startsWith("getbuff")) { final int skillId = Integer.parseInt(st.nextToken()); final int skillLevel = Integer.parseInt(st.nextToken()); List<L2Skill> list = new ArrayList<>(); list.add(SkillTable.getInstance().getInfo(skillId, skillLevel)); int cost = getFee(list); if (cost == 0 || player.reduceAdena("NPC Buffer", cost, this, true)) list.forEach(buffId -> getEffect(player, buffId)); } else if (currentCommand.startsWith("singlebuff")) showSingleBuffSelectionWindow(player, st.nextToken(), Integer.parseInt(st.nextToken())); else if (currentCommand.startsWith("givebuffs")) { final String schemeName = st.nextToken(); final int cost = Integer.parseInt(st.nextToken()); Creature target = null; if (st.hasMoreTokens()) { final String targetType = st.nextToken(); if (targetType != null && targetType.equalsIgnoreCase("pet")) target = player.getSummon(); } else target = player; if (target == null) player.sendMessage("You don't have a pet."); else if (cost == 0 || player.reduceAdena("NPC Buffer", cost, this, true)) BufferManager.getInstance().applySchemeEffects(this, target, player.getObjectId(), schemeName); } else if (currentCommand.startsWith("editschemes")) showEditSchemeWindow(player, st.nextToken(), st.nextToken(), Integer.parseInt(st.nextToken())); else if (currentCommand.startsWith("skill")) { final String groupType = st.nextToken(); final String schemeName = st.nextToken(); final int skillId = Integer.parseInt(st.nextToken()); final int skillLevel = Integer.parseInt(st.nextToken()); final int page = Integer.parseInt(st.nextToken()); L2Skill skill = SkillTable.getInstance().getInfo(skillId, skillLevel); final List<L2Skill> skills = BufferManager.getInstance().getScheme(player.getObjectId(), schemeName); premiumSkills(player, skills); if (currentCommand.startsWith("skillselect") && !schemeName.equalsIgnoreCase("none")) { if (skills.size() < player.getMaxBuffCount()) skills.add(skill); else player.sendMessage("This scheme has reached the maximum amount of buffs."); } else if (currentCommand.startsWith("skillunselect")) skills.remove(skill); showEditSchemeWindow(player, groupType, schemeName, page); } else if (currentCommand.startsWith("createscheme")) { try { final String schemeName = st.nextToken(); if (schemeName.length() > 14) { player.sendMessage("Scheme's name must contain up to 14 chars. Spaces are trimmed."); return; } final Map<String, ArrayList<L2Skill>> schemes = BufferManager.getInstance().getPlayerSchemes(player.getObjectId()); if (schemes != null) { if (schemes.size() == Config.BUFFER_MAX_SCHEMES) { player.sendMessage("Maximum schemes amount is already reached."); return; } if (schemes.containsKey(schemeName)) { player.sendMessage("The scheme name already exists."); return; } } BufferManager.getInstance().setScheme(player.getObjectId(), schemeName.trim(), new ArrayList<>()); showGiveBuffsWindow(player); } catch (Exception e) { player.sendMessage("Scheme's name must contain up to 14 chars. Spaces are trimmed."); } } else if (currentCommand.startsWith("deletescheme")) { try { final String schemeName = st.nextToken(); final Map<String, ArrayList<L2Skill>> schemes = BufferManager.getInstance().getPlayerSchemes(player.getObjectId()); if (schemes != null && schemes.containsKey(schemeName)) schemes.remove(schemeName); } catch (Exception e) { player.sendMessage("This scheme name is invalid."); } showGiveBuffsWindow(player); } super.onBypassFeedback(player, command); } private void getEffect(Player player, L2Skill buff) { buff.getEffects(this, player); } @Override public String getHtmlPath(int npcId, int val) { String filename = ""; if (val == 0) filename = "" + npcId; else filename = npcId + "-" + val; return "data/html/mods/buffer/" + filename + ".htm"; } /** * Send an html packet to the {@link Player} set a parameter with Give Buffs menu info for player and pet, depending on targetType parameter {player, pet}. * @param player : The {@link Player} to make checks on. */ private void showGiveBuffsWindow(Player player) { final StringBuilder sb = new StringBuilder(200); final Map<String, ArrayList<L2Skill>> schemes = BufferManager.getInstance().getPlayerSchemes(player.getObjectId()); if (schemes == null || schemes.isEmpty()) sb.append("<font color=\"LEVEL\">You haven't defined any scheme.</font>"); else { for (Map.Entry<String, ArrayList<L2Skill>> scheme : schemes.entrySet()) { final int cost = getFee(scheme.getValue()); StringUtil.append(sb, "<font color=\"LEVEL\">", scheme.getKey(), " [", scheme.getValue().size(), " / ", player.getMaxBuffCount(), "]", ((cost > 0) ? " - cost: " + StringUtil.formatNumber(cost) : ""), "</font><br1>"); StringUtil.append(sb, "<a action=\"bypass npc_%objectId%_givebuffs ", scheme.getKey(), " ", cost, "\">Use on Me</a>&nbsp;|&nbsp;"); StringUtil.append(sb, "<a action=\"bypass npc_%objectId%_givebuffs ", scheme.getKey(), " ", cost, " pet\">Use on Pet</a>&nbsp;|&nbsp;"); StringUtil.append(sb, "<a action=\"bypass npc_%objectId%_editschemes Buffs ", scheme.getKey(), " 1\">Edit</a>&nbsp;|&nbsp;"); StringUtil.append(sb, "<a action=\"bypass npc_%objectId%_deletescheme ", scheme.getKey(), "\">Delete</a><br>"); } } final NpcHtmlMessage html = new NpcHtmlMessage(0); html.setFile(getHtmlPath(getNpcId(), 1)); html.replace("%schemes%", sb.toString()); html.replace("%max_schemes%", Config.BUFFER_MAX_SCHEMES); html.replace("%count%", player.getBuffCount() + " / " + player.getMaxBuffCount()); html.replace("%objectId%", getObjectId()); player.sendPacket(html); } /** * Send an html packet to the {@link Player} set as parameter with Edit Scheme Menu info. This allows the {@link Player} to edit each created scheme (add/delete skills) * @param player : The {@link Player} to make checks on. * @param groupType : The group of skills to select. * @param schemeName : The scheme to make check. * @param page : The current checked page. */ private void showEditSchemeWindow(Player player, String groupType, String schemeName, int page) { final NpcHtmlMessage html = new NpcHtmlMessage(0); final List<L2Skill> schemeSkills = BufferManager.getInstance().getScheme(player.getObjectId(), schemeName); premiumSkills(player, schemeSkills); html.setFile(getHtmlPath(getNpcId(), 2)); html.replace("%schemename%", schemeName); html.replace("%count%", schemeSkills.size() + " / " + player.getMaxBuffCount()); html.replace("%typesframe%", getTypesFrame(player, groupType, schemeName, false)); html.replace("%skilllistframe%", getGroupSkillList(player, groupType, schemeName, false, page)); html.replace("%objectId%", getObjectId()); player.sendPacket(html); } private void showSingleBuffSelectionWindow(Player player, String groupType, int page) { final NpcHtmlMessage html = new NpcHtmlMessage(0); html.setFile(getHtmlPath(getNpcId(), 3)); html.replace("%typesframe%", getTypesFrame(player, groupType, "", true)); html.replace("%skilllistframe%", getGroupSkillList(player, groupType, "", true, page)); html.replace("%objectId%", getObjectId()); player.sendPacket(html); } /** * @param player : The {@link Player} to make checks on. * @param groupType : The group of skills to select. * @param schemeName : The scheme to make check. * @param singleSelection : Indicate if it's single buff selection or not. * @param page : The current checked page. * @return A {@link String} representing skills available for selection for a given groupType. */ private String getGroupSkillList(Player player, String groupType, String schemeName, boolean singleSelection, int page) { // Retrieve the entire skills list based on group type. List<L2Skill> skills = BufferManager.getInstance().getSkillsIdsByType(groupType); premiumSkills(player, skills); if (skills.isEmpty()) return "That group doesn't contain any skills."; // Calculate page number. final int max = MathUtil.countPagesNumber(skills.size(), PAGE_LIMIT); if (page > max) page = max; // Cut skills list up to page number. skills = skills.subList((page - 1) * PAGE_LIMIT, Math.min(page * PAGE_LIMIT, skills.size())); final List<L2Skill> schemeSkills = BufferManager.getInstance().getScheme(player.getObjectId(), schemeName); final StringBuilder sb = new StringBuilder(skills.size() * 150); int row = 0; for (L2Skill skill : skills) { int skillId = skill.getId(); int skillLevel = skill.getLevel(); sb.append(((row % 2) == 0 ? "<table width=\"280\" bgcolor=\"000000\"><tr>" : "<table width=\"280\"><tr>")); if (singleSelection) StringUtil.append(sb, "<td height=40 width=40><button action=\"bypass npc_" + getObjectId() + "_getbuff ", skillId, " ", skillLevel, " ", "\" width=32 height=32 back=\"", getIconForBufferId(skillId), "\" fore=\"", getIconForBufferId(skillId), "\" /></td><td width=190>", SkillTable.getInstance().getInfo(skillId, 1).getName(), "<br1><font color=\"B09878\">", BufferManager.getInstance().getAvailableBuff(skill).getDescription(), "</font></td>"); else { if (schemeSkills.contains(skill)) StringUtil.append(sb, "<td height=40 width=40><img src=\"", getIconForBufferId(skillId), "\" width=32 height=32></td><td width=190>", SkillTable.getInstance().getInfo(skillId, 1).getName(), "<br1><font color=\"B09878\">", BufferManager.getInstance().getAvailableBuff(skill).getDescription(), "</font></td><td><button action=\"bypass npc_%objectId%_skillunselect ", groupType, " ", schemeName, " ", skillId, " ", skillLevel, " ", page, "\" width=32 height=32 back=\"L2UI_CH3.mapbutton_zoomout2\" fore=\"L2UI_CH3.mapbutton_zoomout1\"></td>"); else StringUtil.append(sb, "<td height=40 width=40><img src=\"", getIconForBufferId(skillId), "\" width=32 height=32></td><td width=190>", SkillTable.getInstance().getInfo(skillId, 1).getName(), "<br1><font color=\"B09878\">", BufferManager.getInstance().getAvailableBuff(skill).getDescription(), "</font></td><td><button action=\"bypass npc_%objectId%_skillselect ", groupType, " ", schemeName, " ", skillId, " ", skillLevel, " ", page, "\" width=32 height=32 back=\"L2UI_CH3.mapbutton_zoomin2\" fore=\"L2UI_CH3.mapbutton_zoomin1\"></td>"); } sb.append("</tr></table><img src=\"L2UI.SquareGray\" width=280 height=1>"); row++; } for (int i = PAGE_LIMIT; i > row; i--) StringUtil.append(sb, "<img height=41>"); // Build page footer. sb.append("<br><img src=\"L2UI.SquareGray\" width=280 height=1><table width=\"100%\" bgcolor=000000><tr>"); if (page > 1) { if (singleSelection) StringUtil.append(sb, "<td align=left width=70><a action=\"bypass npc_" + getObjectId() + "_singlebuff ", groupType, " ", page - 1, "\">Previous</a></td>"); else StringUtil.append(sb, "<td align=left width=70><a action=\"bypass npc_" + getObjectId() + "_editschemes ", groupType, " ", schemeName, " ", page - 1, "\">Previous</a></td>"); } else StringUtil.append(sb, "<td align=left width=70>Previous</td>"); StringUtil.append(sb, "<td align=center width=100>Page ", page, "</td>"); if (page < max) { if (singleSelection) StringUtil.append(sb, "<td align=right width=70><a action=\"bypass npc_" + getObjectId() + "_singlebuff ", groupType, " ", page + 1, "\">Next</a></td>"); else StringUtil.append(sb, "<td align=right width=70><a action=\"bypass npc_" + getObjectId() + "_editschemes ", groupType, " ", schemeName, " ", page + 1, "\">Next</a></td>"); } else StringUtil.append(sb, "<td align=right width=70>Next</td>"); sb.append("</tr></table><img src=\"L2UI.SquareGray\" width=280 height=1>"); return sb.toString(); } /** * @param player * @param groupType : The group of skills to select. * @param schemeName : The scheme to make check. * @param singleSelection : Indicate if it's single buff selection or not. * @return A {@link String} representing all groupTypes available. The group currently on selection isn't linkable. */ private static String getTypesFrame(Player player, String groupType, String schemeName, boolean singleSelection) { final StringBuilder sb = new StringBuilder(500); sb.append("<table>"); int count = 0; for (String type : BufferManager.getInstance().getSkillTypes()) { if (player.getPremiumService() == 0) { if (JDevConfig.PREMIUM_BUFFS_CATEGORY.isEmpty()) continue; } if (count == 0) sb.append("<tr>"); if (groupType.equalsIgnoreCase(type)) StringUtil.append(sb, "<td width=65>", type, "</td>"); else { if (singleSelection) StringUtil.append(sb, "<td width=65><a action=\"bypass npc_%objectId%_singlebuff ", type, " 1\">", type, "</a></td>"); else StringUtil.append(sb, "<td width=65><a action=\"bypass npc_%objectId%_editschemes ", type, " ", schemeName, " 1\">", type, "</a></td>"); } count++; if (count == 4) { sb.append("</tr>"); count = 0; } } if (!sb.toString().endsWith("</tr>")) sb.append("</tr>"); sb.append("</table>"); return sb.toString(); } /** * @param list : A {@link List} of skill ids. * @return a global fee for all skills contained in the {@link List}. */ private static int getFee(List<L2Skill> list) { if (Config.BUFFER_STATIC_BUFF_COST > 0) return list.size() * Config.BUFFER_STATIC_BUFF_COST; int fee = 0; for (L2Skill sk : list) fee += BufferManager.getInstance().getAvailableBuff(sk).getPrice(); return fee; } private static void premiumSkills(Player player, List<L2Skill> skills) { if (player.getPremiumService() == 0) skills.removeIf(skill -> JDevConfig.BUFFS_CATEGORY.contains(BufferManager.getInstance().getAvailableBuff(skill).getType())); } public static String getIconForBufferId(int skillId) { if (skillId == 4702) { return "icon.skill1332"; } else if (skillId == 4703) { return "icon.skill1332"; } else if (skillId == 4551) { return "icon.skill1164"; } else if (skillId == 4552) { return "icon.skill1164"; } else if (skillId == 4553) { return "icon.skill1164"; } else if (skillId == 4554) { return "icon.skill1164"; } else if (skillId == 4700) { return "icon.skill1331"; } else if (skillId == 4699) { return "icon.skill1331"; } else { return (skillId < 10) ? "icon.skill000" + skillId : (skillId < 100) ? "icon.skill00" + skillId : (skillId < 1000) ? "icon.skill0" + skillId : "icon.skill" + skillId; } } } Where and what i change to see casting effect on buffs?
  7. Hello readers! Where is the easiest way to check each farm zone from which to which level it is, because I'm making a custom gatekeeper and I want to write against each zone from which to which level it is. I checked in google there are none for all zones. The chronicle is an interlude.
  8. Annyone have or know how make Bomb Spoil and mass sweeper skill from H5 to Interlude?
  9. Very thx guys, really work but example when I use dances warrior siren and all other dances no movement. Buffs and songs work perfect.
  10. Hello guys i want my npc buffer when I add a buff, there should be movement, for example, of the hands. What i change or add in my code. I use l2jacis interlude. else if (currentCommand.equalsIgnoreCase("getbuff")) { int buffid = 0; int bufflevel = 1; String nextWindow = null; if (st.countTokens() == 3) { buffid = Integer.valueOf(st.nextToken()); bufflevel = Integer.valueOf(st.nextToken()); nextWindow = st.nextToken(); } else if (st.countTokens() == 1) buffid = Integer.valueOf(st.nextToken()); if (buffid != 0) { player.broadcastPacket(new MagicSkillUse(this, player, buffid, bufflevel, 5, 0)); player.sendPacket(SystemMessage.getSystemMessage(SystemMessageId.YOU_FEEL_S1_EFFECT).addSkillName(buffid, bufflevel)); SkillTable.getInstance().getInfo(buffid, bufflevel).getEffects(this, player); showSubBufferWindow(player); showChatWindow(player, nextWindow); } }
  11. Hey dude I have shown you what the id identifiers are. What did you mean?
  12. Looking for best interface for interlude without errors etc...
  13. I use this 4 template. Copy xml and npcgrp and make custom npcname. 31677, 30224, 30219, 31341. I have one more question. I use custom npc with template id 31782 for buffer and I want to make it so that when I cast buffs from it there is an animation along with casting the buff. Will it have to be done the same way?
  14. I use this 4 template. Copy xml and npcgrp and make custom npcname. 31677, 30224, 30219, 31341. I have one more question. I use custom npc with template id 31782 for buffer and I want to make it so that when I cast buffs from it there is an animation along with casting the buff. Will it have to be done the same way?
  15. Hey dude I use l2jacis interlude. I really have no experience with animation but I want things to happen. Can you elaborate on the first option, what exactly I can do. I have copied the xml of guard type folk and want to make it into a monster but I am facing this problem.
  16. Hello all, I have some question about NPC moves. I would like that my npc (monster), don't move until I attack him. I can do this : can_move = 1, walkspd = 1, runspd = 180 for exemple (For what I understood, walkspd is when is not under attack, and runspd when attacked) With that configuration, when npc is not attacked, I see them legs move (like when he's walking) but he don't really move. I would like to have the npc legs don't moving. Is there any way to do this ? If I put can_move = 0, then when I attack him, he don't move, and if i put walkspd = 0, my client crash when i see the npc.
  17. Hello everyone! I use LineageEffect.w_vari_r4_008_a for my custom weapon. I want when I enchant it for example from 4 to 5 to change the glow saturation of the sparkles. Is this possible and if so where can I do it? My line in weapongrp: 0 10018 1 1 15 2 0 LineageWeapons.noble_elven_bow_m00_wp LineageWeaponsTex.noble_elven_bow_t00_wp icon.weapon_noble_elven_bow_i00 -1 3650 1 1 0 14 5 1 LineageWeapons.noble_elven_bow_m00_wp 1 LineageWeaponsTex.noble_elven_bow_t00_wp 4 ItemSound.bow_big_3 ItemSound.bow_small_3 ItemSound.bow_small_6 ItemSound.bow_big_2 ItemSound.itemdrop_bow ItemSound.itemequip_bow 5 624 147 6 5 12 -3 0 0 0 227 11 1 1 1000 0 1 0 LineageEffect.w_vari_r4_008_a 0.000000 0.000000 0.000000 2.400000 2.400000 LineageWeapons.rangesample 1.600000 1.100000 1.100000 -1.000000 0.000000 0.000000 8 -1 -1 -1 icon.weapon_noble_elven_bow_i01
  18. Hello, everyone. How can I make my custom npc buff express some movement when casting a buff as if I cast a self buff?
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