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Tristen

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Everything posted by Tristen

  1. thanks madboy, i was looking for it for a long time. but, can you explain me how did you calculated this xps to make it working w/o visual bug?
  2. Well I knew it is located in Experience.java.. but i saw you said 'on the system', so I thought it's also in Client side. Because when I set levels in Experience.java, it doesn't work correctly for me (especially showing % of XP - its higher then 100% in levels above 85). Anyway, thanks for the fast answer and sorry if it was annoying.
  3. imo it looks great. i really like it, thanks.
  4. looks cool. thx for the share and continue creating new items :).
  5. Yea, looks nice, but try to remove the blue shit.
  6. Not bad, but i thing the Frozen sword is better. Thx for it ..
  7. Its perfect, I'll use it for my server. Thank you, very much..
  8. Its not bad, i removed that black sh1ts and it looks nice. Thx
  9. That looks crazy, but perfect. Thx for the share :)
  10. If it dont works for you, you should try this http://www.l2jserver.com/forum/viewtopic.php?f=73&t=12664
  11. it looks crazy, but its nice. thanks for the share.
  12. Perfect, finally i found this set adapted for Final.. thx
  13. But yes. With your code, the paralyse, duel, nobless etc. check will not work. If java see if (!activeChar.isInOlympiadMode()), and char will not be in oly, then code will register him/her to oly (dont matter on duel, non-nobless, or paralyse, because else if (activeChar.isParalyzed()...) will be skipped.) Excuse me, if I'm bad.
  14. Sorry, if I'm bad but isnt here a mistake? if (!activeChar.isInOlympiadMode() ) { Olympiad.getInstance().registerNoble(activeChar, true); return true; } else if (activeChar.isParalyzed() || !activeChar.isNoble() || activeChar.isDead() || activeChar.isFestivalParticipant() || activeChar.atEvent || activeChar.isSubClassActive() || activeChar.isInDuel() || activeChar.isAlikeDead() || activeChar.isAfraid() || activeChar.isBetrayed() || activeChar.getPvpFlag() > 0 || activeChar.getKarma() > 0 || activeChar.isInCombat() || activeChar.inObserverMode()) { activeChar.sendMessage("Your Status Doesnt Allow You To Join Olympiad!"); return false; } I think it should be like this: if (activeChar.isParalyzed() || !activeChar.isNoble() || activeChar.isDead() || activeChar.isFestivalParticipant() || activeChar.atEvent || activeChar.isSubClassActive() || activeChar.isInDuel() || activeChar.isAlikeDead() || activeChar.isAfraid() || activeChar.isBetrayed() || activeChar.getPvpFlag() > 0 || activeChar.getKarma() > 0 || activeChar.isInCombat() || activeChar.inObserverMode()) { activeChar.sendMessage("Your Status Doesnt Allow You To Join Olympiad!"); return false; } else if (!activeChar.isInOlympiadMode() ) { Olympiad.getInstance().registerNoble(activeChar, true); return true; } .. Sorry, if I'm bad. And of course, great idea :-)
  15. Vesper wings? lol? thats great :-) thanks.
  16. perfect. i was looking for adapting to Gracia Final. thanks.
  17. Hello, I have a question. On my server, I successfully joined Dance/Songs and Buffs count. But question is, how can I split maxBuffCount for mages and fighters? Especially I want 25 buffs for mages and ... 30 buffs for fighters?? I currently use Scheme buffer by House. In buffer, I splited it successfully. Only thing, I added is isMageClass boolean: (BUFFS_MAX_AMMOUNT config setted to 25, so on fighters it adds 5 slots) else if (currentCommand.startsWith("skill")) { String skill_group = st.nextToken(); String scheme_key = st.nextToken(); int skill_id = Integer.parseInt(st.nextToken()); int level = BufferSkillsTable.getInstance().getSkillLevelById(skill_id); int maxBuffs; if(player.isMageClass()) maxBuffs = Config.BUFFS_MAX_AMOUNT + Math.max(0, getSkillLevel(L2Skill.SKILL_DIVINE_INSPIRATION)); else maxBuffs = Config.BUFFS_MAX_AMOUNT + 5 + Math.max(0, getSkillLevel(L2Skill.SKILL_DIVINE_INSPIRATION)); if (currentCommand.startsWith("skillselect") && !scheme_key.equalsIgnoreCase("unselected")) { if (CharSchemesTable.getInstance().getScheme(player.getObjectId(), scheme_key).size()< maxBuffs) CharSchemesTable.getInstance().getScheme(player.getObjectId(), scheme_key).add(SkillTable.getInstance().getInfo(skill_id, level)); else player.sendMessage("You can have only " + maxBuffs + " buffs."); } else if (currentCommand.startsWith("skillunselect")) { CharSchemesTable.getInstance().getScheme(player.getObjectId(), scheme_key).remove(SkillTable.getInstance().getInfo(skill_id, level)); } showEditSchemeWindow(player, skill_group, scheme_key); } But now, in gameserver/model/CharEffectsList.java, in method addEffectFromQueue I need to make similar thing - boolean, if player's class is Mage and set different buff count. But... there is a problem. I need L2PcInstance variable (something like "player" in buffer) and i don't know, how to make it. I've tried to cast _owner variable (L2Character) but it gave me error... so guys, somebody knows, how to do it? Code looks like this: private void addEffectFromQueue(L2Effect newEffect) { if (newEffect == null) return; L2Skill newSkill = newEffect.getSkill(); //This is, what i need to declare L2PcInstance player == ??? //I tried things like this: //L2PcInstance player = _owner.getActingPlayer(); //L2PcInstance player = (L2PcInstance)_owner; //L2PcInstance player = getClient().getActiveChar(); int maxBuffs = _owner.getMaxBuffCount(); if(player.isMageClass()) maxBuffs = _owner.getMaxBuffCount() + 5; if (newSkill.isDebuff()) { if (_debuffs == null) _debuffs = new FastList<L2Effect>(); for (L2Effect e : _debuffs) { if (e != null && e.getSkill().getId() == newEffect.getSkill().getId() && e.getEffectType() == newEffect.getEffectType() && e.getStackOrder() == newEffect.getStackOrder() && e.getStackType().equals(newEffect.getStackType())) { // Started scheduled timer needs to be canceled. newEffect.stopEffectTask(); return; } } _debuffs.addLast(newEffect); } else { if (_buffs == null) _buffs = new FastList<L2Effect>(); for (L2Effect e : _buffs) { if (e != null && e.getSkill().getId() == newEffect.getSkill().getId() && e.getEffectType() == newEffect.getEffectType() && e.getStackOrder() == newEffect.getStackOrder() && e.getStackType().equals(newEffect.getStackType())) { e.exit(); // exit this } } // if max buffs, no herb effects are used, even if they would replace one old if (newEffect.isHerbEffect() && getBuffCount() >= maxBuffs) { newEffect.stopEffectTask(); return; } // Remove first buff when buff list is full if (!doesStack(newSkill) && !newSkill.is7Signs()) { int effectsToRemove; //if (newSkill.isDance()) //{ // effectsToRemove = getDanceCount() - Config.DANCES_MAX_AMOUNT; // if (effectsToRemove >= 0) // { // for (L2Effect e : _buffs) // { // if (e == null || !e.getSkill().isDance()) // continue; // effectsToRemove--; // if (effectsToRemove < 0) // break; // } // } //} //else //{ effectsToRemove = getBuffCount() - maxBuffs; if (effectsToRemove >= 0) { switch (newSkill.getSkillType()) { case BUFF: case REFLECT: case HEAL_PERCENT: case MANAHEAL_PERCENT: for (L2Effect e : _buffs) { //if (e == null || e.getSkill().isDance()) // continue; if (e == null) continue; switch (e.getSkill().getSkillType()) { case BUFF: case REFLECT: case HEAL_PERCENT: case MANAHEAL_PERCENT: e.exit(); effectsToRemove--; break; // break switch() default: continue; // continue for() } if (effectsToRemove < 0) break; // break for() } } } //} } I just need, how to create L2PcInstance variable (like "player" in House's buffer), or how to make boolean, which check if player is mage... Anybody knows, how to do it? Thanks for answers. P.S. I'm using L2J orig, rev 6321. Gracia Final.
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