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[Help] Edit Compressed soulshot pack.


Question

Posted

I was going to try to create my own compressed pack to open into a list of possible items. I didn't know where to start so I thought I would edit some that already exist. I wasn't really sure how to do this so I thought I would post what I got to see if I'm on the right track. Don't want to mess up the file and my source code.

Current code from CompShotPacks.java

public void useItem(L2PlayableInstance playable, L2ItemInstance item)

{

if (!(playable instanceof L2PcInstance))

return;

L2PcInstance activeChar = (L2PcInstance) playable;

 

int itemId = item.getItemId();

int itemToCreateId = 0;

int amount = 0; // default regular pack

 

if (itemId >= 5134 && itemId <= 5139) // SS

{

if (itemId == 5134) // No Grade

itemToCreateId = 1835;

else

itemToCreateId = itemId - 3672;

 

amount = 300;

}

else if (itemId >= 5250 && itemId <= 5255) // Greater SS

{

if (itemId == 5250) // No Grade

itemToCreateId = 1835;

else

itemToCreateId = itemId - 3788;

 

amount = 1000;

}

else if (itemId >= 5140 && itemId <= 5145) // SpS

{

}

else if (itemId >= 5256 && itemId <= 5261) // Greater SpS

{

}

What I want to do is add a list of possible items that have a random chance to open and a random min-max amount. This is my attempt I don't know the code to do random min-max amount yet.

public void useItem(L2PlayableInstance playable, L2ItemInstance item)

{

if (!(playable instanceof L2PcInstance))

return;

L2PcInstance activeChar = (L2PcInstance) playable;

 

int itemId = item.getItemId();

int itemToCreateId = 0;

int amount = 0; // default regular pack

 

if (itemId >= 5134 && itemId <= 5139) // SS

{

if (itemId == 5134) // No Grade

                          (Rnd.get(100) > 20)

itemToCreateId = 7580;

amount = 1;

                          (Rnd.get(100) > 30)

itemToCreateId = 6847;

amount = 1;

}

Hopefully it would open and give you a 20% chance to recieve 1 of item 7580 and 30% chance to recieve 1 of 6847. This pack doesn't need random amount because its for recipes.

But if I edit the next pack I want it to open up into mats then I would need the random min-max amount. Which I don't know how to add so I can set the min amount and max amount right there.

Example:

Open pack,

(Rnd.get(100) >20)

itemToCreateId = 57;

(Rnd.get(3 - 5) (Get Min 3 or max of 5)

I don't know what the min max is so I just took a guess.

 

 

 

15 answers to this question

Recommended Posts

  • 0
Posted

I am glad to see that you tried to do something and you didn't come without any efforts.

The easiest method is to create a integer and define it with Rnd values.

 

So We will have

public void useItem(L2PlayableInstance playable, L2ItemInstance item)
{
	if (!(playable instanceof L2PcInstance))
		return;
	L2PcInstance activeChar = (L2PcInstance) playable;

	int itemId = item.getItemId();
	int itemToCreateId = 0;

	boolean chance20 = 20 > Rnd.get(100), chance30 = 30 > Rnd.get(100);
	int amount = 0;

	if (itemId >= 5134 && itemId <= 5139) // SS
	{
		if (itemId == 5134 && chance20) // No Grade
		{
			itemToCreateId = 7580;
			amount = Rnd.get(3, 5);
		}
		if (itemId == 5135 && chance30)
		{
			itemToCreateId = 6847;
			amount = Rnd.get(3, 5);
		}
	}
}

 

If you have more than 2-3 items make a private method to get the chance ...

 

-Cheers

  • 0
Posted

Yea I will be having lots more items to have a chance to get when the pack opens. So I will need to try to find that out. Thank you for your help.

I'm home right now, Let me code it for ya ..

 

public void useItem(L2PlayableInstance playable, L2ItemInstance item)
{
	if (!(playable instanceof L2PcInstance))
		return;
	L2PcInstance activeChar = (L2PcInstance) playable;

	int itemId = item.getItemId();
	int itemToCreateId = 0, amount = 0;

	if (itemId >= 5134 && itemId <= 5139) // SS
	{
		if (itemId == 5134 && getChance(20)) // No Grade
		{
			itemToCreateId = 7580;
			amount = Rnd.get(3, 5);
		}
		if (itemId == 5135 && getChance(30))
		{
			itemToCreateId = 6847;
			amount = Rnd.get(3, 5);
		}
	}
}

 

private boolean getChance(int i)
{
return i > Rnd.get(100);
}

  • 0
Posted

Thank you, This is the whole .java and I wanted to make sure I entered it correct. Because Eclipse is giving me an error saying Rnd cannot be resolved.

public class CompShotPacks implements IItemHandler

{

private static final int[] ITEM_IDS =

{

5134, 5135, 5136, 5137, 5138, 5139, /**/5250, 5251, 5252, 5253, 5254, 5255 // SS

// 5140, 5141, 5142, 5143, 5144, 5145, /**/ 5256, 5257, 5258, 5259, 5260, 5261, // SpS

// 5146, 5147, 5148, 5149, 5150, 5151, /**/ 5262, 5263, 5264, 5265, 5266, 5267 // BSpS

};

private boolean getChance(int i)

{

return i > Rnd.get(100);

}

 

public void useItem(L2PlayableInstance playable, L2ItemInstance item)

{

if (!(playable instanceof L2PcInstance))

return;

L2PcInstance activeChar = (L2PcInstance) playable;

 

int itemId = item.getItemId();

int itemToCreateId = 0;

 

boolean chance20 = 20 > Rnd.get(100), chance30 = 30 > Rnd.get(100);

int amount = 0; // default regular pack

 

if (itemId >= 5134 && itemId <= 5139) // SS

{

if (itemId == 5134 && chance20) // No Grade

itemToCreateId = 7580;

            amount = Rnd.get(1, 2);

}

if (itemId == 5135 && chance30)

{

itemToCreateId = 6847;

amount = Rnd.get(1, 2);

}

activeChar.getInventory().destroyItem("Extract", item, activeChar, null);

activeChar.getInventory().addItem("Extract", itemToCreateId, amount, activeChar, item);

 

SystemMessage sm = new SystemMessage(SystemMessageId.EARNED_S2_S1_S);

sm.addItemName(itemToCreateId);

sm.addNumber(amount);

activeChar.sendPacket(sm);

 

ItemList playerUI = new ItemList(activeChar, false);

activeChar.sendPacket(playerUI);

}

 

public int[] getItemIds()

{

return ITEM_IDS;

}

}

  • 0
Posted

Sorry for double post. Would it be easier to create my own pack items? I need 4 in total for now. These are the list of items I need to have a chance to open in the first pack. the amount of 1 for these is fine.

 

Pack 1: Random chance to get these items.

6861

6863

6853

6855

6857

6859

6865

6867

6869

6871

6873

6875

6877

6879

6881

6883

6885

6887

6889

6891

6893

6895

6897

6899

7580

6847

6849

6851

 

Pack 2 random chance to get these: Random amount 1-5

Sealed Tateossian Earring Part

Sealed Tateossian Ring Gem

Sealed Tateossian Necklace Chain

 

Sealed Imperial Crusader Breastplate Part

Sealed Imperial Crusader Gaiters Pattern

Sealed Imperial Crusader Gauntlets Design

Sealed Imperial Crusader Boots Design

Sealed Imperial Crusader Helmet Pattern

Sealed Imperial Crusader Shield Part

 

Sealed Draconic Leather Armor Part

Sealed Draconic Leather Gloves Fabric

Sealed Draconic Leather Boots Design

Sealed Draconic Leather Helmet Pattern

 

Sealed Major Arcana Robe Part

Sealed Major Arcana Gloves fabric

Sealed Major Arcana Boots Design

Sealed Major Arcana Circlet Pattern

 

Forgotten Blade Edge

Basalt Battlehammer Head

Imperial Staff Head

Angel Slayer Blade

Shining Bow Shaft

Dragon Hunter Axe Blade

Saint Spear Blade

Demon Splinter Blade

Heavens Divider Edge

Draconic Bow Shaft

Arcana Mace Head

 

Pack 3 random chance to get these items: Random amount 1-3

Arcsmith's Anvil

Warsmith's Mold

Leolin's Mold

Maestro Mold

Warsmith's Holder

 

Pack 4 random chance to get these items: Random amount 1-5

Compound Braid

Durable Metal Plate

Enria

Metallic Fiber

Varnish of Purity

Thons

Oriharukon

Coarse Bone Powder

Synthetic Cokes

Mithril Alloy

Asofe

 

I will be getting the item codes for those later but this is just to show you want I'm trying to do.

  • 0
Posted
package net.iplay.gameserver.handler.itemhandlers;

import net.iplay.gameserver.handler.IItemHandler;
import net.iplay.gameserver.model.actor.instance.L2ItemInstance;
import net.iplay.gameserver.model.actor.instance.L2PcInstance;
import net.iplay.gameserver.model.actor.instance.L2PlayableInstance;
import net.iplay.gameserver.network.SystemMessageId;
import net.iplay.gameserver.network.serverpackets.ItemList;
import net.iplay.gameserver.network.serverpackets.SystemMessage;
import net.iplay.util.Rnd;

public class YourCustomClass implements IItemHandler
{
private static final int[] ITEM_IDS =
{ 
	1,2 //packs ids
};

private int[] Pack1 = {6847,6849,6851,6853,6855,6857,6859,6861,6863,6865,6867,6869,6871,6873,6875,6877,6879,6881,6883,6885,6887,6889,6891,6893,6895,6897,6899,7580};
private int[] Pack2 = { /**anothers ids*/};

public void useItem(L2PlayableInstance playable, L2ItemInstance item)
{
	if (!(playable instanceof L2PcInstance))
		return;
	L2PcInstance activeChar = (L2PcInstance) playable;

	int itemId = item.getItemId();
	int itemToCreateId = 0;
	int amount = 0;

	switch(itemId)
	{
		case 1: //first pack id
		{
			if(getChance(30))
			{
				itemToCreateId = Pack1[Rnd.get(Pack1.length)];
				amount = 1;
			}
			break;
		}
		case 2: //second pack id
		{
			if(getChance(Rnd.get(30, 70))) // random chance
			{
				itemToCreateId = Pack2[Rnd.get(Pack2.length)];
				amount = Rnd.get(1, 5);
			}
			break;
		}
	}

	activeChar.getInventory().destroyItem("Extract", item, activeChar, null);
	activeChar.getInventory().addItem("Extract", itemToCreateId, amount, activeChar, item);

	SystemMessage sm = new SystemMessage(SystemMessageId.EARNED_S2_S1_S);
	sm.addItemName(itemToCreateId);
	sm.addNumber(amount);
	activeChar.sendPacket(sm);

	ItemList playerUI = new ItemList(activeChar, false);
	activeChar.sendPacket(playerUI);
}

private boolean getChance(int i)
{
	return i > Rnd.get(100);
}

public int[] getItemIds()
{
	return ITEM_IDS;
}
}

  • 0
Posted

Maybe I did this wrong but I used 4 ids from the compressed soulshot pack, when I open them I still get soulshots.

package lt.equal.gameserver.handler.itemhandlers;

 

import lt.equal.gameserver.handler.IItemHandler;

import lt.equal.gameserver.model.L2ItemInstance;

import lt.equal.gameserver.model.actor.instance.L2PcInstance;

import lt.equal.gameserver.model.actor.instance.L2PlayableInstance;

import lt.equal.gameserver.network.SystemMessageId;

import lt.equal.gameserver.network.serverpackets.ItemList;

import lt.equal.gameserver.network.serverpackets.SystemMessage;

import lt.equal.util.Rnd;

 

public class CompShotPacks implements IItemHandler

{

private static final int[] ITEM_IDS =

{

5134, 5135, 5136, 5137 //packs ids

};

 

private int[] Pack1 = {6847,6849,6851,6853,6855,6857,6859,6861,6863,6865,6867,6869,6871,6873,6875,6877,6879,6881,6883,6885,6887,6889,6891,6893,6895,6897,6899,7580};

private int[] Pack2 = {1889,5550,4042,1895,1887,4044,1893,1881,1888,1890,4043};

private int[] Pack3 = {5553,5552,5551,4048,5554};

private int[] Pack4 = {6698,6699,6700,6701,6702,6703,6704,6706,6705,6707,6708,6709,6710,6711,6712,6713,6714,6688,6689,6690,6691,6692,6693,6694,6695,6696,7579,6697};

 

public void useItem(L2PlayableInstance playable, L2ItemInstance item)

{

if (!(playable instanceof L2PcInstance))

return;

L2PcInstance activeChar = (L2PcInstance) playable;

 

int itemId = item.getItemId();

int itemToCreateId = 0;

int amount = 0;

 

switch(itemId)

{

case 1: //first pack id

{

if(getChance(30))

{

itemToCreateId = Pack1[Rnd.get(Pack1.length)];

amount = 1;

}

break;

}

case 2: //second pack id

{

if(getChance(Rnd.get(30, 70))) // random chance

{

itemToCreateId = Pack2[Rnd.get(Pack2.length)];

amount = Rnd.get(1, 5);

}

break;

}

case 3: //third pack id

{

if(getChance(Rnd.get(30, 70))) // random chance

{

itemToCreateId = Pack3[Rnd.get(Pack3.length)];

amount = Rnd.get(1, 2);

}

break;

}

case 4: //fourth pack id

{

if(getChance(Rnd.get(30, 70))) // random chance

{

itemToCreateId = Pack4[Rnd.get(Pack4.length)];

amount = Rnd.get(1, 3);

}

break;

}

}

 

activeChar.getInventory().destroyItem("Extract", item, activeChar, null);

activeChar.getInventory().addItem("Extract", itemToCreateId, amount, activeChar, item);

 

SystemMessage sm = new SystemMessage(SystemMessageId.EARNED_S2_S1_S);

sm.addItemName(itemToCreateId);

sm.addNumber(amount);

activeChar.sendPacket(sm);

 

ItemList playerUI = new ItemList(activeChar, false);

activeChar.sendPacket(playerUI);

}

 

private boolean getChance(int i)

{

return i > Rnd.get(100);

}

 

public int[] getItemIds()

{

return ITEM_IDS;

}

}

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