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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

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  • 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.

  • 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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Agregado soporte para múltiples pasarelas de pago:   - MercadoPago (ARS)   - PayPal (USD, BRL, EUR)   - PagSeguro (BRL) - Desarrollo de nuevo endpoint backend para procesamiento de donaciones directas - Implementación de sistema de validación de personajes antes del procesamiento de pago - Agregado manejo automático de webhooks para confirmaciones de pago - Creación de sistema completo de logs para todas las transacciones de donación - Implementación de sistema de bonos para compras de coins en volumen - Agregado seguimiento y gestión de historial de donaciones   Sistema de Recompensas por Votación - Integración del panel de recompensas por votación al CMS - Implementación de sistema de votación multi-topsite - Agregada entrega automática de recompensas al verificar votos - Creación de seguimiento de votos y gestión de tiempos de espera - Implementación de medidas anti-fraude para validación de votos - Agregado historial de votos y estadísticas para usuarios - Desarrollo de panel administrativo para configuración de recompensas - Implementación de verificación automática de votos mediante APIs de topsites   Mejoras en Base de Datos - Creación de nueva estructura de tablas para gestión de donaciones (`site_donations`) - Agregado campo `auto_credit` para entrega automática de coins - Implementación de sistema de seguimiento de balance (`site_balance`) - Creación de tablas de registro de conversiones y transferencias - Agregada indexación completa para optimización de rendimiento - Implementación de seguimiento de historial de transacciones   Mejoras en Frontend - Desarrollo de nuevo componente de panel de donaciones con diseño consistente - Agregado soporte multi-idioma (Español, Inglés, Portugués) - Implementación de validación de formularios y manejo de errores - Creación de diseño responsive para móvil y escritorio - Agregada visualización de cálculo de precios en tiempo real - Implementación de estados de carga y mensajes de retroalimentación al usuario   Infraestructura Backend - Creación de endpoints API seguros para procesamiento de donaciones - Implementación de sistema de webhooks para integración con pasarelas de pago - Agregadas herramientas completas de registro de errores y depuración - Desarrollo de sistema de gestión de configuración - Implementación de medidas de seguridad para manejo de datos sensibles - Agregado soporte para entornos sandbox y producción   Documentación - Creación de guía completa de configuración para producción - Desarrollo de checklist de seguridad para despliegue - Agregados scripts de configuración de base de datos con instrucciones detalladas - Creación de documentación de integración de APIs - Desarrollo de guías de solución de problemas - Agregados ejemplos de configuración para todas las pasarelas de pago   Modificado - Actualización del sistema de navegación para incluir paneles de donación y votación - Modificación del enrutamiento para soportar nuevas páginas de paneles - Mejora del sistema de traducciones con nuevas cadenas de texto - Mejora del manejo de errores en toda la aplicación - Actualización de configuración de proxy para comunicación con backend   Seguridad - Implementación de protección de credenciales en archivos de configuración - Agregados archivos de configuración de ejemplo sin datos sensibles - Creación de reglas .htaccess para proteger directorios sensibles - Implementación de validación de firma de webhooks - Agregadas medidas de prevención de inyección SQL - Implementación de mejoras de seguridad en sesiones   Detalles Técnicos - React 19.2.0 para componentes frontend - TypeScript para seguridad de tipos - Vite 6.2.0 para herramientas de construcción - PHP 7.4+ para procesamiento backend - SQL Server 2012+ para gestión de base de datos - Integración con SDK de MercadoPago - Arquitectura API RESTful   ---   Migration Notes / Notas de Migración   For Existing Installations / Para Instalaciones Existentes   **English:** If you are upgrading from a previous version, please follow these steps: 1. Backup your database before applying any changes 2. Run the database migration script (`database_setup.sql`) 3. Update your configuration file with new settings 4. Configure payment gateway credentials 5. Test the donation flow in sandbox mode before going to production 6. Review the security checklist before deployment   **Español:** Si está actualizando desde una versión anterior, siga estos pasos: 1. Realice una copia de seguridad de su base de datos antes de aplicar cambios 2. Ejecute el script de migración de base de datos (`database_setup.sql`) 3. Actualice su archivo de configuración con las nuevas opciones 4. Configure las credenciales de las pasarelas de pago 5. Pruebe el flujo de donaciones en modo sandbox antes de pasar a producción 6. Revise el checklist de seguridad antes del despliegue   ---   Known Issues / Problemas Conocidos   **English:** - Webhook notifications may experience delays during high traffic periods - Some payment gateways require manual configuration of webhook URLs - Character names are case-sensitive in the donation form   **Español:** - Las notificaciones de webhook pueden experimentar retrasos durante períodos de alto tráfico - Algunas pasarelas de pago requieren configuración manual de URLs de webhook - Los nombres de personajes son sensibles a mayúsculas/minúsculas en el formulario de donación   ---   Roadmap / Hoja de Ruta   Planned Features / Características Planeadas   **English:** - Admin dashboard for donation management - Automated refund processing - Subscription-based donations - Gift card system - Enhanced reporting and analytics - Mobile application support   **Español:** - Panel administrativo para gestión de donaciones - Procesamiento automatizado de reembolsos - Donaciones basadas en suscripción - Sistema de tarjetas de regalo - Reportes y análisis mejorados - Soporte para aplicación móvil   ---   Contributors / Contribuidores   This release includes contributions from the development team focused on creating a secure, user-friendly donation and voting system integrated seamlessly with the existing CMS.   Este lanzamiento incluye contribuciones del equipo de desarrollo enfocado en crear un sistema de donaciones y votación seguro y fácil de usar, integrado perfectamente con el CMS existente.   ---   Support / Soporte   **English:** For issues, questions, or feature requests, please refer to: - `PRODUCTION_SETUP_GUIDE.md` for setup instructions - `SECURITY_CHECKLIST.md` for security guidelines - `DONATION_DIRECT_SYSTEM.md` for technical documentation   **Español:** Para problemas, preguntas o solicitudes de características, consulte: - `PRODUCTION_SETUP_GUIDE.md` para instrucciones de configuración - `SECURITY_CHECKLIST.md` para pautas de seguridad - `DONATION_DIRECT_SYSTEM.md` para documentación técnica   ---   License / Licencia   This project maintains its original licensing terms. Please refer to the LICENSE file for details.   Este proyecto mantiene sus términos de licencia originales. Consulte el archivo LICENSE para más detalles.   ---   **Last Updated / Última Actualización:** January 5, 2026   **Version / Versión:** 1.1.3
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