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[HELP] Extractable quest items bug


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Posted

hello,

Does any1 know how to change settings for quest item to open it with 100% chance ? because now i get system message - There was nothing inside and only 1 quest item out of all every time when i try to open extractable item. I have this problem almost with every quest.... reagent pounches, ancient tome of the demon ect.ect . atm im using l2jinfinity freya server pack

 

here is an example how my setup looks like for Ancient Parchment's

 

 

<item id="5944" type="EtcItem" name="Ancient Parchment">

<set name="icon" val="icon.etc_roll_of_paper_black_i00" />

<set name="default_action" val="capsule" />

<set name="immediate_effect" val="1" />

<set name="material" val="liquid" />

<set name="is_stackable" val="true" />

<set name="item_skill" val="2172-1" />

<skill id="2172" levels="1" name="Scroll of Giants">

<!--

Last Modify: 03.03.2011

Confirmed: CT2.5

Comments:

Description:

-->

<table name="#extractableItems">

5922,1,2.5;5923,1,2.5;5924,1,2.5;5925,1,2.5;5926,1,2.5;5927,1,2.5;5928,1,2.5;5929,1,2.5;5930,1,2.5;5931,1,2.5;5932,1,2.5;5933,1,2.5;5934,1,2.5;5935,1,2.5;5936,1,2.5;5937,1,2.5;5938,1,2.5;5939,1,2.5;5940,1,2.5;5941,1,2.5;5942,1,25;5943,1,25

</table>

<set name="capsuled_items_skill" val="#extractableItems" />

<set name="itemConsumeCount" val="1" />

<set name="operateType" val="OP_ACTIVE" />

<set name="skillType" val="EXTRACTABLE" />

<set name="target" val="TARGET_SELF" />

<cond msgId="129">

<and>

<player invSize="10" />

<player weight="80" />

</and>

</cond>

</skill>

 

 

thanks in advance

 

4 answers to this question

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Posted

I am pretty sure that problem is somewhere in Extractable.Java or ExtractableItems.Java but if i change something masterhandler doesnt load so maybe some1 would have a solution for it, here is my java files.

 

Extractable.Java

 

package handlers.skillhandlers;

 

import l2.universe.Config;

import l2.universe.gameserver.datatables.ItemTable;

import l2.universe.gameserver.handler.ISkillHandler;

import l2.universe.gameserver.model.L2ExtractableProductItem;

import l2.universe.gameserver.model.L2ExtractableSkill;

import l2.universe.gameserver.model.L2Object;

import l2.universe.gameserver.model.L2Skill;

import l2.universe.gameserver.model.actor.L2Character;

import l2.universe.gameserver.model.actor.instance.L2PcInstance;

import l2.universe.gameserver.network.SystemMessageId;

import l2.universe.gameserver.network.serverpackets.SystemMessage;

import l2.universe.gameserver.templates.skills.L2SkillType;

import l2.universe.util.Rnd;

 

/**

* @author Zoey76, based on previous version.

*/

public class Extractable implements ISkillHandler

{

private static final L2SkillType[] SKILL_IDS =

{

L2SkillType.EXTRACTABLE,

L2SkillType.EXTRACTABLE_FISH

};

 

public void useSkill(L2Character activeChar, L2Skill skill, L2Object[] targets)

{

if (!(activeChar instanceof L2PcInstance))

{

return;

}

 

L2ExtractableSkill exItem = skill.getExtractableSkill();

 

if (exItem == null)

{

return;

}

 

if (exItem.getProductItemsArray().length == 0)

{

_log.warning("Extractable Item Skill with no data, probably wrong/empty table with Skill Id: " + skill.getId());

return;

}

 

double rndNum = 100 * Rnd.nextDouble();

double chanceFrom = 0;

int[] createItemID = new int[20];

int[] createAmount = new int[20];

 

// calculate extraction

for (L2ExtractableProductItem expi : exItem.getProductItemsArray())

{

double chanceTo = expi.getChance();

chanceTo += chanceFrom;

if ((rndNum >= chanceFrom) && (rndNum <= chanceTo))

{

for (int i = 0; i < expi.getId().length; i++)

{

createItemID = expi.getId();

 

if (skill.getSkillType() == L2SkillType.EXTRACTABLE_FISH)

createAmount = (int) (expi.getAmmount() * Config.RATE_EXTR_FISH);

else

createAmount = expi.getAmmount();

}

break;

}

chanceFrom = chanceTo;

}

 

L2PcInstance player = (L2PcInstance) activeChar;

 

//FIXME: remove this once skill reuse will be global for main/subclass

if (player.isSubClassActive() && (skill.getReuseDelay() > 0))

{

player.sendPacket(SystemMessage.getSystemMessage(SystemMessageId.MAIN_CLASS_SKILL_ONLY));

player.sendPacket(SystemMessage.getSystemMessage(SystemMessageId.S1_CANNOT_BE_USED).addSkillName(skill));

return;

}

 

if ((createItemID[0] <= 0) || (createItemID.length == 0))

{

if (exItem.useMessage())

player.sendPacket(SystemMessage.getSystemMessage(SystemMessageId.NOTHING_INSIDE_THAT));

return;

}

else

{

for (int i = 0; i < createItemID.length; i++)

{

if (createItemID <= 0)

{

continue;

}

 

if (ItemTable.getInstance().createDummyItem(createItemID) == null)

{

_log.warning("Extractable Item Skill Id:" + skill.getId() + " createItemID " + createItemID + " doesn't have a template!");

player.sendPacket(SystemMessage.getSystemMessage(SystemMessageId.NOTHING_INSIDE_THAT));

return;

}

 

if (ItemTable.getInstance().createDummyItem(createItemID).isStackable())

{

player.addItem("Extract", createItemID, createAmount, targets[0], false);

}

else

{

for (int j = 0; j < createAmount; j++)

{

player.addItem("Extract", createItemID, 1, targets[0], false);

}

}

 

if (createItemID == 57)

{

SystemMessage sm = SystemMessage.getSystemMessage(SystemMessageId.EARNED_S1_ADENA);;

sm.addNumber(createAmount);

player.sendPacket(sm);

}

else

{

SystemMessage sm = SystemMessage.getSystemMessage(SystemMessageId.EARNED_S2_S1_S);;

sm.addItemName(createItemID);

if (createAmount > 1)

{

sm.addNumber(createAmount);

}

player.sendPacket(sm);

}

}

}

}

 

public L2SkillType[] getSkillIds()

{

return SKILL_IDS;

}

}

 

ExtractableItems.Java

 

package handlers.itemhandlers;

 

import java.util.List;

import java.util.logging.Logger;

 

import l2.universe.Config;

import l2.universe.gameserver.datatables.ItemTable;

import l2.universe.gameserver.handler.IItemHandler;

import l2.universe.gameserver.model.L2ExtractableProduct;

import l2.universe.gameserver.model.L2ItemInstance;

import l2.universe.gameserver.model.actor.L2Playable;

import l2.universe.gameserver.model.actor.instance.L2PcInstance;

import l2.universe.gameserver.network.SystemMessageId;

import l2.universe.gameserver.network.serverpackets.SystemMessage;

import l2.universe.gameserver.templates.item.L2EtcItem;

import l2.universe.util.Rnd;

 

 

/**

*

* @author FBIagent 11/12/2006

*

*/

 

public class ExtractableItems implements IItemHandler

{

private static Logger _log = Logger.getLogger(ItemTable.class.getName());

 

public void useItem(L2Playable playable, L2ItemInstance item, boolean forceUse)

{

if (!(playable instanceof L2PcInstance))

return;

 

L2PcInstance activeChar = (L2PcInstance) playable;

 

int itemID = item.getItemId();

L2EtcItem etcitem = (L2EtcItem) item.getItem();

List<L2ExtractableProduct> exitem = etcitem.getExtractableItems();

 

if (exitem == null)

{

_log.info("No extractable data defined for "+etcitem);

return;

}

 

//destroy item

if (!activeChar.destroyItem("Extract", item.getObjectId(), 1, activeChar, true))

return;

 

boolean created= false;

 

// calculate extraction

for (L2ExtractableProduct expi : exitem)

{

if (Rnd.get(100) <= expi.getChance())

{

int min = expi.getMin();

int max = expi.getMax();

int createItemID = expi.getId();

 

if ((itemID >= 6411 && itemID <= 6518) || (itemID >= 7726 && itemID <= 7860) || (itemID >= 8403 && itemID <= 8483))

{

min *= Config.RATE_EXTR_FISH;

max *= Config.RATE_EXTR_FISH;

}

 

int createitemAmount = 0;

if (max == min)

createitemAmount = min;

else

createitemAmount = Rnd.get(max-min+1) + min;

activeChar.addItem("Extract", createItemID, createitemAmount, activeChar, true);

created = true;

}

}

 

if (!created)

{

activeChar.sendPacket(SystemMessage.getSystemMessage(SystemMessageId.NOTHING_INSIDE_THAT));

}

}

}

 

 

 

  • 0
Posted

so many devs and no1 have a clue about this ? :D

 

This is like the last file ppl have to touch/touch, so don't expect too much. Plus you use a fork of L2J, and they have perhaps modify something.

 

As you said yourself, if (Rnd.get(100) <= expi.getChance()) is the place where the check is made.

 

L2ExtractableProduct is supposed to give the good chance, according to the item registered. So except if the code is (really) messed, which should make something "tilt" in your brain (like : change of fork), it's a datapack problem.

 

It takes in consideration you search in the good place too, lol.

 

I would like to give more infos, but for the moment, I didn't update my pack with that and didn't bother about to know "what's going on".

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