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[Freya] Ctf Fully Configurable!


FFs

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Thank you for that share. i will test it tonight on my new server.

 

btw. is good to be able to have some shares without the annoying XXX amount of post. some times, we need help and is good to find it.

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heh can any1 help me with my errros? Im newbie and im learning. I tried to put patch automaticly and manualy and it doeasnt matter.. all the time the same errors..

 

errorsx.th.jpg

 

 

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heh can any1 help me with my errros? Im newbie and im learning. I tried to put patch automaticly and manualy and it doeasnt matter.. all the time the same errors..

 

errorsx.th.jpg

 

 

You should reading core and datapack patch. Then, you try copy and paste it exactly in your source!

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How to solve the unequip weapon problem (it's anoying the f***ing message on the log):

 

Remember had imported:

import com.l2jserver.gameserver.network.serverpackets.InventoryUpdate;
import com.l2jserver.gameserver.model.itemcontainer.Inventory;
import com.l2jserver.gameserver.model.L2ItemInstance;

 

 

public static void addFlagToPlayer(L2PcInstance _player)
{
//remove items from the player hands (right, left, both)
// This is NOT a BUG, I don't want them to see the icon they have 8D
	L2ItemInstance wpnR = player.getInventory().getPaperdollItem(Inventory.PAPERDOLL_RHAND);
	L2ItemInstance wpnL = player.getInventory().getPaperdollItem(Inventory.PAPERDOLL_LHAND);
	if (wpnR == null)
		wpnR = player.getInventory().getPaperdollItem(Inventory.PAPERDOLL_RHAND);

	if (wpnL == null)
		wpnL = player.getInventory().getPaperdollItem(Inventory.PAPERDOLL_LHAND);

	if (wpnR != null && wpnL != null)
	{
		L2ItemInstance[] unequipedR =player.getInventory().unEquipItemInBodySlotAndRecord(wpnR.getItem().getBodyPart());
		L2ItemInstance[] unequipedL =player.getInventory().unEquipItemInBodySlotAndRecord(wpnL.getItem().getBodyPart());
		InventoryUpdate iu = new InventoryUpdate();
		for (L2ItemInstance itemR: unequipedR)
			iu.addModifiedItem(itemR);
		for (L2ItemInstance itemL: unequipedL)
			iu.addModifiedItem(itemL);

		player.sendPacket(iu);
	}
	else if (wpnR == null && wpnL != null)
	{
		L2ItemInstance[] unequipedL =player.getInventory().unEquipItemInBodySlotAndRecord(wpnL.getItem().getBodyPart());
		InventoryUpdate iu = new InventoryUpdate();
		for (L2ItemInstance itemL: unequipedL)
			iu.addModifiedItem(itemL);

		player.sendPacket(iu);
	}
	else if (wpnR != null && wpnL == null)
	{
		L2ItemInstance[] unequipedR =player.getInventory().unEquipItemInBodySlotAndRecord(wpnR.getItem().getBodyPart());
		InventoryUpdate iu = new InventoryUpdate();
		for (L2ItemInstance itemR: unequipedR)
			iu.addModifiedItem(itemR);

		player.sendPacket(iu);
	}
	//add the flag in his hands
	_player.getInventory().equipItem(ItemTable.getInstance().createItem("", CTF._FLAG_IN_HAND_ITEM_ID, 1, _player, null));
	_player.broadcastPacket(new SocialAction(_player, 16)); //amazing glow
	_player._haveFlagCTF = true;
	_player.broadcastUserInfo();
	CreatureSay cs = new CreatureSay(_player.getObjectId(), 15, ":", "You got it! Run back! ::"); // 8D
	_player.sendPacket(cs);

	// Start the flag holding timer 
	_flagsNotRemoved.set(_teams.indexOf(_player._teamNameCTF), true);
	flagHoldTimer(_player, _flagHoldTime);

	// If player is invisible, make them visible
	if (_player.getAppearance().getInvisible())
	{
		@SuppressWarnings("unused")
		L2Effect eInvisible = _player.getFirstEffect(L2EffectType.HIDE);
	}
}

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How to solve the unequip weapon problem:

 

		L2ItemInstance wpnR = player.getInventory().getPaperdollItem(Inventory.PAPERDOLL_RHAND);
		L2ItemInstance wpnL = player.getInventory().getPaperdollItem(Inventory.PAPERDOLL_LHAND);
		if (wpnR == null)
			wpnR = player.getInventory().getPaperdollItem(Inventory.PAPERDOLL_RHAND);

		if (wpnL == null)
			wpnL = player.getInventory().getPaperdollItem(Inventory.PAPERDOLL_LHAND);

		if (wpnR != null && wpnL != null)
		{
			L2ItemInstance[] unequipedR =player.getInventory().unEquipItemInBodySlotAndRecord(wpnR.getItem().getBodyPart());
			L2ItemInstance[] unequipedL =player.getInventory().unEquipItemInBodySlotAndRecord(wpnL.getItem().getBodyPart());
			InventoryUpdate iu = new InventoryUpdate();
			for (L2ItemInstance itemR: unequipedR)
				iu.addModifiedItem(itemR);
			for (L2ItemInstance itemL: unequipedL)
				iu.addModifiedItem(itemL);

			player.sendPacket(iu);
		}
		else if (wpnR == null && wpnL != null)
		{
			L2ItemInstance[] unequipedL =player.getInventory().unEquipItemInBodySlotAndRecord(wpnL.getItem().getBodyPart());
			InventoryUpdate iu = new InventoryUpdate();
			for (L2ItemInstance itemL: unequipedL)
				iu.addModifiedItem(itemL);

			player.sendPacket(iu);
		}
		else if (wpnR != null && wpnL == null)
		{
			L2ItemInstance[] unequipedR =player.getInventory().unEquipItemInBodySlotAndRecord(wpnR.getItem().getBodyPart());
			InventoryUpdate iu = new InventoryUpdate();
			for (L2ItemInstance itemR: unequipedR)
				iu.addModifiedItem(itemR);

			player.sendPacket(iu);
		}

 

Thanx, i'll add it to the first post.

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How to solve the unequip weapon problem (it's anoying the f***ing message on the log):

 

Remember had imported:

import com.l2jserver.gameserver.network.serverpackets.InventoryUpdate;
import com.l2jserver.gameserver.model.itemcontainer.Inventory;
import com.l2jserver.gameserver.model.L2ItemInstance;

 

 

public static void addFlagToPlayer(L2PcInstance _player)
{
//remove items from the player hands (right, left, both)
// This is NOT a BUG, I don't want them to see the icon they have 8D
	L2ItemInstance wpnR = player.getInventory().getPaperdollItem(Inventory.PAPERDOLL_RHAND);
	L2ItemInstance wpnL = player.getInventory().getPaperdollItem(Inventory.PAPERDOLL_LHAND);
	if (wpnR == null)
		wpnR = player.getInventory().getPaperdollItem(Inventory.PAPERDOLL_RHAND);

	if (wpnL == null)
		wpnL = player.getInventory().getPaperdollItem(Inventory.PAPERDOLL_LHAND);

	if (wpnR != null && wpnL != null)
	{
		L2ItemInstance[] unequipedR =player.getInventory().unEquipItemInBodySlotAndRecord(wpnR.getItem().getBodyPart());
		L2ItemInstance[] unequipedL =player.getInventory().unEquipItemInBodySlotAndRecord(wpnL.getItem().getBodyPart());
		InventoryUpdate iu = new InventoryUpdate();
		for (L2ItemInstance itemR: unequipedR)
			iu.addModifiedItem(itemR);
		for (L2ItemInstance itemL: unequipedL)
			iu.addModifiedItem(itemL);

		player.sendPacket(iu);
	}
	else if (wpnR == null && wpnL != null)
	{
		L2ItemInstance[] unequipedL =player.getInventory().unEquipItemInBodySlotAndRecord(wpnL.getItem().getBodyPart());
		InventoryUpdate iu = new InventoryUpdate();
		for (L2ItemInstance itemL: unequipedL)
			iu.addModifiedItem(itemL);

		player.sendPacket(iu);
	}
	else if (wpnR != null && wpnL == null)
	{
		L2ItemInstance[] unequipedR =player.getInventory().unEquipItemInBodySlotAndRecord(wpnR.getItem().getBodyPart());
		InventoryUpdate iu = new InventoryUpdate();
		for (L2ItemInstance itemR: unequipedR)
			iu.addModifiedItem(itemR);

		player.sendPacket(iu);
	}
	//add the flag in his hands
	_player.getInventory().equipItem(ItemTable.getInstance().createItem("", CTF._FLAG_IN_HAND_ITEM_ID, 1, _player, null));
	_player.broadcastPacket(new SocialAction(_player, 16)); //amazing glow
	_player._haveFlagCTF = true;
	_player.broadcastUserInfo();
	CreatureSay cs = new CreatureSay(_player.getObjectId(), 15, ":", "You got it! Run back! ::"); // 8D
	_player.sendPacket(cs);

	// Start the flag holding timer 
	_flagsNotRemoved.set(_teams.indexOf(_player._teamNameCTF), true);
	flagHoldTimer(_player, _flagHoldTime);

	// If player is invisible, make them visible
	if (_player.getAppearance().getInvisible())
	{
		@SuppressWarnings("unused")
		L2Effect eInvisible = _player.getFirstEffect(L2EffectType.HIDE);
	}
}

 

import this patch where? ctf.java?

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replace where:

+	public static void addFlagToPlayer(L2PcInstance _player)
+	{
+		//remove items from the player hands (right, left, both)
+		// This is NOT a BUG, I don't want them to see the icon they have 8D
+		L2ItemInstance wpn = _player.getInventory().getPaperdollItem(Inventory.PAPERDOLL_RHAND);
+		if (wpn == null)
+		{
+			wpn = _player.getInventory().getPaperdollItem(Inventory.PAPERDOLL_RHAND);
+			if (wpn != null)
+				_player.getInventory().unEquipItemInBodySlotAndRecord(Inventory.PAPERDOLL_RHAND);
+		}
+		else
+		{
+			_player.getInventory().unEquipItemInBodySlotAndRecord(Inventory.PAPERDOLL_RHAND);
+			wpn = _player.getInventory().getPaperdollItem(Inventory.PAPERDOLL_LHAND);
+			if (wpn != null)
+				_player.getInventory().unEquipItemInBodySlotAndRecord(Inventory.PAPERDOLL_LHAND);
+		}
+		//add the flag in his hands
+		_player.getInventory().equipItem(ItemTable.getInstance().createItem("", CTF._FLAG_IN_HAND_ITEM_ID, 1, _player, null));
+		_player.broadcastPacket(new SocialAction(_player, 16)); //amazing glow
+		_player._haveFlagCTF = true;
+		_player.broadcastUserInfo();
+		CreatureSay cs = new CreatureSay(_player.getObjectId(), 15, ":", "You got it! Run back! ::"); // 8D
+		_player.sendPacket(cs);
+		
+		// Start the flag holding timer 
+		_flagsNotRemoved.set(_teams.indexOf(_player._teamNameCTF), true);
+		flagHoldTimer(_player, _flagHoldTime);
+		
+		// If player is invisible, make them visible
+		if (_player.getAppearance().getInvisible())
+		{
+			@SuppressWarnings("unused")
+			L2Effect eInvisible = _player.getFirstEffect(L2EffectType.HIDE);
+		}
+	}

 

into:

 

Remember had imported:

import com.l2jserver.gameserver.network.serverpackets.InventoryUpdate;
import com.l2jserver.gameserver.model.itemcontainer.Inventory;
import com.l2jserver.gameserver.model.L2ItemInstance;

And:

public static void addFlagToPlayer(L2PcInstance _player)
{
//remove items from the player hands (right, left, both)
// This is NOT a BUG, I don't want them to see the icon they have 8D
	L2ItemInstance wpnR = _player.getInventory().getPaperdollItem(Inventory.PAPERDOLL_RHAND);
	L2ItemInstance wpnL = _player.getInventory().getPaperdollItem(Inventory.PAPERDOLL_LHAND);
	if (wpnR == null)
		wpnR = _player.getInventory().getPaperdollItem(Inventory.PAPERDOLL_RHAND);

	if (wpnL == null)
		wpnL = _player.getInventory().getPaperdollItem(Inventory.PAPERDOLL_LHAND);

	if (wpnR != null && wpnL != null)
	{
		L2ItemInstance[] unequipedR = _player.getInventory().unEquipItemInBodySlotAndRecord(wpnR.getItem().getBodyPart());
		L2ItemInstance[] unequipedL = _player.getInventory().unEquipItemInBodySlotAndRecord(wpnL.getItem().getBodyPart());
		InventoryUpdate iu = new InventoryUpdate();
		for (L2ItemInstance itemR: unequipedR)
			iu.addModifiedItem(itemR);
		for (L2ItemInstance itemL: unequipedL)
			iu.addModifiedItem(itemL);

		_player.sendPacket(iu);
	}
	else if (wpnR == null && wpnL != null)
	{
		L2ItemInstance[] unequipedL = _player.getInventory().unEquipItemInBodySlotAndRecord(wpnL.getItem().getBodyPart());
		InventoryUpdate iu = new InventoryUpdate();
		for (L2ItemInstance itemL: unequipedL)
			iu.addModifiedItem(itemL);

		_player.sendPacket(iu);
	}
	else if (wpnR != null && wpnL == null)
	{
		L2ItemInstance[] unequipedR = _player.getInventory().unEquipItemInBodySlotAndRecord(wpnR.getItem().getBodyPart());
		InventoryUpdate iu = new InventoryUpdate();
		for (L2ItemInstance itemR: unequipedR)
			iu.addModifiedItem(itemR);

		_player.sendPacket(iu);
	}
	//add the flag in his hands
	_player.getInventory().equipItem(ItemTable.getInstance().createItem("", CTF._FLAG_IN_HAND_ITEM_ID, 1, _player, null));
	_player.broadcastPacket(new SocialAction(_player, 16)); //amazing glow
	_player._haveFlagCTF = true;
	_player.broadcastUserInfo();
	CreatureSay cs = new CreatureSay(_player.getObjectId(), 15, ":", "You got it! Run back! ::"); // 8D
	_player.sendPacket(cs);

	// Start the flag holding timer 
	_flagsNotRemoved.set(_teams.indexOf(_player._teamNameCTF), true);
	flagHoldTimer(_player, _flagHoldTime);

	// If player is invisible, make them visible
	if (_player.getAppearance().getInvisible())
	{
		@SuppressWarnings("unused")
		L2Effect eInvisible = _player.getFirstEffect(L2EffectType.HIDE);
	}
}

 

It is "_player" not "player"

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Ok... iam re Aplying it manually this time.

java.com.l2jserver.gameserver.model.entit... CTF.java

My "last 2" errors... AT ALL

if i choose Change to "RadarMarker" more errors appear.

wwss.png

 

And on that one i dont know... there is no Option.

wws2.png

Any help?  ::)

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Spaces are trimmed."); return; } final Map<String, ArrayList<Integer>> schemes = BufferManager.getInstance().getPlayerSchemes(player.getObjectId()); if (schemes != null) { if (schemes.size() == Config.PBUFFER_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 (actualCommand.startsWith("deletescheme")) { try { final String schemeName = st.nextToken(); final Map<String, ArrayList<Integer>> 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); } @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<Integer>> 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<Integer>> 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.PBUFFER_MAX_SCHEMES); 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<Integer> schemeSkills = BufferManager.getInstance().getScheme(player.getObjectId(), schemeName); html.setFile(getHtmlPath(getNpcId(), 2)); html.replace("%schemename%", schemeName); html.replace("%count%", schemeSkills.size() + " / " + player.getMaxBuffCount()); html.replace("%typesframe%", getTypesFrame(groupType, schemeName)); html.replace("%skilllistframe%", getGroupSkillList(player, groupType, schemeName, 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 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, int page) { // Retrieve the entire skills list based on group type. List<Integer> skills = BufferManager.getInstance().getSkillsIdsByType(groupType); 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<Integer> schemeSkills = BufferManager.getInstance().getScheme(player.getObjectId(), schemeName); final StringBuilder sb = new StringBuilder(skills.size() * 150); int row = 0; for (int skillId : skills) { final String icon = (skillId < 100) ? "icon.skill00" + skillId : (skillId < 1000) ? "icon.skill0" + skillId : "icon.skill" + skillId; sb.append(((row % 2) == 0 ? "<table width=\"280\" bgcolor=\"000000\"><tr>" : "<table width=\"280\"><tr>")); if (schemeSkills.contains(skillId)) StringUtil.append(sb, "<td height=40 width=40><img src=\"", icon, "\" width=32 height=32></td><td width=190>", SkillTable.getInstance().getInfo(skillId, 1).getName(), "<br1><font color=\"B09878\">", BufferManager.getInstance().getAvailableBuff(skillId).getDescription(), "</font></td><td><button action=\"bypass npc_%objectId%_skillunselect ", groupType, " ", schemeName, " ", skillId, " ", 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=\"", icon, "\" width=32 height=32></td><td width=190>", SkillTable.getInstance().getInfo(skillId, 1).getName(), "<br1><font color=\"B09878\">", BufferManager.getInstance().getAvailableBuff(skillId).getDescription(), "</font></td><td><button action=\"bypass npc_%objectId%_skillselect ", groupType, " ", schemeName, " ", skillId, " ", 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=277 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=277 height=1><table width=\"100%\" bgcolor=000000><tr>"); if (page > 1) 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) 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=277 height=1>"); return sb.toString(); } /** * @param groupType : The group of skills to select. * @param schemeName : The scheme to make check. * @return A {@link String} representing all groupTypes available. The group currently on selection isn't linkable. */ private static String getTypesFrame(String groupType, String schemeName) { final StringBuilder sb = new StringBuilder(500); sb.append("<table>"); int count = 0; for (String type : BufferManager.getInstance().getSkillTypes()) { if (count == 0) sb.append("<tr>"); if (groupType.equalsIgnoreCase(type)) StringUtil.append(sb, "<td width=65>", type, "</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(ArrayList<Integer> list) { if (Config.PBUFFER_STATIC_BUFF_COST > 0) return list.size() * Config.PBUFFER_STATIC_BUFF_COST; int fee = 0; for (int sk : list) fee += BufferManager.getInstance().getAvailableBuff(sk).getPrice(); return fee; } private void autoBuffFunction(Player player, String bufflist) { ArrayList<L2Skill> skills_to_buff = new ArrayList<>(); List<Integer> list = null; if (bufflist.equalsIgnoreCase("fighter")) list = Config.PFIGHTER_SKILL_LIST; else if (bufflist.equalsIgnoreCase("mage")) list = Config.PMAGE_SKILL_LIST; if (list != null) { for (int skillId : list) { L2Skill skill = SkillTable.getInstance().getInfo(skillId, SkillTable.getInstance().getMaxLevel(skillId)); if (skill != null) skills_to_buff.add(skill); } for (L2Skill sk : skills_to_buff) sk.getEffects(player, player); player.updateEffectIcons(); list = null; } skills_to_buff.clear(); showMainWindow(player); } }  
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