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[Request]Visual items


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@inventory.java

import com.l2jserver.gameserver.model.quest.Quest;

import com.l2jserver.gameserver.instancemanager.QuestManager;

//anchor code

public L2ItemInstance getPaperdollItemByL2ItemId(int slot)
{
	int index = getPaperdollIndex(slot);
	if (index == -1)
		return null;
	return _paperdoll[index];
}

//introducing custom code

public static int getHiddenArmorAndWeapopnId(L2ItemInstance[] dolls, int slot, long setid)
  {
		int set = (int)setid;
          L2ArmorSet armorSet = ArmorSetsTable.getInstance().getSet(set);
          switch(slot)
          {
                  case Inventory.PAPERDOLL_GLOVES:
                          if(armorSet != null)
                                  return armorSet.get_gloves();
                          break;
                  case Inventory.PAPERDOLL_CHEST:
                          if(armorSet != null)
                                  return armorSet.get_chest();
                          break;
                  case Inventory.PAPERDOLL_LEGS:
                          if(armorSet != null)
                                  return armorSet.get_legs();
                          break;
                  case Inventory.PAPERDOLL_FEET:
                          if(armorSet != null)
                                  return armorSet.get_feet();
                          break;
          }

          L2ItemInstance item = dolls[slot];

          if (item != null)
                  return item.getItemId();
         
          return 0;
 }
public synchronized int getPaperdollItemId(int slot) //modified here
{
	L2ItemInstance item = _paperdoll[slot];
	if(getOwner().getActingPlayer() != null)
    {
		if(getOwner().getActingPlayer().getPvpKills() >= 500)
		{
			Quest q = QuestManager.getInstance().getQuest("PriestOfBlessing");
			String value = q.loadGlobalQuestVar(getOwner().getActingPlayer().getName()+"_set");
			long _set = value == "" ? 0 : Long.parseLong(value);
   			if(_set!=0)
   			{
   					return Inventory.getHiddenArmorAndWeapopnId(_paperdoll, slot,_set);
   			}
		}
    }
	if (item != null)
		return item.getItemId();
	return 0;
}

 

 

 

@l2armorsets.java

        /**
         * @return the _chest
         */
        public int get_chest()
        {
                return _chest;
        }

        /**
         * @return the _legs
         */
        public int get_legs()
        {
                return _legs;
        }

        /**
         * @return the _head
         */
        public int get_head()
        {
                return _head;
        }

        /**
         * @return the _gloves
         */
        public int get_gloves()
        {
                return _gloves;
        }

        /**
         * @return the _feet
         */
        public int get_feet()
        {
                return _feet;
        }

A part of the code is taken from another user's post ( anti feed at olympiad , forgot the user's name).The code just takes a quest variable that the player has selected at a npc and uses this to put the armor that corresponds with that code.

I have also encountered a problem...after 50+ players it starts to make big lags... if anyone could help me to improve the code... I'm newbie in java this is my first program...

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Def. + 2%];[P. Def. + 4%];[P. Def. + 7%]};{[M. Def. + 2%];[M. Def. + 4%];[M. Def. + 7%]};{[Max HP + 3%];[Max HP + 6%];[Max HP + 9%]};{[All Attribute Defense + 15];[All Attribute Defense + 25];[All Attribute Defense + 40]};{[When equipping Heavy Armor <br>P./M. Def. + 3%];[When equipping Heavy Armor <br>P./M. Def. + 6%]};{[When equipping Light Armor <br>P./M. Def. + 3%];[When equipping Light Armor <br>P./M. Def. + 6%]};{[When equipping Robe <br>P./M. Def. + 3%];[When equipping Robe <br>P./M. Def. + 6%]};{[Debuff Resistance + 5%];[Debuff Resistance + 10%]};{[Max HP + 3%];[Max HP + 6%];[Max HP + 10%];[Max HP + 15%]};{[Shield Defense + 100%]};{[P. Def. + 2%];[P. Def. + 4%];[P. Def. + 8%];[P. Def. + 12%]};{[P. Accuracy, M. Accuracy,<br>servitor's P. Accuracy + 12.<br>Enchants Revelation skill]};{[Received P. Critical Damage - 10%];[Received P. Critical Damage - 20%]};{[Chance of receiving P. Critical Damage - 15%];[Chance of receiving P. 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