Kzah Posted November 22, 2012 Share Posted November 22, 2012 I always have the same problem. Sorry. :'( It's normal that we do not see the visual armor on our character when she is activated but that the others see her ? Quote Link to comment Share on other sites More sharing options...
DeathSpank287 Posted December 2, 2012 Share Posted December 2, 2012 I get in eclipse around 40 times this error: VisualArmors cannot be resolved to a variable DressMe.java /dist/game/data/scripts/handlers/voicedcommandhandlers line 138 Java Problem And this one only one time Description Resource Path Location Type The import com.l2jserver.gameserver.model.actor.instance.L2PcInstance.VisualArmors cannot be resolved DressMe.java /L2JTitaniumDataPack/dist/game/data/scripts/handlers/voicedcommandhandlers line 19 Java Problem L2J Beta Quote Link to comment Share on other sites More sharing options...
Larius Posted January 23, 2013 Share Posted January 23, 2013 Can you say me where to add this code for add .dressme to my server? I have not this folder called java/com/l2jserver/gameserver/model/actor/instance/L2PcInstance.java I am using navicat with l2j 4418 freya... and model/actor/instance/... is not in my DB, in what place I have to add this .java file?, thanks ^^ Quote Link to comment Share on other sites More sharing options...
Chrisz Posted August 21, 2013 Share Posted August 21, 2013 This patch has problems because you can use without any restriction armor no matter what class is. Please add restriction armor and weapon. Quote Link to comment Share on other sites More sharing options...
Xanderॐ Posted August 21, 2013 Share Posted August 21, 2013 This patch has problems because you can use without any restriction armor no matter what class is. Please add restriction armor and weapon. Exactly. When you guys try to rip someone else's share, at least make it better than the older version. I've seen like ... 3 dressme implementations so far and they are all cheap rip-offs. Spend some time add the proper ruling, restrictions and accessability. Instead of all these else if else if to check the weapon, make a NxN boolean table that evaluates restrictions. ( true/false ). And if you ask me, you dont really need to add three different commands. It's already confusing for most players with one command. Making three different dressing options, makes it overly complex. Example: public static void callRules() { //Example: a Virtual sword can mount an Equipped blunt. weaponMapping[L2WeaponType.SWORD.ordinal()][L2WeaponType.BLUNT.ordinal()] = true; //Example: a Virtual blunt can mount an Equipped sword. weaponMapping[L2WeaponType.BLUNT.ordinal()][L2WeaponType.SWORD.ordinal()] = true; weaponMapping[L2WeaponType.BIGSWORD.ordinal()][L2WeaponType.BIGBLUNT.ordinal()] = true; weaponMapping[L2WeaponType.BIGBLUNT.ordinal()][L2WeaponType.BIGSWORD.ordinal()] = true; //armorMapping[L2ArmorType.SIGIL.ordinal()][L2ArmorType.SHIELD.ordinal()] = true; //armorMapping[L2ArmorType.SHIELD.ordinal()][L2ArmorType.SIGIL.ordinal()] = true; //armorMapping[L2ArmorType.HEAVY.ordinal()][L2ArmorType.LIGHT.ordinal()] = true; //armorMapping[L2ArmorType.HEAVY.ordinal()][L2ArmorType.MAGIC.ordinal()] = true; //armorMapping[L2ArmorType.LIGHT.ordinal()][L2ArmorType.HEAVY.ordinal()] = true; //armorMapping[L2ArmorType.LIGHT.ordinal()][L2ArmorType.MAGIC.ordinal()] = true; //armorMapping[L2ArmorType.MAGIC.ordinal()][L2ArmorType.LIGHT.ordinal()] = true; //armorMapping[L2ArmorType.MAGIC.ordinal()][L2ArmorType.HEAVY.ordinal()] = true; } /** * Checks if the weapon is the same type. If that is true then return * the matching virtual id. Else check the mapping tables if any * rule states that the two different weapon types should be matched. * @param virtual * @param equiped * @param matchId * @param noMatchId * @return */ public static int weaponMatching(L2WeaponType virtual, L2WeaponType equiped, int matchId, int noMatchId) { if(virtual.ordinal() == equiped.ordinal()) return matchId; if(weaponMapping[virtual.ordinal()][equiped.ordinal()] == true) { return matchId; } return noMatchId; } /** * Checks if the armor is the same type. If that is true then return * the matching virtual id. Else check the mapping tables if any * rule states that the two different armor types should be matched. * @param virtual * @param equiped * @param matchId * @param noMatchId * @return */ public static int armorMatching(L2ArmorType virtual, L2ArmorType equiped, int matchId , int noMatchId) { if(virtual.ordinal() == equiped.ordinal()) return matchId; if(armorMapping[virtual.ordinal()][equiped.ordinal()] == true) return matchId; return noMatchId; } Quote Link to comment Share on other sites More sharing options...
klevi0401 Posted August 22, 2013 Share Posted August 22, 2013 Thank you dude , really nice share! Quote Link to comment Share on other sites More sharing options...
Chrisz Posted August 22, 2013 Share Posted August 22, 2013 Tnx Leluche Not working Quote Link to comment Share on other sites More sharing options...
Karasu Posted September 3, 2013 Share Posted September 3, 2013 The codes suppose to be at first page Where are they? :o nvm, found them xD Quote Link to comment Share on other sites More sharing options...
Dominion Posted September 29, 2013 Share Posted September 29, 2013 in test for h5 good work +1 :) Quote Link to comment Share on other sites More sharing options...
AntV Posted October 3, 2014 Share Posted October 3, 2014 (edited) Sorry for Necro, but can someone update this?I cannot apply patch to UserInfo and CharInfo.The following part codes not fit: Index: java/com/l2jserver/gameserver/network/serverpackets/CharInfo.java =================================================================== --- java/com/l2jserver/gameserver/network/serverpackets/CharInfo.java (revision 5563) +++ java/com/l2jserver/gameserver/network/serverpackets/CharInfo.java (working copy) @@ -19,6 +19,7 @@ import com.l2jserver.gameserver.instancemanager.CursedWeaponsManager; import com.l2jserver.gameserver.model.actor.L2Decoy; import com.l2jserver.gameserver.model.actor.instance.L2PcInstance; +import com.l2jserver.gameserver.model.actor.instance.L2PcInstance.VisualArmors; import com.l2jserver.gameserver.model.actor.templates.L2NpcTemplate; import com.l2jserver.gameserver.model.effects.AbnormalEffect; import com.l2jserver.gameserver.model.itemcontainer.Inventory; @@ -196,15 +197,15 @@ writeD(_inv.getPaperdollItemDisplayId(Inventory.PAPERDOLL_UNDER)); writeD(_inv.getPaperdollItemDisplayId(Inventory.PAPERDOLL_HEAD)); + + writeD(_activeChar.getVisualArmor(VisualArmors.RHand, false) != null ? _activeChar.getVisualArmor(VisualArmors.RHand, false).getItemId() : 0x00); + writeD(_activeChar.getVisualArmor(VisualArmors.LHand, false) != null ? _activeChar.getVisualArmor(VisualArmors.LHand, false).getItemId() : 0x00); - writeD(_airShipHelm == 0 ? _inv.getPaperdollItemDisplayId(Inventory.PAPERDOLL_RHAND) : _airShipHelm); - writeD(_airShipHelm == 0 ? _inv.getPaperdollItemDisplayId(Inventory.PAPERDOLL_LHAND) : 0); - - writeD(_inv.getPaperdollItemDisplayId(Inventory.PAPERDOLL_GLOVES)); - writeD(_inv.getPaperdollItemDisplayId(Inventory.PAPERDOLL_CHEST)); - writeD(_inv.getPaperdollItemDisplayId(Inventory.PAPERDOLL_LEGS)); - writeD(_inv.getPaperdollItemDisplayId(Inventory.PAPERDOLL_FEET)); - writeD(_inv.getPaperdollItemDisplayId(Inventory.PAPERDOLL_CLOAK)); + writeD(_activeChar.getVisualArmor(VisualArmors.Gloves, false) != null ? _activeChar.getVisualArmor(VisualArmors.Gloves, false).getItemId() : 0x00); + writeD(_activeChar.getVisualArmor(VisualArmors.Armor, false) != null ? _activeChar.getVisualArmor(VisualArmors.Armor, false).getItemId() : 0x00); + writeD(_activeChar.getVisualArmor(VisualArmors.Legs, false) != null ? _activeChar.getVisualArmor(VisualArmors.Legs, false).getItemId() : 0x00); + writeD(_activeChar.getVisualArmor(VisualArmors.Feet, false) != null ? _activeChar.getVisualArmor(VisualArmors.Feet, false).getItemId() : 0x00); + writeD(_activeChar.getVisualArmor(VisualArmors.Cloak, false) != null ? _activeChar.getVisualArmor(VisualArmors.Cloak, false).getItemId() : 0x00); writeD(_inv.getPaperdollItemDisplayId(Inventory.PAPERDOLL_RHAND)); writeD(_inv.getPaperdollItemDisplayId(Inventory.PAPERDOLL_HAIR)); writeD(_inv.getPaperdollItemDisplayId(Inventory.PAPERDOLL_HAIR2)); Index: java/com/l2jserver/gameserver/network/serverpackets/UserInfo.java =================================================================== --- java/com/l2jserver/gameserver/network/serverpackets/UserInfo.java (revision 5563) +++ java/com/l2jserver/gameserver/network/serverpackets/UserInfo.java (working copy) @@ -21,6 +21,7 @@ import com.l2jserver.gameserver.instancemanager.TerritoryWarManager; import com.l2jserver.gameserver.model.Elementals; import com.l2jserver.gameserver.model.actor.instance.L2PcInstance; +import com.l2jserver.gameserver.model.actor.instance.L2PcInstance.VisualArmors; import com.l2jserver.gameserver.model.actor.templates.L2NpcTemplate; import com.l2jserver.gameserver.model.effects.AbnormalEffect; import com.l2jserver.gameserver.model.itemcontainer.Inventory; @@ -143,15 +144,15 @@ writeD(_activeChar.getInventory().getPaperdollItemDisplayId(Inventory.PAPERDOLL_LFINGER)); writeD(_activeChar.getInventory().getPaperdollItemDisplayId(Inventory.PAPERDOLL_HEAD)); - writeD(_airShipHelm == 0 ? _activeChar.getInventory().getPaperdollItemDisplayId(Inventory.PAPERDOLL_RHAND) : 0); - writeD(_airShipHelm == 0 ? _activeChar.getInventory().getPaperdollItemDisplayId(Inventory.PAPERDOLL_LHAND) : 0); + writeD(_activeChar.getVisualArmor(VisualArmors.RHand, false) != null ? _activeChar.getVisualArmor(VisualArmors.RHand, false).getItemId() : 0x00); + writeD(_activeChar.getVisualArmor(VisualArmors.LHand, false) != null ? _activeChar.getVisualArmor(VisualArmors.LHand, false).getItemId() : 0x00); - writeD(_activeChar.getInventory().getPaperdollItemDisplayId(Inventory.PAPERDOLL_GLOVES)); - writeD(_activeChar.getInventory().getPaperdollItemDisplayId(Inventory.PAPERDOLL_CHEST)); - writeD(_activeChar.getInventory().getPaperdollItemDisplayId(Inventory.PAPERDOLL_LEGS)); - writeD(_activeChar.getInventory().getPaperdollItemDisplayId(Inventory.PAPERDOLL_FEET)); - writeD(_activeChar.getInventory().getPaperdollItemDisplayId(Inventory.PAPERDOLL_CLOAK)); - writeD(_activeChar.getInventory().getPaperdollItemDisplayId(Inventory.PAPERDOLL_RHAND)); + writeD(_activeChar.getVisualArmor(VisualArmors.Gloves, false) != null ? _activeChar.getVisualArmor(VisualArmors.Gloves, false).getItemId() : 0x00); + writeD(_activeChar.getVisualArmor(VisualArmors.Armor, false) != null ? _activeChar.getVisualArmor(VisualArmors.Armor, false).getItemId() : 0x00); + writeD(_activeChar.getVisualArmor(VisualArmors.Legs, false) != null ? _activeChar.getVisualArmor(VisualArmors.Legs, false).getItemId() : 0x00); + writeD(_activeChar.getVisualArmor(VisualArmors.Feet, false) != null ? _activeChar.getVisualArmor(VisualArmors.Feet, false).getItemId() : 0x00); + writeD(_activeChar.getVisualArmor(VisualArmors.Cloak, false) != null ? _activeChar.getVisualArmor(VisualArmors.Cloak, false).getItemId() : 0x00); + writeD(_activeChar.getVisualArmor(VisualArmors.RHand, false) != null ? _activeChar.getVisualArmor(VisualArmors.RHand, false).getItemId() : 0x00); writeD(_activeChar.getInventory().getPaperdollItemDisplayId(Inventory.PAPERDOLL_HAIR)); writeD(_activeChar.getInventory().getPaperdollItemDisplayId(Inventory.PAPERDOLL_HAIR2)); writeD(_activeChar.getInventory().getPaperdollItemDisplayId(Inventory.PAPERDOLL_RBRACELET)); It seems those two files are very different from what they were back when this was posted. Edited October 3, 2014 by AntV Quote Link to comment Share on other sites More sharing options...
Karasu Posted October 3, 2014 Share Posted October 3, 2014 i preffer classic freya dressme rather than this This one seems to be laggy Quote Link to comment Share on other sites More sharing options...
Alltegz Posted January 5, 2015 Share Posted January 5, 2015 (edited) Please do under Overworld Source, if not difficult. ) link to source Sorry, bad eng Edited January 5, 2015 by Alltegz Quote Link to comment Share on other sites More sharing options...
HyperBlown Posted January 5, 2015 Share Posted January 5, 2015 Is this code fully updated and redesigned to the GoD structure ? Quote Link to comment Share on other sites More sharing options...
SweeTs Posted January 5, 2015 Share Posted January 5, 2015 Is this code fully updated and redesigned to the GoD structure ? What else? Updated to the head rev maybe.. Quote Link to comment Share on other sites More sharing options...
Alltegz Posted January 8, 2015 Share Posted January 8, 2015 Please do under Overworld Source, if not difficult. ) link to source Sorry, bad eng Quote Link to comment Share on other sites More sharing options...
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