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Tattoos updater


Question

Posted

Hello, I need your help. I need to create NPC that will check lvl tattoo (7 lvl tattoo), and depending on what lvl you, when you click "Upgrade", gets some reward and your tattoo, and then gives the better tattoo. Please tell me at least a template script or function to give, take, check.

Script in JAVA!

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Guest Elfocrash
Posted

check the bank .deposit command , the way it gets and gives and item. Then it is simple t make what you need with just a bypass

  • 0
Posted

dont need to be like the .deposit command. Just create a simple multisell and for the consuming item id put the id of the old tattoo. Just simple as that:

<?xml version="1.0" encoding="UTF-8" ?> 
<list>
<item id="1">
  <ingredient id="<old tattoo id here" count="1" /> 
  <production id="<Upgraded Tattoo id here" count="1" /> 
  </item>
</list>

  • 0
Posted

dont need to be like the .deposit command. Just create a simple multisell and for the consuming item id put the id of the old tattoo. Just simple as that:

<?xml version="1.0" encoding="UTF-8" ?> 
<list>
<item id="1">
  <ingredient id="<old tattoo id here" count="1" /> 
  <production id="<Upgraded Tattoo id here" count="1" /> 
  </item>
</list>

I wrote, I do not have a trader! I need NPC, when pressing a button, change old tdttoo to a new tattoo! On JAVA! Need functions in Java to add, take items, see items from inventory

 

  • 0
Posted

Try this one:

if (command.eqals("upgradetattoo"))
{
		if (activeChar.getInventory().getInventoryItemCount(<old tatto id, 0) >= 1)
		{
			if (!activeChar.reduceAdena("UpgradedTattoo", 1, activeChar, false))
			{
				return false;
			}
			activeChar.getInventory().addItem("<tattoo name>", <tattoo id>, 1, activeChar, null);
			activeChar.getInventory().updateDatabase();
			activeChar.sendMessage("Your tattoo has been upgraded");
		}
		else
		{
			activeChar.sendMessage("Please get a normal tattoo first");
		}
	}

 

or you can replace your banking.java with this one:

import com.l2jserver.Config;
import com.l2jserver.gameserver.handler.IVoicedCommandHandler;
import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;

/**
* This class trades Gold Bars for Adena and vice versa.
* @author Ahmed
*/
public class Banking implements IVoicedCommandHandler
{
private static final String[] _voicedCommands =
{
	"bank",
	"withdraw",
	"deposit",
"upgradetattoo"
};

@Override
public boolean useVoicedCommand(String command, L2PcInstance activeChar, String params)
{
	if (command.equals("bank"))
	{
		activeChar.sendMessage(".deposit (" + Config.BANKING_SYSTEM_ADENA + " Adena = " + Config.BANKING_SYSTEM_GOLDBARS + " Goldbar) / .withdraw (" + Config.BANKING_SYSTEM_GOLDBARS + " Goldbar = " + Config.BANKING_SYSTEM_ADENA + " Adena)");
	}
	else if (command.equals("deposit"))
	{
		if (activeChar.getInventory().getInventoryItemCount(57, 0) >= Config.BANKING_SYSTEM_ADENA)
		{
			if (!activeChar.reduceAdena("Goldbar", Config.BANKING_SYSTEM_ADENA, activeChar, false))
			{
				return false;
			}
			activeChar.getInventory().addItem("Goldbar", 3470, Config.BANKING_SYSTEM_GOLDBARS, activeChar, null);
			activeChar.getInventory().updateDatabase();
			activeChar.sendMessage("Thank you, you now have " + Config.BANKING_SYSTEM_GOLDBARS + " Goldbar(s), and " + Config.BANKING_SYSTEM_ADENA + " less adena.");
		}
		else
		{
			activeChar.sendMessage("You do not have enough Adena to convert to Goldbar(s), you need " + Config.BANKING_SYSTEM_ADENA + " Adena.");
		}
	}
else if (command.eqals("upgradetattoo"))
{
		if (activeChar.getInventory().getInventoryItemCount(<old tatto id, 0) >= 1)
		{
			if (!activeChar.reduceAdena("UpgradedTattoo", 1, activeChar, false))
			{
				return false;
			}
			activeChar.getInventory().addItem("<tattoo name>", <tattoo id>, 1, activeChar, null);
			activeChar.getInventory().updateDatabase();
			activeChar.sendMessage("Your tattoo has been upgraded");
		}
		else
		{
			activeChar.sendMessage("Please get a normal tattoo first");
		}
	}
	else if (command.equals("deposit"))
	{
		if (activeChar.getInventory().getInventoryItemCount(57, 0) >= Config.BANKING_SYSTEM_ADENA)
		{
			if (!activeChar.reduceAdena("Goldbar", Config.BANKING_SYSTEM_ADENA, activeChar, false))
			{
				return false;
			}
			activeChar.getInventory().addItem("Goldbar", 3470, Config.BANKING_SYSTEM_GOLDBARS, activeChar, null);
			activeChar.getInventory().updateDatabase();
			activeChar.sendMessage("Thank you, you now have " + Config.BANKING_SYSTEM_GOLDBARS + " Goldbar(s), and " + Config.BANKING_SYSTEM_ADENA + " less adena.");
		}
		else
		{
			activeChar.sendMessage("You do not have enough Adena to convert to Goldbar(s), you need " + Config.BANKING_SYSTEM_ADENA + " Adena.");
		}
	}
	else if (command.equals("withdraw"))
	{
		if (activeChar.getInventory().getInventoryItemCount(3470, 0) >= Config.BANKING_SYSTEM_GOLDBARS)
		{
			if (!activeChar.destroyItemByItemId("Adena", 3470, Config.BANKING_SYSTEM_GOLDBARS, activeChar, false))
			{
				return false;
			}
			activeChar.getInventory().addAdena("Adena", Config.BANKING_SYSTEM_ADENA, activeChar, null);
			activeChar.getInventory().updateDatabase();
			activeChar.sendMessage("Thank you, you now have " + Config.BANKING_SYSTEM_ADENA + " Adena, and " + Config.BANKING_SYSTEM_GOLDBARS + " less Goldbar(s).");
		}
		else
		{
			activeChar.sendMessage("You do not have any Goldbars to turn into " + Config.BANKING_SYSTEM_ADENA + " Adena.");
		}
	}
	return true;
}

@Override
public String[] getVoicedCommandList()
{
	return _voicedCommands;
}
}

  • 0
Posted

I do this:

 

package silentium.gameserver.model.actor.instance;

import gnu.trove.map.hash.TIntIntHashMap;

import org.slf4j.Logger;
import org.slf4j.LoggerFactory;

import silentium.gameserver.data.cache.HtmCache;
import silentium.gameserver.data.multilang.MultilangHtmPath;
import silentium.gameserver.model.L2ItemInstance;
import silentium.gameserver.model.L2Skill;
import silentium.gameserver.model.actor.L2Character;
import silentium.gameserver.model.actor.L2Summon;
import silentium.gameserver.network.SystemMessageId;
import silentium.gameserver.network.serverpackets.ActionFailed;
import silentium.gameserver.network.serverpackets.NpcHtmlMessage;
import silentium.gameserver.network.serverpackets.SystemMessage;
import silentium.gameserver.tables.NpcBufferTable;
import silentium.gameserver.tables.SkillTable;
import silentium.gameserver.taskmanager.AttackStanceTaskManager;
import silentium.gameserver.templates.chars.L2NpcTemplate;


public class L2TattooMenagerInstance extends L2NpcInstance
{
private static final Logger _log = LoggerFactory.getLogger(L2TattooMenagerInstance.class.getName());

private static TIntIntHashMap pageVal = new TIntIntHashMap();

public L2TattooMenagerInstance(int objectId, L2NpcTemplate template)
{
	super(objectId, template);
}
@Override
public void onBypassFeedback(L2PcInstance player, String command)
{
	if (player == null)
	{
		return;
	}

	L2Character target = player;
	int npcId = getNpcId();

                            if (command.startsWith("upgrade"))
	{
		if (player.getInventory().getInventoryItemCount(10041, 0) >= 1)
		{
			player.destroyItemByItemId("Toti Tattoo Level 1", 10041, 1, player, false);
			player.getInventory().addItem("Toti Tattoo Level 2", 10042, 1, player, null);
			player.getInventory().updateDatabase();
			player.sendMessage("3lvl");
		}
		else if (player.getInventory().getInventoryItemCount(10042, 0) >= 1)
		{
			player.destroyItemByItemId("Toti Tattoo Level 2", 10042, 1, player, false);
			player.getInventory().addItem("Toti Tattoo Level 3", 10043, 1, player, null);
			player.getInventory().updateDatabase();
			player.sendMessage("4lvl");
		}
		else if (player.getInventory().getInventoryItemCount(10043, 0) >= 1)
		{
			player.destroyItemByItemId("Toti Tattoo Level 3", 10043, 1, player, false);
			player.getInventory().addItem("Toti Tattoo Level 4", 10044, 1, player, null);
			player.getInventory().updateDatabase();
			player.sendMessage("4lvl");
		}
		else if (player.getInventory().getInventoryItemCount(10044, 0) >= 1)
		{
			player.destroyItemByItemId("Toti Tattoo Level 4", 10044, 1, player, false);
			player.getInventory().addItem("Toti Tattoo Level 5", 10045, 1, player, null);
			player.getInventory().updateDatabase();
			player.sendMessage("5lvl");
		}
		else if (player.getInventory().getInventoryItemCount(10045, 0) >= 1)
		{
			player.destroyItemByItemId("Toti Tattoo Level 5", 10045, 1, player, false);
			player.getInventory().addItem("Toti Tattoo Level 6", 10046, 1, player, null);
			player.getInventory().updateDatabase();
			player.sendMessage("6lvl");
		}
		else if (player.getInventory().getInventoryItemCount(10046, 0) >= 1)
		{
			player.destroyItemByItemId("Toti Tattoo Level 6", 10046, 1, player, false);
			player.getInventory().addItem("Toti Tattoo Level 7", 10047, 1, player, null);
			player.getInventory().updateDatabase();
			player.sendMessage("7lvl");
		}
		else if (player.getInventory().getInventoryItemCount(10047, 0) >= 1);
		{
			player.sendMessage("Maximum");
		}
	}
}
}

 

and in html:

<a action="bypass -h npc_%objectId%_upgrade">Update</a></br>

 

Not working(

  • 0
Posted

where did you put that code? you tried the .upgrade voiced command?

I dont want voice command. I put in file L2TattooMenagerInstance.java, and file i put intro src\silentium\gameserver\model\actor\instance

I need: when in NPC dialog click button "Upgrade", event upgrade working and give my new tattoo

  • 0
Posted

you have to create a .py file for that like a scheme buffer or so. The one you created is just a simple voiced command

.py its a Pyton, i need a Java. And voiced command its a command in chat, no?

  • 0
Posted

But i need: when i click button "Update", in NPC dialog, my tattoo upgrade. Please help, maybe tutorial, how to do this

 

do a bypass of the voiced command they give you...

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