Jump to content
  • 0

Stackable Scroll, Life Stone , Book of Giants


Question

Posted

Καλησπέρα τσακάλια του MaxCheaters.

Μπορεί να μου πει κάποιος πως μπορώ να κάνω τα Scroll και της Life Stone να είναι σε ένα Box ??

Project: L2JFrozen

 

Φωτογραφία

Shot00000.png

Recommended Posts

  • 0
Posted

Καλησπέρα τσακάλια του MaxCheaters.

Μπορεί να μου πει κάποιος πως μπορώ να κάνω τα Scroll και της Life Stone να είναι σε ένα Box ??

Project: L2JFrozen

 

Φωτογραφία

Shot00000.png

 

logika 9a vgalei bug, ala kane afto:

 

sta xml i sql isStackable true, kai meta pigene etcitemgrp vres tin ID tis LS kai kane copy ena line apo to scroll vale tin ID kai to Icon tis Ls kai ise etimos

  • 0
Posted

logika 9a vgalei bug, ala kane afto:

 

sta xml i sql isStackable true, kai meta pigene etcitemgrp vres tin ID tis LS kai kane copy ena line apo to scroll vale tin ID kai to Icon tis Ls kai ise etimos

 

Το έκανα αλλά ήθελε να ενεργοποιήσω το config για τα scroll...

# Scroll is Stackable?

ScrollStackable = True

Αλλά εγώ θέλω να κάνω και της Life Stone's και τα Book of Giant's

Βρήκα αυτό μέσα στα RequestEnchantItem.java

	if (Config.SCROLL_STACKABLE) {
		scroll = activeChar.getInventory().destroyItem("Enchant", scroll.getObjectId(), 1, activeChar, item);
	}
	else {
		scroll = activeChar.getInventory().destroyItem("Enchant", scroll, activeChar, item);
	}

Τι να γράψω για να γίνουν και η Life Stone's έτσι και τα Book of Giants ?

 

Shot00001.png

  • 0
Posted

ta packets ftene, den mporeis na kaneis kati... ikoniko einai sto kato kato den tis troei kai tis 50

  • 0
Posted

ta packets ftene, den mporeis na kaneis kati... ikoniko einai sto kato kato den tis troei kai tis 50

 

Δυστυχώς της τρώει όλες ;/

  • 0
Posted

Δυστυχώς της τρώει όλες ;/

 

stile moy to requestRefine apo client packets

  • 0
Posted

stile moy to requestRefine apo client packets

 

/* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2, or (at your option)
* any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
* 02111-1307, USA.
*
* http://www.gnu.org/copyleft/gpl.html
*/
package com.l2jfrozen.gameserver.network.clientpackets;

import com.l2jfrozen.Config;
import com.l2jfrozen.gameserver.datatables.xml.AugmentationData;
import com.l2jfrozen.gameserver.model.L2World;
import com.l2jfrozen.gameserver.model.actor.instance.L2ItemInstance;
import com.l2jfrozen.gameserver.model.actor.instance.L2PcInstance;
import com.l2jfrozen.gameserver.network.SystemMessageId;
import com.l2jfrozen.gameserver.network.serverpackets.ExVariationResult;
import com.l2jfrozen.gameserver.network.serverpackets.InventoryUpdate;
import com.l2jfrozen.gameserver.network.serverpackets.StatusUpdate;
import com.l2jfrozen.gameserver.network.serverpackets.SystemMessage;
import com.l2jfrozen.gameserver.templates.L2Item;
import com.l2jfrozen.gameserver.util.Util;

/**
* Format:(ch) dddd
* @author -Wooden-
*/
public final class RequestRefine extends L2GameClientPacket
{
private int _targetItemObjId;
private int _refinerItemObjId;
private int _gemstoneItemObjId;
private int _gemstoneCount;

@Override
protected void readImpl()
{
	_targetItemObjId = readD();
	_refinerItemObjId = readD();
	_gemstoneItemObjId = readD();
	_gemstoneCount = readD();
}

@Override
protected void runImpl()
{
	L2PcInstance activeChar = getClient().getActiveChar();
	if (activeChar == null)
		return;

	L2ItemInstance targetItem = (L2ItemInstance) L2World.getInstance().findObject(_targetItemObjId);
	L2ItemInstance refinerItem = (L2ItemInstance) L2World.getInstance().findObject(_refinerItemObjId);
	L2ItemInstance gemstoneItem = (L2ItemInstance) L2World.getInstance().findObject(_gemstoneItemObjId);

	if (targetItem == null || refinerItem == null || gemstoneItem == null || targetItem.getOwnerId() != activeChar.getObjectId() || refinerItem.getOwnerId() != activeChar.getObjectId() || gemstoneItem.getOwnerId() != activeChar.getObjectId() || activeChar.getLevel() < 46) // must be lvl 46
	{
		activeChar.sendPacket(new ExVariationResult(0, 0, 0));
		activeChar.sendPacket(new SystemMessage(SystemMessageId.AUGMENTATION_FAILED_DUE_TO_INAPPROPRIATE_CONDITIONS));
		return;
	}

	// unequip item
	if (targetItem.isEquipped())
	{
		activeChar.disarmWeapons();
	}

	if (TryAugmentItem(activeChar, targetItem, refinerItem, gemstoneItem))
	{
		int stat12 = 0x0000FFFF & targetItem.getAugmentation().getAugmentationId();
		int stat34 = targetItem.getAugmentation().getAugmentationId() >> 16;
		activeChar.sendPacket(new ExVariationResult(stat12, stat34, 1));
		activeChar.sendPacket(new SystemMessage(SystemMessageId.THE_ITEM_WAS_SUCCESSFULLY_AUGMENTED));
	}
	else
	{
		activeChar.sendPacket(new ExVariationResult(0, 0, 0));
		activeChar.sendPacket(new SystemMessage(SystemMessageId.AUGMENTATION_FAILED_DUE_TO_INAPPROPRIATE_CONDITIONS));
	}
}

boolean TryAugmentItem(L2PcInstance player, L2ItemInstance targetItem, L2ItemInstance refinerItem, L2ItemInstance gemstoneItem)
{
	if (targetItem.isAugmented() || targetItem.isWear())
	{
		player.sendMessage("You can't augment items while you wear it");
		return false;
	}

	if (player.isDead())
	{
		player.sendPacket(new SystemMessage(SystemMessageId.YOU_CANNOT_AUGMENT_ITEMS_WHILE_DEAD));
		return false;
	}

	if (player.isSitting())
	{
		player.sendPacket(new SystemMessage(SystemMessageId.YOU_CANNOT_AUGMENT_ITEMS_WHILE_SITTING_DOWN));
		return false;
	}

	if (player.isFishing())
	{
		player.sendPacket(new SystemMessage(SystemMessageId.YOU_CANNOT_AUGMENT_ITEMS_WHILE_FISHING));
		return false;
	}

	if (player.isParalyzed())
	{
		player.sendPacket(new SystemMessage(SystemMessageId.YOU_CANNOT_AUGMENT_ITEMS_WHILE_PARALYZED));
		return false;
	}

	if (player.getActiveTradeList() != null)
	{
		player.sendMessage("You cannot augment while trading");
		return false;
	}

	if (player.getPrivateStoreType() != L2PcInstance.STORE_PRIVATE_NONE)
	{
		player.sendPacket(new SystemMessage(SystemMessageId.YOU_CANNOT_AUGMENT_ITEMS_WHILE_A_PRIVATE_STORE_OR_PRIVATE_WORKSHOP_IS_IN_OPERATION));
		return false;
	}

	// check for the items to be in the inventory of the owner
	if (player.getInventory().getItemByObjectId(refinerItem.getObjectId()) == null)
	{
		Util.handleIllegalPlayerAction(player, "Warning!! Character " + player.getName() + " of account " + player.getAccountName() + " tried to refine an item with wrong LifeStone-id.", Config.DEFAULT_PUNISH);
		return false;
	}

	if (player.getInventory().getItemByObjectId(targetItem.getObjectId()) == null)
	{
		Util.handleIllegalPlayerAction(player, "Warning!! Character " + player.getName() + " of account " + player.getAccountName() + " tried to refine an item with wrong Weapon-id.", Config.DEFAULT_PUNISH);
		return false;
	}

	if (player.getInventory().getItemByObjectId(gemstoneItem.getObjectId()) == null)
	{
		Util.handleIllegalPlayerAction(player, "Warning!! Character " + player.getName() + " of account " + player.getAccountName() + " tried to refine an item with wrong Gemstone-id.", Config.DEFAULT_PUNISH);
		return false;
	}

	int itemGrade = targetItem.getItem().getItemGrade();
	int itemType = targetItem.getItem().getType2();
	int lifeStoneId = refinerItem.getItemId();
	int gemstoneItemId = gemstoneItem.getItemId();

	// is the refiner Item a life stone?
	if (lifeStoneId < 8723 || lifeStoneId > 8762)
		return false;

	// must be a weapon, must be > d grade
	// TODO: can do better? : currently: using isdestroyable() as a check for hero / cursed weapons
	if (itemGrade < L2Item.CRYSTAL_C || itemType != L2Item.TYPE2_WEAPON || !targetItem.isDestroyable())
		return false;

	// player must be able to use augmentation
	if (player.getPrivateStoreType() != L2PcInstance.STORE_PRIVATE_NONE || player.isDead() || player.isParalyzed() || player.isFishing() || player.isSitting())
		return false;

	int modifyGemstoneCount = _gemstoneCount;
	int lifeStoneLevel = getLifeStoneLevel(lifeStoneId);
	int lifeStoneGrade = getLifeStoneGrade(lifeStoneId);
	switch (itemGrade)
	{
		case L2Item.CRYSTAL_C:
			if (player.getLevel() < 46 || gemstoneItemId != 2130)
				return false;
			modifyGemstoneCount = 20;
			break;
		case L2Item.CRYSTAL_B:
			if (player.getLevel() < 52 || gemstoneItemId != 2130)
				return false;
			modifyGemstoneCount = 30;
			break;
		case L2Item.CRYSTAL_A:
			if (player.getLevel() < 61 || gemstoneItemId != 2131)
				return false;
			modifyGemstoneCount = 20;
			break;
		case L2Item.CRYSTAL_S:
			if (player.getLevel() < 76 || gemstoneItemId != 2131)
				return false;
			modifyGemstoneCount = 25;
			break;
	}

	// check if the lifestone is appropriate for this player
	switch (lifeStoneLevel)
	{
		case 1:
			if (player.getLevel() < 46)
				return false;
			break;
		case 2:
			if (player.getLevel() < 49)
				return false;
			break;
		case 3:
			if (player.getLevel() < 52)
				return false;
			break;
		case 4:
			if (player.getLevel() < 55)
				return false;
			break;
		case 5:
			if (player.getLevel() < 58)
				return false;
			break;
		case 6:
			if (player.getLevel() < 61)
				return false;
			break;
		case 7:
			if (player.getLevel() < 64)
				return false;
			break;
		case 8:
			if (player.getLevel() < 67)
				return false;
			break;
		case 9:
			if (player.getLevel() < 70)
				return false;
			break;
		case 10:
			if (player.getLevel() < 76)
				return false;
			break;
	}

	// Check if player has all gemstorne on inventory
	if (gemstoneItem.getCount() - modifyGemstoneCount < 0)
		return false;

	// consume the life stone
	if (!player.destroyItem("RequestRefine", refinerItem, null, false))
		return false;

	// consume the gemstones
	player.destroyItem("RequestRefine", _gemstoneItemObjId, modifyGemstoneCount, null, false);

	// generate augmentation
	targetItem.setAugmentation(AugmentationData.getInstance().generateRandomAugmentation(targetItem, lifeStoneLevel, lifeStoneGrade));

	// finish and send the inventory update packet
	InventoryUpdate iu = new InventoryUpdate();
	iu.addModifiedItem(targetItem);
	player.sendPacket(iu);

	StatusUpdate su = new StatusUpdate(player.getObjectId());
	su.addAttribute(StatusUpdate.CUR_LOAD, player.getCurrentLoad());
	player.sendPacket(su);

	return true;
}

private int getLifeStoneGrade(int itemId)
{
	itemId -= 8723;
	if (itemId < 10)
		return 0; // normal grade

	if (itemId < 20)
		return 1; // mid grade

	if (itemId < 30)
		return 2; // high grade

	return 3; // top grade
}

private int getLifeStoneLevel(int itemId)
{
	itemId -= 10 * getLifeStoneGrade(itemId);
	itemId -= 8722;
	return itemId;
}

@Override
public String getType()
{
	return "[C] D0:2C RequestRefine";
}
}

  • 0
Posted

// consume the life stone

if (!player.destroyItem("RequestRefine", refinerItem, null, false))

return false;

 

kanto

 

// consume the life stone

if (!player.destroyItem("RequestRefine", refinerItem, 1, null, false))

return false;

  • 0
Posted

	// consume the life stone
	if (!player.destroyItem("RequestRefine", refinerItem, null, false))
		return false;

kanto

	// consume the life stone
	if (!player.destroyItem("RequestRefine", refinerItem, 1, null, false))
		return false;

 

Και για τα Secret Book of Giants από που το κάνω ?

Δεν ξέρω της τοποθεσίες :/

  • 0
Posted

requestExEnchantSkill legete nomizw sta clientpackets, kane to idio

 

Αυτό είναι ?

				// ok
				player.destroyItem("Consume", spb, trainer, true);

Και θα το κάνω έτσι ?

				// ok
				player.destroyItem("Consume", spb, 1, trainer, true);

 

Και όταν περνάω το " 1," μου υπογραμμίζει με κόκκινο το destroyItem

Και στο Refine & στο ExEnchantSkill

  • 0
Posted

bump

 

ti bump re mlka, oute ena addItem den 3ereis na ftiaxneis ? ante model/itemcontainer/inventory.java kai stilto edw

Guest
This topic is now closed to further replies.


  • Posts

    • Продам комплекты (Custom Colour) Apella Сеты. Контакт со мной/Contact with me  Telegram. Custom Colour Apella Light YouTube Video
    • haha, I don't say it, chatgpt says it. discuss it with him if you have problems 😉 or sue chatgpt for lying, for example when he tells you that you are an idiot and tells you that I do things that are light years ahead of you.
    • hey i make enough to live comfortably you, on the other hand... doubt that'd be the case if you were as competent as you claim to be
    • all your doubts ask chatgpt, also ask what you could do yourself hahaha
    • This post originally appeared on MmoGah. Odin: Valhalla Rising is an ambitious open-world MMORPG developed with Unreal Engine 4, offering breathtaking visuals and immersive gameplay. I will share everything you need to know before starting it.     Re-rolling In Odin, re-rolling isn't a practical strategy. Unlike most gacha games, where it's common to reset for better initial pulls, Odin focuses heavily on long-term growth. The earlier you begin playing and developing your character, the more advantages you'll gain over time. Instead of spending your efforts on re-rolling for ideal equipment, it's better to dive in and start progressing right away.   Server Selection Before starting your character, selecting a server is a crucial step. Since Odin doesn't support cross-server gameplay, coordinating with your friends, family, or guildmates is essential to ensure everyone creates their characters on the same server. Take the time to plan with your group beforehand. After deciding on a server, your next major choice will be picking a class.   Class Breakdown Odin features four primary starting classes: Warrior, Sorceress, Rogue, and Priest. Each class comes with its own distinct playstyle and unique strengths, so choose wisely, as your selection is permanent. However, even free-to-play players can create up to three characters on one server, giving you the flexibility to try different options and find the one that matches your preferences.   Quest and Leveling Once your character is created, your initial objective is to work through the main questline. This acts as both a tutorial and a method for early leveling. Odin simplifies the process with a convenient quest button that handles navigation, starts dialogues, and even enables auto-combat. This user-friendly feature allows beginners to grasp the basics of the game without feeling overloaded.   Auto Combat and No Kill-steal Mode Auto combat is an essential feature in Odin, enabling your character to battle monsters autonomously. This system allows you to effortlessly gain experience and loot, even while you're busy studying, cooking, or unwinding. To optimize its use, activate the no-kill-steal mode. This setting prevents your character from targeting monsters already engaged by other players, helping you avoid conflicts or potential PvP situations. However, if a quest becomes difficult to complete due to overcrowded areas, you can temporarily disable this mode to overcome the obstacle and move forward.   Item Management and Potions Don't overlook the importance of consumable items, especially health potions. These can be purchased, along with buffs, from general merchants in villages, and they play a crucial role in improving your combat efficiency and ensuring your survival. Always aim to keep a full stock of HP potions and carry buffs that boost attack, defense, or regeneration in batches of 5-10 for convenience.   Once you've acquired your consumables, assign them to your quick slots located at the bottom center of the screen. Swiping down activates these slots, and items like potions will automatically be used when necessary, so you don't need to worry about them mid-battle. Keep a close eye on your potion reserves, as running out during a tough fight could leave you vulnerable before reaching a safe area. In the early stages of the game, it's better to return to town for a restock if supplies are low rather than risking unnecessary defeats. You can also enable notifications to alert you when your health or potion count drops too low—a handy feature for staying prepared if your attention is elsewhere.   Leveling and AFK Farming Once you've mastered the fundamentals, the next step is to focus on leveling up and enhancing your character. Gaining levels is your primary source of progression early on, as it not only improves your stats but also unlocks crucial game features and new abilities. At this stage, simply sticking to the main questline provides a reliable and efficient way to gain experience.   Additionally, Odin includes a highly convenient idle feature called AFK mode. This allows your character to keep farming for resources and experience even when the game is closed, with a maximum duration of 8 hours per day. It's an excellent option for making progress while you're asleep, commuting, or otherwise occupied.   Gear Upgrades When the time comes to improve your gear, the initial focus should be on upgrading from normal-grade equipment to high-grade items. These provide significantly better stats and can be enhanced further to increase their effectiveness. Enhancing requires enhancement stones and gold, but it's important to stay within the safe enhancement limit. Attempting upgrades beyond this limit carries the risk of destroying your gear if the enhancement fails. Stick to safe enhancements until you've gained more experience and accumulated spare equipment to mitigate potential losses.   Skill Purchases When you've accumulated enough gold, it's time to invest in skills. These are crucial for enhancing your combat abilities and provide key benefits tailored to your class, whether it's increasing damage output, improving healing capabilities, or adding valuable utility. Before purchasing, ensure your character meets the level prerequisites for each skill. Your ultimate goal will be progressing through and completing the main questline in Midgard as you continue to develop your character.   Unlocking Jotenheim Finishing this milestone grants you access to the next region, Jetunheim, unlocking a variety of new content and challenges. This marks your first significant achievement in the game and is an essential early objective to strive for as you progress.   Joining a Guild Joining a guild is a highly beneficial step in Odin. Guilds not only provide opportunities for social interaction and group activities but also offer passive bonuses that can significantly enhance your gameplay. Even if you're not particularly active socially, being part of any guild is advantageous. The guild feature becomes accessible after completing Chapter 4, Quest 19 of the main story.   Guilds provide various perks, including buffs that scale with the guild's level. Additionally, you can earn guild coins by contributing through donations, quest completions, or regular logins. These coins can be exchanged for valuable rewards, such as epic-grade armor. The more you actively contribute to your guild, the greater the overall benefits for both you and the guild itself. Joining early and staying involved will undoubtedly strengthen your progression in the game.   Conclusion Here is the end of this beginners' guide. I hope these tips will help you level fast in Odin.
  • Topics

×
×
  • Create New...