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By Alex bayev · Posted
L2jBayev Chronicle 3: Rise of Darkness – AiEngine Edition In short: this is a C3 build with a full-fledged AI engine, live mercenaries, a built-in quiz, a “personal account” in the Community Board, and server logic neatly distributed across thread pools. The project is about a living world without lags : bots farm, communicate, gather parties, teleport along routes, and the server remains cold and stable. What's inside (the most delicious) 1) Full-fledged AI engine for characters Behavior types: farming ( FarmAI ), combat ( CombatAI ), party logic ( PartyAI ), trading/walking ( TraderAI / WalkerAI ), support roles (healer, etc.). Class profiles: for mages/archers/daggers, etc., “smart” skill rotations, distance control, sleep/save skills, healing, loot pickup, etc. are implemented (see examples of classes like SpellSingerAI , NecromancerAI , etc.). Self-healing and teleports: when dying, the bot goes through a sequence of steps without sleep()- via AITaskSequence + AITeleportToLocTask , searches for the nearest gatekeeper and teleports via TeleportationManager with routes depending on the level. Auto-support: auto-nipples, arrows/bones, smart auto-proceduring of buffs and auto-banks CP/HP/MP with thresholds - all sewn into the auxiliary EtcPlayersAi . Chat context: ChatManagerAi processes mentions, makes responses with delays (anti-flood), supports party chat and “human” reaction. Understanding: ChatManagerAi system processes the dialogue, bots remember your aggression and insults, they start to respond less often to modern users, stop accepting or inviting to a group (party) and when it goes beyond the peak they will simply merge you, and every time they see you on the PC, there is an opportunity to measure more often, communicate respectfully and beautifully, in general, a “human” reaction. Why a player/admin needs this: bots actually “live”, farm and interact, and don’t just stand on macros. This is a great background for online and PvE action. 2) Mercenaries (Mercenary system) Full-fledged companion character : L2MercenaryInstance with its own MercenaryAI (movement, attack, support, consumables, shots). Behavior modes: DEFENDER / SUPPORT / PASSIVE - switchable to suit your playing style. Progress and trust: the mercenary's trust/exp/level grows , skills are learned according to the MercenarySkillTree (conditions are based on the trust or level of the owner). Templates and equipment: via MercenaryTemplateTable and spawner - model/weapon/type are selected. Social: MercenarySpeechManager - a set of speeches; the mercenary "comes to life" in the chat. Premium Link: Premium account owners give the mercenary additional trust (faster progress). Why: This is not a dummy pet, but a playful companion with modes, training and “character”. 3) Quiz (event viktorina ) Rounds according to schedule: pre-launch with announcements (minutes/seconds before start), registration .reg, auto-opening of the window. Multiple choice questions: question + set of answer buttons; fair processing, timings, question change. Tops and history: results table, statistics, neat UI via HTML assembly. Flexible control: you can start immediately or set a delayed start (notification package 5/2/1 min, etc.). Why: regular activity for players, “social entertainment” module right in the build. 4) Personal account in Community Board KB managers: buff cabinet, teleports, clans/forums/mail/friends, tops (PK/PvP/wealth/players), character repair, viewing skill trees , etc. Premium logic: some services/mail are limited by premium; premium also affects the visual (nickname color) and bonuses (see effect on mercenary). Single sign-on: all in one place, no team chaos. Why: conveniently manage your character and services without going into the console or installing third-party mods. Why is the system technically valuable? Minimum load and stability Separated thread pools: AI logic, hunting, teleports, chat - on separate onesScheduledExecutorService ( AI_THREAD_POOL , MONSTER_HUNT_POOL , TELEPORT_POOL , CHAT_POOL ). No "freezing": task sequencers (teleport/recovery) work through the scheduler, not Thread.sleep(). Bot limitation: protection against overload via thresholds/counters - “extra” bots do not start. One bot - one sequence: AITaskManager ensures that the character does not have parallel conflicting tasks. Smoothing out peaks: starting tasks with offsets so that there are no simultaneous “ticks” of hundreds of bots. Monitoring/logs: own loggers (separate files for info/errors/processes/chats), CPU load monitoring. Bottom line: the build is designed for “thick online” and mass activities without TPS failures . Additional Features Auto-alliances for farming: party logic invites suitable players (checking level/equipment/clan flags), there are “human” responses to requests. Sub/class management: out of the box helpers for changing class/subclass, auto-learning of necessary skills and selection of equipment by level. Security/protection: secondary PIN/picture password support (used in KB/voiced commands; optional). Premium accounts: privileges in KB/mail/visual and synergy with mercenary progress. Ready-made services: tops, auctions/mail, teleports from KB, buff rooms, repairs, viewing skill trees, etc. Who is this build for? Freeshare/project admins who want a living world “from the pack”: bots and mercenaries provide a constant background of activity. Players who value convenience: personal account, premium services, events and a mercenary companion. Developers who want a clean, predictable backend with thread pools and a neat task model without “magic”. How it differs from standard assemblies Not macros - AI profiles with “brains”: rotations, positioning, healing, decision making. Not a decoration pet - a mercenary with his own modes, progress, skill tree and lines. Not a faceless gamemod - an event quiz with UI, schedule, tops. No chaos in flows - strict pools, planning and task managers designed for online and growth. No separate scripts - a single personal account in KB for most activities. TL;DR (one paragraph for the project card) AiEngine C3 is a build with live AI, smart bots, mercenaries (modes/progress/skills), built-in quiz, premium logic and a convenient personal account in KB. Under the hood are distributed thread pools and task managers without sleep(), so even with a dense online the server remains stable and responsive. Additionally add - there is still a lot of interesting things command .assassin or shift+target (order murder), shift+target for admins on AI characters for control, admin panel is completely rewritten, many additional functions, mercenaries change their appearance depending on trust, deepseek and chatGPT system is connected for communication of characters like real players, GPT - for newer java, there is still a very large list of fixes after the last versions, a lot has been fixed, including height coordinates (Z) geo-Squares, pathfinding, visibility through obstacles, fix pet summons, trade packages, shop packages, many effects, quests (including the original ones like nipples, etc.), Ai behavior of NPC and RB monsters, absolutely all epics have been transferred to AiLoader no longer in python scripts. Attention! The server is suitable for both classic mode and PvP format, as well as with various mods. Absolutely everything is configured in the configurations to suit your taste and purposes of use. It is recommended to launch the server through L2ServerControl (simplifies management and control of processes). Download Servers: Chronicle 3 Server Chronicle 4 Test Upgraded Server Full Desc & screens: Post & Screens c3 Post & Desc c4 -
By HoldOnch1k · Posted
🎃 HALLOWEEN EVENT 🎃 ‼️ Information and details: https://forum.l2harbor.com/threads/halloween-event-fall-harvest-30-10-07-11.8265/post-168620
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Topics

Question
nikosdevil20
kalispera members..exw enan buffer kai thelw na ton ftiaxw otan einai flagged i incombat o player i regged oly na min mporeis na tou miliseis..an kapoios mporei na help..
EDIT:FIXED
import sys
from java.lang import System
from java.util import Iterator
from com.l2jserver import Config
from com.l2jserver.gameserver.model.quest import State
from com.l2jserver.gameserver.model.quest import QuestState
from com.l2jserver.gameserver.model.quest.jython import QuestJython as JQuest
from com.l2jserver.gameserver.instancemanager import QuestManager
from com.l2jserver import L2DatabaseFactory
from com.l2jserver.gameserver.datatables import SkillTable
from com.l2jserver.gameserver.datatables import ItemTable
from com.l2jserver.gameserver.model.actor.instance import L2PcInstance
from com.l2jserver.gameserver.model.actor.instance import L2PetInstance
from com.l2jserver.gameserver.model.actor.instance import L2SummonInstance
from com.l2jserver.gameserver.network.serverpackets import SetSummonRemainTime
from com.l2jserver.gameserver.network.serverpackets import SetupGauge
QUEST_ID = 555
QUEST_NAME = "NPCBuffer"
QUEST_DESCRIPTION = "custom"
QUEST_LOADING_INFO = str(QUEST_ID)+"_"+QUEST_NAME
NPC_ID = 555
TITLE_NAME = "*L2 PvP*"
SCRIPT_RELOAD = True
ENABLE_VIP_BUFFER = False
VIP_ACCESS_LEVEL = 50
ENABLE_BUFF_SECTION = True
ENABLE_SCHEME_SYSTEM = True
ENABLE_HEAL = True
ENABLE_BUFFS = True
ENABLE_RESIST = True
ENABLE_SONGS = True
ENABLE_DANCES = True
ENABLE_CHANTS = False
ENABLE_OTHERS = True
ENABLE_SPECIAL = True
ENABLE_CUBIC = False
ENABLE_BUFF_REMOVE = True
ENABLE_BUFF_SET = True
BUFF_WITH_KARMA = False
FREE_BUFFS = True
TIME_OUT = False
TIME_OUT_TIME = 2
MIN_LEVEL = 1
BUFF_REMOVE_PRICE = 100
HEAL_PRICE = 100
BUFF_PRICE = 100
RESIST_PRICE = 100
SONG_PRICE = 100
DANCE_PRICE = 100
CHANT_PRICE = 100
OTHERS_PRICE = 100
SPECIAL_PRICE = 100
CUBIC_PRICE = 100
BUFF_SET_PRICE = 100
SCHEME_BUFF_PRICE = 100
SCHEMES_PER_PLAYER = 4
CONSUMABLE_ID = 57
MAX_SCHEME_BUFFS = Config.BUFFS_MAX_AMOUNT
MAX_SCHEME_DANCES = Config.DANCES_MAX_AMOUNT
def rebuildMainHtml(st) :
MAIN_HTML_MESSAGE = "<html><head><title>"+TITLE_NAME+"</title></head><body><center><img src=\"L2UI_CH3.herotower_deco\" width=256 height=32><br>"; MESSAGE = ""
bottonA="Auto Buff";bottonB="Heal Me";bottonC="Rem. Buffs";i=0;j=0;Temp="<tr><td> </td> <td> </td></tr>";TRS = Temp.split(" ")
if st.getInt("Pet-On-Off") == 1:
bottonA="Auto Buff Pet";bottonB="Heal My Pet";bottonC="Rem. Pet Buffs"
MAIN_HTML_MESSAGE += "<button value=\"Pet Options\" action=\"bypass -h Quest " + QUEST_LOADING_INFO + " buffpet 0 0 0\" width=130 height=25 back=\"L2UI_ct1.button_df\" fore=\"L2UI_ct1.button_df\">"
else: MAIN_HTML_MESSAGE += "<button value=\"Char Options\" action=\"bypass -h Quest " + QUEST_LOADING_INFO + " buffpet 1 0 0\" width=130 height=25 back=\"L2UI_ct1.button_df\" fore=\"L2UI_ct1.button_df\">"
if ENABLE_BUFF_SECTION == True :
if ENABLE_BUFFS == True :
if i>2:i=0
MESSAGE += TRS+"<button value=\"Buffs\" action=\"bypass -h Quest " + QUEST_LOADING_INFO + " redirect view_buffs 0 0\" width=130 height=25 back=\"L2UI_ct1.button_df\" fore=\"L2UI_ct1.button_df\">"+TRS[i+1]
i+=2;j+=1
if ENABLE_RESIST == True :
if i>2:i=0
MESSAGE += TRS+"<button value=\"Resist\" action=\"bypass -h Quest " + QUEST_LOADING_INFO + " redirect view_resists 0 0\" width=130 height=25 back=\"L2UI_ct1.button_df\" fore=\"L2UI_ct1.button_df\">"+TRS[i+1]
i+=2;j+=1
if ENABLE_SONGS == True :
if i>2:i=0
MESSAGE += TRS+"<button value=\"Songs\" action=\"bypass -h Quest " + QUEST_LOADING_INFO + " redirect view_songs 0 0\" width=130 height=25 back=\"L2UI_ct1.button_df\" fore=\"L2UI_ct1.button_df\">"+TRS[i+1]
i+=2;j+=1
if ENABLE_DANCES == True :
if i>2:i=0
MESSAGE += TRS+"<button value=\"Dances\" action=\"bypass -h Quest " + QUEST_LOADING_INFO + " redirect view_dances 0 0\" width=130 height=25 back=\"L2UI_ct1.button_df\" fore=\"L2UI_ct1.button_df\">"+TRS[i+1]
i+=2;j+=1
if ENABLE_CHANTS == True :
if i>2:i=0
MESSAGE += TRS+"<button value=\"Chants\" action=\"bypass -h Quest " + QUEST_LOADING_INFO + " redirect view_chants 0 0\" width=130 height=25 back=\"L2UI_ct1.button_df\" fore=\"L2UI_ct1.button_df\">"+TRS[i+1]
i+=2;j+=1
if ENABLE_SPECIAL == True :
if i>2:i=0
MESSAGE += TRS+"<button value=\"Special\" action=\"bypass -h Quest " + QUEST_LOADING_INFO + " redirect view_special 0 0\" width=130 height=25 back=\"L2UI_ct1.button_df\" fore=\"L2UI_ct1.button_df\">"+TRS[i+1]
i+=2;j+=1
if ENABLE_OTHERS == True :
if i>2:i=0
MESSAGE += TRS+"<button value=\"Others\" action=\"bypass -h Quest " + QUEST_LOADING_INFO + " redirect view_others 0 0\" width=130 height=25 back=\"L2UI_ct1.button_df\" fore=\"L2UI_ct1.button_df\">"+TRS[i+1]
i+=2;j+=1
if ENABLE_CUBIC == True:
if i>2:i=0
MESSAGE += TRS+"<button value=\"Cubics\" action=\"bypass -h Quest " + QUEST_LOADING_INFO + " redirect view_cubic 0 0\" width=130 height=25 back=\"L2UI_ct1.button_df\" fore=\"L2UI_ct1.button_df\">"+TRS[i+1]
i+=2;j+=1
if ENABLE_BUFF_SET == True :
if i>2:i=0
MESSAGE += TRS+"<button value=\""+bottonA+"\" action=\"bypass -h Quest " + QUEST_LOADING_INFO + " castBuffSet 0 0 0\" width=130 height=25 back=\"L2UI_ct1.button_df\" fore=\"L2UI_ct1.button_df\">"+TRS[i+1]
i+=2;j+=1
if ENABLE_HEAL == True :
if i>2:i=0
MESSAGE += TRS+"<button value=\""+bottonB+"\" action=\"bypass -h Quest " + QUEST_LOADING_INFO + " heal 0 0 0\" width=130 height=25 back=\"L2UI_ct1.button_df\" fore=\"L2UI_ct1.button_df\">"+TRS[i+1]
i+=2;j+=1
if ENABLE_BUFF_REMOVE == True:
if i>2:i=0
MESSAGE += TRS+"<button value=\""+bottonC+"\" action=\"bypass -h Quest " + QUEST_LOADING_INFO + " removeBuffs 0 0 0\" width=130 height=25 back=\"L2UI_ct1.button_df\" fore=\"L2UI_ct1.button_df\">"+TRS[i+1]
i+=2;j+=1
if j == 1: MAIN_HTML_MESSAGE+= MESSAGE + "<br>"
else: MAIN_HTML_MESSAGE+= "<table>" + MESSAGE + "</table><br>"
if ENABLE_SCHEME_SYSTEM == True :
MAIN_HTML_MESSAGE += generateScheme(st)
if st.getPlayer().isGM() :
MAIN_HTML_MESSAGE += "<br><button value=\"Manage Buffs\" action=\"bypass -h Quest " + QUEST_LOADING_INFO + " redirect manage_buffs 0 0\" width=130 height=25 back=\"L2UI_ct1.button_df\" fore=\"L2UI_ct1.button_df\">"
MAIN_HTML_MESSAGE += "<br><font color=\"303030\">Edited by Z!T!oN</font>"
MAIN_HTML_MESSAGE += "</center></body></html>"
return MAIN_HTML_MESSAGE
def generateScheme(st) :
schemeName = []
schemeId = []
HTML = ""
conn=L2DatabaseFactory.getInstance().getConnection()
rss = conn.prepareStatement("SELECT * FROM buffer_scheme_list WHERE player_id="+str(st.getPlayer().getObjectId()))
action=rss.executeQuery()
while (action.next()) :
try :
schemeName += [action.getString("scheme_name")]
schemeId += [action.getString("id")]
except : print "Query error!"
try : conn.close()
except : pass
if len(schemeName) > 0:
MESSAGE = ""
i=0;j=0;Temp="<tr><td> </td> <td> </td></tr>";TRS = Temp.split(" ")
while i <= len(schemeName) - 1:
if j>2:j=0
MESSAGE += TRS[j]+"<button value=\""+schemeName+"\" action=\"bypass -h Quest "+QUEST_LOADING_INFO+" cast "+schemeId+" x x\" width=130 height=25 back=\"L2UI_ct1.button_df\" fore=\"L2UI_ct1.button_df\">"+TRS[j+1]
i+=1;j+=2
if i == 1: HTML+= MESSAGE + "<br>"
else: HTML+= "<table>" + MESSAGE + "</table><br>"
if len(schemeName) < SCHEMES_PER_PLAYER :
HTML += "<table><tr><td><button value=\"Create\" action=\"bypass -h Quest "+QUEST_LOADING_INFO+" create_1 x x x\" width=85 height=25 back=\"L2UI_ct1.button_df\" fore=\"L2UI_ct1.button_df\"></td>"
else : HTML += "<table width=100><tr>"
if len(schemeName) > 0 :
HTML += "<td><button value=\"Edit\" action=\"bypass -h Quest "+QUEST_LOADING_INFO+" edit_1 x x x\" width=85 height=25 back=\"L2UI_ct1.button_df\" fore=\"L2UI_ct1.button_df\"></td>"
HTML += "<td><button value=\"Delete\" action=\"bypass -h Quest "+QUEST_LOADING_INFO+" delete_1 x x x\" width=85 height=25 back=\"L2UI_ct1.button_df\" fore=\"L2UI_ct1.button_df\"></td></tr></table>"
else : HTML += "</tr></table>"
return HTML
def reloadPanel(st) :
HTML_MESSAGE = "<html><head><title>"+TITLE_NAME+"</title></head><body><center><img src=\"L2UI_CH3.herotower_deco\" width=256 height=32><br>"
HTML_MESSAGE += "<font color=\"303030\">"+TITLE_NAME+"</font><br>"
HTML_MESSAGE += "<img src=\"L2UI.SquareGray\" width=250 height=1><br>"
HTML_MESSAGE += "<table width=260 border=0 bgcolor=444444>"
HTML_MESSAGE += "<tr><td><br></td></tr>"
HTML_MESSAGE += "<tr><td align=\"center\"><font color=\"FFFFFF\">This option can be seen by GMs only and it<br1>allow to update any changes made in the<br1>script. You can disable this option in<br1>the settings section within the Script.<br><font color=\"LEVEL\">Do you want to update the SCRIPT?</font></font></td></tr>"
HTML_MESSAGE += "<tr><td></td></tr></table><br>"
HTML_MESSAGE += "<img src=\"L2UI.SquareGray\" width=250 height=1><br><br>"
HTML_MESSAGE += "<button value=\"Yes\" action=\"bypass -h Quest "+QUEST_LOADING_INFO+" reloadscript 1 0 0\" width=50 height=25 back=\"L2UI_ct1.button_df\" fore=\"L2UI_ct1.button_df\">"
HTML_MESSAGE += "<button value=\"No\" action=\"bypass -h Quest "+QUEST_LOADING_INFO+" reloadscript 0 0 0\" width=50 height=25 back=\"L2UI_ct1.button_df\" fore=\"L2UI_ct1.button_df\">"
HTML_MESSAGE += "</center></body></html>"
return HTML_MESSAGE
def getitemname(st,itemval):
conn=L2DatabaseFactory.getInstance().getConnection()
itemidList = conn.prepareStatement("SELECT * FROM etcitem WHERE item_id="+str(itemval))
il=itemidList.executeQuery()
val = "No Name"
if il :
il.next()
try : val = il.getString("name")
except : pass
try : conn.close()
except: pass
return val
def getBuffCount(scheme) :
count = 0
conn=L2DatabaseFactory.getInstance().getConnection()
rss = conn.prepareStatement("SELECT * FROM buffer_scheme_contents WHERE scheme_id=\""+str(scheme)+"\"")
action=rss.executeQuery()
while (action.next()) :
try : count += 1
except : count = 0
try : conn.close()
except : pass
return count
def getBuffType(id) :
conn=L2DatabaseFactory.getInstance().getConnection()
act = conn.prepareStatement("SELECT buffType FROM buffer_buff_list WHERE buffId=? LIMIT 1")
act.setInt(1, int(id))
rs=act.executeQuery()
val = "none"
if rs :
rs.next()
try : val = rs.getString("buffType")
except : val = "none"
try : conn.close()
except: pass
return val
def isEnabled(id,level) :
conn=L2DatabaseFactory.getInstance().getConnection()
act = conn.prepareStatement("SELECT canUse FROM buffer_buff_list WHERE buffId=? AND buffLevel=? LIMIT 1")
act.setInt(1, int(id))
act.setInt(2, int(level))
rs=act.executeQuery()
val = "False"
if rs :
rs.next()
try : num = rs.getString("canUse")
except : pass
try : conn.close()
except: pass
if num == "1" : val = "True"
return val
def isUsed(scheme,id,level) :
count = 0; used = False
conn=L2DatabaseFactory.getInstance().getConnection()
rss = conn.prepareStatement("SELECT * FROM buffer_scheme_contents WHERE scheme_id=\""+str(scheme)+"\" AND skill_id=\""+str(id)+"\" AND skill_level=\""+str(level)+"\"")
action=rss.executeQuery()
used = False
while (action.next()) :
try : count += 1
except : count = 0
try : conn.close()
except : pass
if count > 0 : used = True
return used
def getclassbuff(id):
conn=L2DatabaseFactory.getInstance().getConnection()
getTipo = conn.prepareStatement("SELECT * FROM buffer_buff_list WHERE buffId=\""+id+"\"")
gt=getTipo.executeQuery()
val = 0
if gt :
gt.next()
try : val = gt.getInt("buff_class")
except : pass
try : conn.close()
except : pass
return val
def showText(st,type,text,buttonEnabled,buttonName,location) :
MESSAGE = "<html><head><title>"+TITLE_NAME+"</title></head><body><center><img src=\"L2UI_CH3.herotower_deco\" width=256 height=32><br>"
MESSAGE += "<font color=\"LEVEL\">"+type+"</font><br>"+text+"<br>"
if buttonEnabled == "True" :
MESSAGE += "<button value=\""+buttonName+"\" action=\"bypass -h Quest " + QUEST_LOADING_INFO + " redirect "+location+" 0 0\" width=100 height=22 back=\"L2UI_ct1.button_df\" fore=\"L2UI_ct1.button_df\">"
MESSAGE += "<font color=\"303030\">"+TITLE_NAME+"</font></center></body></html>"
st.playSound("ItemSound3.sys_shortage")
return MESSAGE
def ReloadConfig(st) :
try:
if QuestManager.getInstance().reload(QUEST_ID): st.player.sendMessage("The script and settings have been reloaded successfully.")
else: st.player.sendMessage("Script Reloaded Failed. you edited something wrong! :P, fix it and restart the server")
except: st.player.sendMessage("Script Reloaded Failed. you edited something wrong! :P, fix it and restart the server")
return rebuildMainHtml(st)
class Quest (JQuest) :
def __init__(self,id,name,descr): JQuest.__init__(self,id,name,descr)
def onAdvEvent (self,event,npc,player) :
st = player.getQuestState(QUEST_LOADING_INFO)
getpetbuff = 0
if st.getInt("Pet-On-Off") == 1: getpetbuff = 1
def createScheme() :
HTML = "<html><head><title>"+TITLE_NAME+"</title></head><body><center><img src=\"L2UI_CH3.herotower_deco\" width=256 height=32><br><br>You MUST seprerate new words with a dot (.)<br><br>Scheme name: <edit var=\"name\" width=100><br><br>"
HTML += "<button value=\"Create Scheme\" action=\"bypass -h Quest "+QUEST_LOADING_INFO+" create $name no_name x x\" width=200 height=20 back=\"L2UI_ct1.button_df\" fore=\"L2UI_ct1.button_df\">"
HTML += "<br><button value=\"Back\" action=\"bypass -h Quest " + QUEST_LOADING_INFO + " redirect main 0 0\" width=100 height=20 back=\"L2UI_ct1.button_df\" fore=\"L2UI_ct1.button_df\">"
HTML += "<br><font color=\"303030\">"+TITLE_NAME+"</font></center></body></html>"
return HTML
def deleteScheme() :
HTML = "<html><head><title>"+TITLE_NAME+"</title></head><body><center><img src=\"L2UI_CH3.herotower_deco\" width=256 height=32><br>Available schemes:<br><br>"
conn=L2DatabaseFactory.getInstance().getConnection()
rss = conn.prepareStatement("SELECT * FROM buffer_scheme_list WHERE player_id="+str(st.getPlayer().getObjectId()))
action=rss.executeQuery()
while (action.next()) :
try : HTML += "<button value=\""+action.getString("scheme_name")+"\" action=\"bypass -h Quest "+QUEST_LOADING_INFO+" delete_c "+action.getString("id")+" "+action.getString("scheme_name")+" x\" width=200 height=25 back=\"L2UI_ct1.button_df\" fore=\"L2UI_ct1.button_df\">"
except : print "Query error!"
try : conn.close()
except : pass
HTML += "<br><button value=\"Back\" action=\"bypass -h Quest " + QUEST_LOADING_INFO + " redirect main 0 0\" width=100 height=20 back=\"L2UI_ct1.button_df\" fore=\"L2UI_ct1.button_df\">"
HTML += "<br><font color=\"303030\">"+TITLE_NAME+"</font></center></body></html>"
return HTML
def editScheme() :
name = ""; id = ""
HTML = "<html><head><title>"+TITLE_NAME+"</title></head><body><center><img src=\"L2UI_CH3.herotower_deco\" width=256 height=32><br>Select a scheme that you would like to manage:<br><br>"
conn=L2DatabaseFactory.getInstance().getConnection()
rss = conn.prepareStatement("SELECT * FROM buffer_scheme_list WHERE player_id="+str(st.getPlayer().getObjectId()))
action=rss.executeQuery()
while (action.next()) :
try :
name = action.getString("scheme_name")
id = action.getString("id")
HTML += "<button value=\""+name+"\" action=\"bypass -h Quest "+QUEST_LOADING_INFO+" manage_scheme_select "+id+" x x\" width=200 height=20 back=\"L2UI_ct1.button_df\" fore=\"L2UI_ct1.button_df\">"
except : print "Query error!"
try : conn.close()
except : pass
HTML += "<br><button value=\"Back\" action=\"bypass -h Quest " + QUEST_LOADING_INFO + " redirect main 0 0\" width=100 height=20 back=\"L2UI_ct1.button_df\" fore=\"L2UI_ct1.button_df\">"
HTML += "<br><font color=\"303030\">"+TITLE_NAME+"</font></center></body></html>"
return HTML
def getOptionList(scheme) :
Bcount = getBuffCount(scheme)
HTML = "<html><head><title>"+TITLE_NAME+"</title></head><body><center><img src=\"L2UI_CH3.herotower_deco\" width=256 height=32><br>There are <font color=\"LEVEL\">"+str(Bcount)+"</font> buffs in current scheme!<br><br>"
if Bcount < MAX_SCHEME_BUFFS + MAX_SCHEME_DANCES:
HTML += "<button value=\"Add buffs\" action=\"bypass -h Quest "+QUEST_LOADING_INFO+" manage_scheme_1 "+str(scheme)+" 1 x\" width=200 height=20 back=\"L2UI_ct1.button_df\" fore=\"L2UI_ct1.button_df\">"
if Bcount > 0 :
HTML += "<button value=\"Remove buffs\" action=\"bypass -h Quest "+QUEST_LOADING_INFO+" manage_scheme_2 "+str(scheme)+" 1 x\" width=200 height=25 back=\"L2UI_ct1.button_df\" fore=\"L2UI_ct1.button_df\">"
HTML += "<br><button value=\"Back\" action=\"bypass -h Quest " + QUEST_LOADING_INFO + " edit_1 0 0 0\" width=100 height=20 back=\"L2UI_ct1.button_df\" fore=\"L2UI_ct1.button_df\">"
HTML += "<button value=\"Home\" action=\"bypass -h Quest " + QUEST_LOADING_INFO + " redirect main 0 0\" width=100 height=20 back=\"L2UI_ct1.button_df\" fore=\"L2UI_ct1.button_df\">"
HTML += "<br><font color=\"303030\">"+TITLE_NAME+"</font></center></body></html>"
return HTML
def buildHtml(buffType):
HTML_MESSAGE = "<html><head><title>"+TITLE_NAME+"</title></head><body><br>"
if FREE_BUFFS == True : HTML_MESSAGE += "<center>All buffs are for <font color=\"LEVEL\">free</font>!</center>"
else :
price = 0
if buffType == "buff" : price = BUFF_PRICE
if buffType == "resist" : price = RESIST_PRICE
if buffType == "song" : price = SONG_PRICE
if buffType == "dance" : price = DANCE_PRICE
if buffType == "chant" : price = CHANT_PRICE
if buffType == "others" : price = OTHERS_PRICE
if buffType == "special" : price = SPECIAL_PRICE
if buffType == "cubic" : price = CUBIC_PRICE
HTML_MESSAGE += "<center>All special buffs cost <font color=\"LEVEL\">"+str(price)+"</font> adena!</center>"
HTML_MESSAGE += "<table>"
conn=L2DatabaseFactory.getInstance().getConnection()
buffCount = 0; i = 0
getList = conn.prepareStatement("SELECT * FROM buffer_buff_list WHERE buffType=\""+buffType+"\" AND canUse=1")
rs=getList.executeQuery()
while (rs.next()) :
try : buffCount += 1
except : buffCount = 0
if buffCount == 0 : HTML_MESSAGE += "<center>No buffs are available at this moment!</center><br>"
else :
availableBuffs = []
getList = conn.prepareStatement("SELECT buffId,buffLevel FROM buffer_buff_list WHERE buffType=\""+buffType+"\" AND canUse=1 ORDER BY Buff_Class ASC, id")
rs=getList.executeQuery()
while (rs.next()) :
try :
bId = rs.getInt("buffId")
bLevel = rs.getInt("buffLevel")
bName = SkillTable.getInstance().getInfo(bId,bLevel).getName()
bName = bName.replace(" ","+")
availableBuffs += [bName+"_"+str(bId)+"_"+str(bLevel)]
except: HTML_MESSAGE += "Error loading buff list...<br>"
try : conn.close()
except : pass
avBuffs = len(availableBuffs)
format = "0000"
for avBuffs in availableBuffs :
buff = avBuffs
buff = buff.replace("_"," ")
buffSplit = buff.split(" ")
name = buffSplit[0]
id = int(buffSplit[1])
level = buffSplit[2]
name = name.replace("+"," ")
if id < 100 : format = "00"+str(id)
elif id > 99 and id < 1000 : format = "0"+str(id)
else :
if id > 4698 and id < 4701 : format = "1331"
elif id > 4701 and id < 4704 : format = "1332"
else: format = str(id)
i += 1
HTML_MESSAGE += "<tr><td><img src=\"Icon.skill"+format+"\" width=32 height=32></td><td><button value=\""+name+"\" action=\"bypass -h Quest " + QUEST_LOADING_INFO + " giveBuffs "+str(id)+" "+str(level)+" "+buffType+"\" width=235 height=32 back=\"L2UI_ct1.button_df\" fore=\"L2UI_ct1.button_df\"></td></tr>"
HTML_MESSAGE += "</table><br><center><button value=\"Back\" action=\"bypass -h Quest " + QUEST_LOADING_INFO + " redirect main 0 0\" width=100 height=20 back=\"L2UI_ct1.button_df\" fore=\"L2UI_ct1.button_df\"></center>"
HTML_MESSAGE += "<br><font color=\"303030\">"+TITLE_NAME+"</font></body></html>"
return HTML_MESSAGE
def generateQuery(case,case2) :
aa = 1; count = 0; qry = ""; buffTypes = []
if ENABLE_BUFFS == True and case < MAX_SCHEME_BUFFS:
count += 1
buffTypes += ["\"buff\""]
if ENABLE_RESIST == True and case < MAX_SCHEME_BUFFS:
count += 1
buffTypes += ["\"resist\""]
if ENABLE_SONGS == True and case2 < MAX_SCHEME_DANCES:
count += 1
buffTypes += ["\"song\""]
if ENABLE_DANCES == True and case2 < MAX_SCHEME_DANCES:
count += 1
buffTypes += ["\"dance\""]
if ENABLE_CHANTS == True and case < MAX_SCHEME_BUFFS:
count += 1
buffTypes += ["\"chant\""]
if ENABLE_OTHERS == True and case < MAX_SCHEME_BUFFS:
count += 1
buffTypes += ["\"others\""]
if ENABLE_SPECIAL == True and case < MAX_SCHEME_BUFFS:
count += 1
buffTypes += ["\"special\""]
while aa <= count :
if aa == count : qry += buffTypes[aa-1]
else : qry += buffTypes[aa-1]+","
aa += 1
return qry
def viewAllSchemeBuffs(scheme,page,action) :
def getBuffCount(scheme) :
count = 0; D_S_Count = 0; B_Count = 0
conn=L2DatabaseFactory.getInstance().getConnection()
rss = conn.prepareStatement("SELECT * FROM buffer_scheme_contents WHERE scheme_id=\""+str(scheme)+"\"")
action=rss.executeQuery()
while (action.next()) :
try :
val = action.getInt("buff_class")
count += 1
if val == 1 or val == 2: D_S_Count += 1
else: B_Count += 1
except : count = 0; D_S_Count = 0 ; B_Count = 0
res = str(count) + " " + str(B_Count) + " " + str(D_S_Count)
try : conn.close()
except : pass
return res
buffList = []
conn=L2DatabaseFactory.getInstance().getConnection()
count = 0; pc = 0; bll = 0; i = 0; buffsPerPage = 0; incPageCount = True; listOrder=""
HTML_MESSAGE = "<html><head><title>"+TITLE_NAME+"</title></head><body><br>"
eventSplit = getBuffCount(scheme).split(" ")
TOTAL_BUFF = int(eventSplit[0]); BUFF_COUNT = int(eventSplit[1]); DANCE_SONG = int(eventSplit[2])
if action == "add" :
HTML_MESSAGE += "<center>You can add <font color=\"LEVEL\">"+str(MAX_SCHEME_BUFFS - BUFF_COUNT)+"</font> Buffs and <font color=\"LEVEL\">"+str(MAX_SCHEME_DANCES - DANCE_SONG)+"</font> Dances more!</center>"
QUERY = "SELECT * FROM buffer_buff_list WHERE buffType IN ("+ generateQuery(BUFF_COUNT,DANCE_SONG) + ") AND canUse=1 ORDER BY Buff_Class ASC, id"
if action == "remove" :
HTML_MESSAGE += "<center>You have <font color=\"LEVEL\">"+str(BUFF_COUNT)+"</font> Buffs and <font color=\"LEVEL\">"+str(DANCE_SONG)+"</font> Dances</center>"
QUERY = "SELECT * FROM buffer_scheme_contents WHERE scheme_id="+str(scheme)+" ORDER BY Buff_Class ASC, id"
getBuffCount = conn.prepareStatement(QUERY)
rss = getBuffCount.executeQuery()
while (rss.next()) :
try :
if action == "add" :
name = SkillTable.getInstance().getInfo(rss.getInt("buffId"),rss.getInt("buffLevel")).getName()
name = name.replace(" ","+")
buffList += [name+"_"+str(rss.getInt("buffId"))+"_"+str(rss.getInt("buffLevel"))+"_"+str(page)]
if action == "remove" :
name = SkillTable.getInstance().getInfo(rss.getInt("skill_id"),rss.getInt("skill_level")).getName()
name = name.replace(" ","+")
buffList += [name+"_"+str(rss.getInt("skill_id"))+"_"+str(rss.getInt("skill_level"))+"_"+str(page)]
count = count + 1
except :
buffList = []
count = 0
try : conn.close()
except : pass
HTML_MESSAGE += "<table border=\"0\"><tr>"
buffsPerPage = 20
while incPageCount == True: # generating page count
if count < buffsPerPage : incPageCount = False
else : count = count - buffsPerPage
pc += 1
ii = 1
while ii <= pc :
if pc > 5 :
width = "25"
pageName = "P"
else :
width = "50"
pageName = "Page "
if action == "add" : HTML_MESSAGE += "<td width=\""+width+"\"><button value=\""+pageName+""+str(ii)+"\" action=\"bypass -h Quest " + QUEST_LOADING_INFO + " manage_scheme_1 "+str(scheme)+" "+str(ii)+" x\" width="+width+" height=20 back=\"L2UI_ct1.button_df\" fore=\"L2UI_ct1.button_df\"></td>"
if action == "remove" : HTML_MESSAGE += "<td width=\""+width+"\"><button value=\""+pageName+""+str(ii)+"\" action=\"bypass -h Quest " + QUEST_LOADING_INFO + " manage_scheme_2 "+str(scheme)+" "+str(ii)+" x\" width="+width+" height=20 back=\"L2UI_ct1.button_df\" fore=\"L2UI_ct1.button_df\"></td>"
ii += 1
HTML_MESSAGE += "</tr></center></table>"
value = ""; bll = len(buffList); j = 0; k=0
if buffsPerPage*int(page) > bll : j = bll
else : j = buffsPerPage*int(page)
i = buffsPerPage*int(page)-buffsPerPage
while i < j :
value = buffList
value = value.replace("_"," ")
extr = value.split(" ")
name = extr[0]
name = name.replace("+"," ")
id = int(extr[1])
level = extr[2]
page = int(extr[3])
if id < 100 : format = "00"+str(id)
elif id > 99 and id < 1000 : format = "0"+str(id)
else :
if id > 4698 and id < 4701 : format = "1331"
elif id > 4701 and id < 4704 : format = "1332"
else: format = str(id)
if action == "add":
if isUsed(scheme,id,level) == False:
if k % 2 != 0 : HTML_MESSAGE += "<table border=\"0\" bgcolor=333333>"
else : HTML_MESSAGE += "<table border=\"0\" bgcolor=292929>"
HTML_MESSAGE += "<tr><td width=\"35\"><img src=\"Icon.skill"+format+"\" width=32 height=32></td><td width=\"170\">"+name+"</td><td><button value=\"Add\" action=\"bypass -h Quest "+QUEST_LOADING_INFO+" add_buff "+str(scheme)+"_"+str(id)+"_"+str(level)+" "+str(page)+" "+str(TOTAL_BUFF)+"\" width=65 height=25 back=\"L2UI_ct1.button_df\" fore=\"L2UI_ct1.button_df\"></td>"
HTML_MESSAGE += "</tr></table>"; k+=1
if action == "remove":
if k % 2 != 0 : HTML_MESSAGE += "<table border=\"0\" bgcolor=333333>"
else : HTML_MESSAGE += "<table border=\"0\" bgcolor=292929>"
HTML_MESSAGE += "<tr><td width=\"35\"><img src=\"Icon.skill"+format+"\" width=32 height=32></td><td width=\"170\">"+name+"</td><td><button value=\"Remove\" action=\"bypass -h Quest "+QUEST_LOADING_INFO+" remove_buff "+str(scheme)+"_"+str(id)+"_"+str(level)+" "+str(page)+" "+str(TOTAL_BUFF)+"\" width=65 height=25 back=\"L2UI_ct1.button_df\" fore=\"L2UI_ct1.button_df\"></td>"
HTML_MESSAGE += "</table>"; k+=1
i += 1
HTML_MESSAGE += "<br><br><center><button value=\"Back\" action=\"bypass -h Quest "+QUEST_LOADING_INFO+" manage_scheme_select "+str(scheme)+" x x\" width=100 height=20 back=\"L2UI_ct1.button_df\" fore=\"L2UI_ct1.button_df\"></center>"
HTML_MESSAGE += "<center><button value=\"Home\" action=\"bypass -h Quest " + QUEST_LOADING_INFO + " redirect main 0 0\" width=100 height=20 back=\"L2UI_ct1.button_df\" fore=\"L2UI_ct1.button_df\"></center>"
HTML_MESSAGE += "<br><center><font color=\"303030\">"+TITLE_NAME+"</font></center></body></html>"
return HTML_MESSAGE
def viewAllBuffTypes() :
HTML_MESSAGE = "<html><head><title>"+TITLE_NAME+"</title></head><body><center><img src=\"L2UI_CH3.herotower_deco\" width=256 height=32><br>"
HTML_MESSAGE += "<font color=\"LEVEL\">[buff management]</font><br>"
if ENABLE_BUFFS == True :
HTML_MESSAGE += "<button value=\"Buffs\" action=\"bypass -h Quest " + QUEST_LOADING_INFO + " edit_buff_list buff Buffs 1\" width=200 height=22 back=\"L2UI_ct1.button_df\" fore=\"L2UI_ct1.button_df\">"
if ENABLE_RESIST == True :
HTML_MESSAGE += "<button value=\"Resist Buffs\" action=\"bypass -h Quest " + QUEST_LOADING_INFO + " edit_buff_list resist Resists 1\" width=200 height=22 back=\"L2UI_ct1.button_df\" fore=\"L2UI_ct1.button_df\">"
if ENABLE_SONGS == True :
HTML_MESSAGE += "<button value=\"Songs\" action=\"bypass -h Quest " + QUEST_LOADING_INFO + " edit_buff_list song Songs 1\" width=200 height=22 back=\"L2UI_ct1.button_df\" fore=\"L2UI_ct1.button_df\">"
if ENABLE_DANCES == True :
HTML_MESSAGE += "<button value=\"Dances\" action=\"bypass -h Quest " + QUEST_LOADING_INFO + " edit_buff_list dance Dances 1\" width=200 height=22 back=\"L2UI_ct1.button_df\" fore=\"L2UI_ct1.button_df\">"
if ENABLE_CHANTS == True :
HTML_MESSAGE += "<button value=\"Chants\" action=\"bypass -h Quest " + QUEST_LOADING_INFO + " edit_buff_list chant Chants 1\" width=200 height=22 back=\"L2UI_ct1.button_df\" fore=\"L2UI_ct1.button_df\">"
if ENABLE_SPECIAL == True :
HTML_MESSAGE += "<button value=\"Special Buffs\" action=\"bypass -h Quest " + QUEST_LOADING_INFO + " edit_buff_list special Special_Buffs 1\" width=200 height=22 back=\"L2UI_ct1.button_df\" fore=\"L2UI_ct1.button_df\">"
if ENABLE_OTHERS == True :
HTML_MESSAGE += "<button value=\"Others Buffs\" action=\"bypass -h Quest " + QUEST_LOADING_INFO + " edit_buff_list others Others_Buffs 1\" width=200 height=22 back=\"L2UI_ct1.button_df\" fore=\"L2UI_ct1.button_df\">"
if ENABLE_CUBIC == True :
HTML_MESSAGE += "<button value=\"Cubics\" action=\"bypass -h Quest " + QUEST_LOADING_INFO + " edit_buff_list cubic cubic_Buffs 1\" width=200 height=22 back=\"L2UI_ct1.button_df\" fore=\"L2UI_ct1.button_df\">"
if ENABLE_BUFF_SET == True :
HTML_MESSAGE += "<button value=\"Buff Sets\" action=\"bypass -h Quest " + QUEST_LOADING_INFO + " edit_buff_list set Buff_Sets 1\" width=200 height=22 back=\"L2UI_ct1.button_df\" fore=\"L2UI_ct1.button_df\"><br>"
HTML_MESSAGE += "<button value=\"Back\" action=\"bypass -h Quest " + QUEST_LOADING_INFO + " redirect main 0 0\" width=100 height=20 back=\"L2UI_ct1.button_df\" fore=\"L2UI_ct1.button_df\">"
HTML_MESSAGE += "<br><font color=\"303030\">"+TITLE_NAME+"</font></center></body></html>"
return HTML_MESSAGE
def viewAllBuffs(type,typeName,page) :
buffList = []
conn=L2DatabaseFactory.getInstance().getConnection()
count = 0; pc = 0; bll = 0; i = 0; buffsPerPage = 0; formula = 0 ; incPageCount = True ; listOrder=""
HTML_MESSAGE = "<html><head><title>"+TITLE_NAME+"</title></head><body><center><img src=\"L2UI_CH3.herotower_deco\" width=256 height=32><br>"
typeName = typeName.replace("_"," ")
if type == "set" : QUERY = "SELECT * FROM buffer_buff_list WHERE buffType IN ("+generateQuery(0,0)+") AND canUse=1"
else : QUERY = "SELECT * FROM buffer_buff_list WHERE buffType=\""+type+"\""
getBuffCount = conn.prepareStatement(QUERY)
rss = getBuffCount.executeQuery()
while (rss.next()) :
try :
name = SkillTable.getInstance().getInfo(rss.getInt("buffId"),rss.getInt("buffLevel")).getName()
name = name.replace(" ","+")
usable = rss.getString("canUse")
forClass = rss.getString("forClass")
skill_id = rss.getString("buffId")
skill_level = rss.getString("buffLevel")
buffList += [name+"_"+forClass+"_"+str(page)+"_"+usable+"_"+skill_id+"_"+skill_level]
count = count + 1
except :
buffList = []
count = 0
try : conn.close()
except : pass
buffList.sort()
HTML_MESSAGE += "<font color=\"LEVEL\">[buff management - "+typeName+" - Page "+str(page)+"]</font><br><table border=\"0\"><tr>"
if type == "set" : buffsPerPage = 12
else : buffsPerPage = 20
while incPageCount == True:
if count < buffsPerPage : incPageCount = False
else : count -= buffsPerPage
pc += 1
ii = 1
typeName = typeName.replace(" ","_")
while ii <= pc :
if pc > 5 :
width = "25"
pageName = "P"
else :
width = "50"
pageName = "Page "
HTML_MESSAGE += "<td width=\""+width+"\"><button value=\""+pageName+""+str(ii)+"\" action=\"bypass -h Quest " + QUEST_LOADING_INFO + " edit_buff_list "+type+" "+typeName+" "+str(ii)+"\" width="+width+" height=20 back=\"L2UI_ct1.button_df\" fore=\"L2UI_ct1.button_df\"></td>"
ii += 1
HTML_MESSAGE += "</tr></table><br>"
value = ""; bll = len(buffList); j = 0
if buffsPerPage*int(page) > bll : j = bll
else : j = buffsPerPage*int(page)
i = buffsPerPage*int(page)-buffsPerPage
while i < j :
value = buffList
value = value.replace("_"," ")
extr = value.split(" ")
name = extr[0]
name = name.replace("+"," ")
forClass = int(extr[1])
page = extr[2]
usable = int(extr[3])
skillPos = extr[4]+"_"+extr[5]
if i % 2 != 0 : HTML_MESSAGE += "<table border=\"0\" bgcolor=333333>"
else : HTML_MESSAGE += "<table border=\"0\" bgcolor=292929>"
if type == "set" :
if forClass == 0 :
listOrder="List=\"Fighter;Mage;All;None;\""
if forClass == 1 :
listOrder="List=\"Mage;Fighter;All;None;\""
if forClass == 2 :
listOrder="List=\"All;Fighter;Mage;None;\""
if forClass == 3 :
listOrder="List=\"None;Fighter;Mage;All;\""
HTML_MESSAGE += "<tr><td width=\"145\">"+name+"</td><td width=\"70\"><combobox var=\"newSet"+str(i)+"\" width=70 "+listOrder+"></td>"
HTML_MESSAGE += "<td width=\"50\"><button value=\"Update\" action=\"bypass -h Quest " + QUEST_LOADING_INFO + " changeBuffSet "+str(skillPos)+" $newSet"+str(i)+" "+page+"\" width=50 height=20 back=\"L2UI_ct1.button_df\" fore=\"L2UI_ct1.button_df\"></td></tr>"
else :
HTML_MESSAGE += "<tr><td width=\"170\">"+name+"</td><td width=\"80\">"
if usable == 1 : HTML_MESSAGE += "<button value=\"Disable\" action=\"bypass -h Quest " + QUEST_LOADING_INFO + " editSelectedBuff "+skillPos+" 0-"+page+" "+type+"\" width=80 height=22 back=\"L2UI_ct1.button_df\" fore=\"L2UI_ct1.button_df\"></td></tr>"
elif usable == 0 : HTML_MESSAGE += "<button value=\"Enable\" action=\"bypass -h Quest " + QUEST_LOADING_INFO + " editSelectedBuff "+skillPos+" 1-"+page+" "+type+"\" width=80 height=22 back=\"L2UI_ct1.button_df\" fore=\"L2UI_ct1.button_df\"></td></tr>"
HTML_MESSAGE += "</table>"
i += 1
HTML_MESSAGE += "<br><br><button value=\"Back\" action=\"bypass -h Quest " + QUEST_LOADING_INFO + " redirect manage_buffs 0 0\" width=100 height=20 back=\"L2UI_ct1.button_df\" fore=\"L2UI_ct1.button_df\">"
HTML_MESSAGE += "<button value=\"Home\" action=\"bypass -h Quest " + QUEST_LOADING_INFO + " redirect main 0 0\" width=100 height=20 back=\"L2UI_ct1.button_df\" fore=\"L2UI_ct1.button_df\">"
HTML_MESSAGE += "<br><font color=\"303030\">"+TITLE_NAME+"</font></body></html>"
return HTML_MESSAGE
def manageSelectedBuff(buffPosId,canUseBuff) :
bpid = buffPosId.split("_")
bId= bpid[0]
bLvl= bpid[1]
conn=L2DatabaseFactory.getInstance().getConnection()
upd=conn.prepareStatement("UPDATE buffer_buff_list SET canUse=\""+canUseBuff+"\" WHERE buffId=\""+str(bId)+"\" AND buffLevel=\""+str(bLvl)+"\" LIMIT 1")
try :
upd.executeUpdate()
upd.close()
conn.close()
except :
try : conn.close()
except : pass
def manageSelectedSet(id,newVal,opt3) :
bpid = id.split("_")
bId= bpid[0]
bLvl= bpid[1]
conn=L2DatabaseFactory.getInstance().getConnection()
upd=conn.prepareStatement("UPDATE buffer_buff_list SET forClass=? WHERE buffId=? AND bufflevel=?")
upd.setString(1, newVal)
upd.setString(2, str(bId))
upd.setString(3, str(bLvl))
try :
upd.executeUpdate()
upd.close()
conn.close()
except :
try : conn.close()
except : pass
return viewAllBuffs("set","Buff Sets",str(opt3))
def addTimeout(gaugeColor,amount,offset) :
endtime = int((System.currentTimeMillis() + (amount * 1000))/1000)
st.set("blockUntilTime",str(endtime))
st.getPlayer().sendPacket(SetupGauge(gaugeColor, amount * 1000 + offset))
def heal(case) :
if case == 0:
st.getPlayer().getStatus().setCurrentHp(st.getPlayer().getStat().getMaxHp())
st.getPlayer().getStatus().setCurrentMp(st.getPlayer().getStat().getMaxMp())
st.getPlayer().getStatus().setCurrentCp(st.getPlayer().getStat().getMaxCp())
if case == 1 and st.player.getPet() != None :
st.player.getPet().getStatus().setCurrentHp(st.player.getPet().getStat().getMaxHp())
st.player.getPet().getStatus().setCurrentMp(st.player.getPet().getStat().getMaxMp())
try:
st.player.getPet().setCurrentFed(st.player.getPet().getMaxFed())
st.player.sendPacket(SetSummonRemainTime(st.player.getPet().getMaxFed(), st.player.getPet().getCurrentFed()))
except:
try:
st.player.getPet().decTimeRemaining(st.player.getPet().getTimeRemaining() - st.player.getPet().getTotalLifeTime())
st.player.sendPacket(SetSummonRemainTime(st.player.getPet().getTotalLifeTime(), st.player.getPet().getTimeRemaining()))
except: pass
eventSplit = event.split(" ")
event = eventSplit[0]
eventParam1 = eventSplit[1]
eventParam2 = eventSplit[2]
eventParam3 = eventSplit[3]
if event == "reloadscript":
if eventParam1 == "1": return ReloadConfig(st)
if eventParam1 == "0": return rebuildMainHtml(st)
if event == "redirect" :
if eventParam1 == "main" : return rebuildMainHtml(st)
if eventParam1 == "manage_buffs" : return viewAllBuffTypes()
if event == "buffpet" :
if int(System.currentTimeMillis()/1000) > st.getInt("blockUntilTime") :
st.set("Pet-On-Off",eventParam1)
if TIME_OUT == True: addTimeout(3,TIME_OUT_TIME/2,600)
return rebuildMainHtml(st)
if event == "create" :
con=L2DatabaseFactory.getInstance().getConnection()
param = eventParam1.replace("."," ")
if param == "no_name" :
return showText(st,"Info","Please, enter the scheme name!","True","Return","main")
else :
ins = con.prepareStatement("INSERT INTO buffer_scheme_list (player_id,scheme_name) VALUES (?,?)")
ins.setString(1, str(st.player.getObjectId()))
ins.setString(2, param)
try :
ins.executeUpdate()
ins.close()
con.close()
except : pass
return rebuildMainHtml(st)
if event == "delete" :
conn=L2DatabaseFactory.getInstance().getConnection()
rem=conn.prepareStatement("DELETE FROM buffer_scheme_list WHERE id=? LIMIT 1")
rem.setString(1, eventParam1)
try : rem.executeUpdate()
except : pass
rem=conn.prepareStatement("DELETE FROM buffer_scheme_contents WHERE scheme_id=?")
rem.setString(1, eventParam1)
try :
rem.executeUpdate()
rem.close()
conn.close()
except :
try : conn.close()
except : pass
return rebuildMainHtml(st)
if event == "delete_c" :
HTML = HTML_MESSAGE = "<html><head><title>"+TITLE_NAME+"</title></head><body><center><img src=\"L2UI_CH3.herotower_deco\" width=256 height=32><br>Do you really want to delete '"+eventParam2+"' scheme?<br><br>"
HTML += "<button value=\"Yes\" action=\"bypass -h Quest "+QUEST_LOADING_INFO+" delete "+eventParam1+" x x\" width=50 height=25 back=\"L2UI_ct1.button_df\" fore=\"L2UI_ct1.button_df\">"
HTML += "<button value=\"No\" action=\"bypass -h Quest "+QUEST_LOADING_INFO+" delete_1 x x x\" width=50 height=25 back=\"L2UI_ct1.button_df\" fore=\"L2UI_ct1.button_df\">"
HTML += "<br><font color=\"303030\">"+TITLE_NAME+"</font></center></body></html>"
return HTML
if event == "create_1" : return createScheme()
if event == "edit_1" : return editScheme()
if event == "delete_1" : return deleteScheme()
if event == "manage_scheme_1" : return viewAllSchemeBuffs(eventParam1,eventParam2,"add")
if event == "manage_scheme_2" : return viewAllSchemeBuffs(eventParam1,eventParam2,"remove")
if event == "manage_scheme_select" : return getOptionList(eventParam1)
if event == "remove_buff" :
event = eventParam1.split("_")
scheme = event[0]
skill = event[1]
level = event[2]
con=L2DatabaseFactory.getInstance().getConnection()
rem=con.prepareStatement("DELETE FROM buffer_scheme_contents WHERE scheme_id=? AND skill_id=? AND skill_level=? LIMIT 1")
rem.setString(1, scheme)
rem.setString(2, skill)
rem.setString(3, level)
try :
rem.executeUpdate()
rem.close()
con.close()
except : pass
temp=int(eventParam3) - 1
if temp <= 0 : HTML = getOptionList(scheme)
else : HTML = viewAllSchemeBuffs(scheme,eventParam2,"remove")
return HTML
if event == "add_buff" :
event = eventParam1.split("_")
scheme = event[0]
skill = event[1]
level = event[2]
idbuffclass = getclassbuff(skill)
con=L2DatabaseFactory.getInstance().getConnection()
ins = con.prepareStatement("INSERT INTO buffer_scheme_contents (scheme_id,skill_id,skill_level,buff_class) VALUES (?,?,?,?)")
ins.setString(1, str(scheme))
ins.setString(2, str(skill))
ins.setString(3, str(level))
ins.setString(4, str(idbuffclass))
try :
ins.executeUpdate()
ins.close()
con.close()
except : pass
temp = int(eventParam3) + 1
if temp >= MAX_SCHEME_BUFFS + MAX_SCHEME_DANCES : HTML = getOptionList(scheme)
else : HTML = viewAllSchemeBuffs(scheme,eventParam2,"add")
return HTML
if event == "edit_buff_list" :
return viewAllBuffs(eventParam1,eventParam2,eventParam3)
if event == "changeBuffSet" :
eventParam2 = eventParam2.replace("Fighter","0")
eventParam2 = eventParam2.replace("Mage","1")
eventParam2 = eventParam2.replace("All","2")
eventParam2 = eventParam2.replace("None","3")
return manageSelectedSet(eventParam1,eventParam2,eventParam3)
if event == "editSelectedBuff" :
eventParam2 = eventParam2.replace("-"," ")
split = eventParam2.split(" ")
action = split[0]
page = split[1]
manageSelectedBuff(eventParam1,action)
if eventParam3 == "buff" : typeName = "Buffs"
if eventParam3 == "resist" : typeName = "Resists"
if eventParam3 == "song" : typeName = "Songs"
if eventParam3 == "dance" : typeName = "Dances"
if eventParam3 == "chant" : typeName = "Chants"
if eventParam3 == "others" : typeName = "Others_Buffs"
if eventParam3 == "special" : typeName = "Special_Buffs"
if eventParam3 == "cubic" : typeName = "Cubics"
return viewAllBuffs(eventParam3,typeName,page)
if event == "viewSelectedConfig" : return viewSelectedConfig(eventParam1,eventParam2)
if event == "changeConfig" : return updateConfigValue(eventParam1,eventParam2,eventParam3)
if event == "redirect" :
if eventParam1 == "view_buffs" : return buildHtml("buff")
if eventParam1 == "view_resists" : return buildHtml("resist")
if eventParam1 == "view_songs" : return buildHtml("song")
if eventParam1 == "view_dances" : return buildHtml("dance")
if eventParam1 == "view_chants" : return buildHtml("chant")
if eventParam1 == "view_others" : return buildHtml("others")
if eventParam1 == "view_special" : return buildHtml("special")
if eventParam1 == "view_cubic" : return buildHtml("cubic")
if event == "heal" :
if int(System.currentTimeMillis()/1000) > st.getInt("blockUntilTime"):
if st.getQuestItemsCount(CONSUMABLE_ID) < HEAL_PRICE :
return showText(st,"Sorry","You don't have the enough items:<br>You need: <font color =\"LEVEL\">"+str(HEAL_PRICE)+" "+str(getitemname(st,CONSUMABLE_ID))+"!","False",0,0)
else :
if getpetbuff == 1 :
if st.player.getPet() != None : heal(getpetbuff)
else: return showText(st,"Info","You can't use the Pet's options.<br>Summon your pet first!","False","Return","main")
else : heal(getpetbuff)
st.takeItems(CONSUMABLE_ID,HEAL_PRICE)
if TIME_OUT == True: addTimeout(1,TIME_OUT_TIME/2,600)
return rebuildMainHtml(st)
return rebuildMainHtml(st)
if event == "removeBuffs" :
if int(System.currentTimeMillis()/1000) > st.getInt("blockUntilTime"):
if st.getQuestItemsCount(CONSUMABLE_ID) < BUFF_REMOVE_PRICE :
return showText(st,"Sorry","You don't have the enough items:<br>You need: <font color =\"LEVEL\">"+str(BUFF_REMOVE_PRICE)+" "+str(getitemname(st,CONSUMABLE_ID))+"!","False",0,0)
else :
if getpetbuff == 1 :
if st.player.getPet() != None : st.player.getPet().stopAllEffects()
else: return showText(st,"Info","You can't use the Pet's options.<br>Summon your pet first!","False","Return","main")
else :
st.getPlayer().stopAllEffects()
if st.player.getCubics() != None:
for cubic in st.player.getCubics().values():
cubic.stopAction()
st.player.delCubic(cubic.getId())
st.takeItems(CONSUMABLE_ID,BUFF_REMOVE_PRICE)
if TIME_OUT == True: addTimeout(2,TIME_OUT_TIME/2,600)
return rebuildMainHtml(st)
return rebuildMainHtml(st)
if event == "cast" :
if int(System.currentTimeMillis()/1000) > st.getInt("blockUntilTime") :
buffs = []; levels = []; id = 0; level = 0
conn=L2DatabaseFactory.getInstance().getConnection()
rss = conn.prepareStatement("SELECT * FROM buffer_scheme_contents WHERE scheme_id="+eventParam1+" ORDER BY id")
action=rss.executeQuery()
while (action.next()) :
try :
enabled = 1
id = int(action.getString("skill_id"))
level = int(action.getString("skill_level"))
skillType = getBuffType(id)
if skillType == "buff" :
if ENABLE_BUFFS == True :
if isEnabled(id,level) == "True" :
buffs += [id]
levels += [level]
if skillType == "resist" :
if ENABLE_RESIST == True :
if isEnabled(id,level) == "True" :
buffs += [id]
levels += [level]
if skillType == "song" :
if ENABLE_SONGS == True :
if isEnabled(id,level) == "True" :
buffs += [id]
levels += [level]
if skillType == "dance" :
if ENABLE_DANCES == True :
if isEnabled(id,level) == "True" :
buffs += [id]
levels += [level]
if skillType == "chant" :
if ENABLE_CHANTS == True :
if isEnabled(id,level) == "True" :
buffs += [id]
levels += [level]
if skillType == "others" :
if ENABLE_OTHERS == True :
if isEnabled(id,level) == "True" :
buffs += [id]
levels += [level]
if skillType == "special" :
if ENABLE_SPECIAL == True :
if isEnabled(id,level) == "True" :
buffs += [id]
levels += [level]
except : print "Query error!"
try : conn.close()
except : pass
if len(buffs) == 0 : return viewAllSchemeBuffs(eventParam1,1,"add")
else :
if FREE_BUFFS == False :
if st.getQuestItemsCount(CONSUMABLE_ID) < SCHEME_BUFF_PRICE :
return showText(st,"Sorry","You don't have the enough items:<br>You need: <font color =\"LEVEL\">"+str(SCHEME_BUFF_PRICE)+" "+str(getitemname(st,CONSUMABLE_ID))+"!","False",0,0)
i = 0
while i <= len(buffs) - 1 :
if getpetbuff == 0 : SkillTable.getInstance().getInfo(buffs,levels).getEffects(st.player,st.player)
else:
if st.player.getPet() != None : SkillTable.getInstance().getInfo(buffs,levels).getEffects(st.getPlayer().getPet(),st.getPlayer().getPet())
else: return showText(st,"Info","You can't use the Pet's options.<br>Summon your pet first!","False","Return","main")
i += 1
heal(getpetbuff)
st.takeItems(CONSUMABLE_ID,SCHEME_BUFF_PRICE)
if TIME_OUT == True: addTimeout(3,TIME_OUT_TIME,600)
return rebuildMainHtml(st)
else : return rebuildMainHtml(st)
if event == "giveBuffs" :
if eventParam3 == "buff" : cost = BUFF_PRICE
if eventParam3 == "resist" : cost = RESIST_PRICE
if eventParam3 == "song" : cost = SONG_PRICE
if eventParam3 == "dance" : cost = DANCE_PRICE
if eventParam3 == "chant" : cost = CHANT_PRICE
if eventParam3 == "others" : cost = OTHERS_PRICE
if eventParam3 == "special" : cost = SPECIAL_PRICE
if eventParam3 == "cubic" : cost = CUBIC_PRICE
if int(System.currentTimeMillis()/1000) > st.getInt("blockUntilTime") :
if FREE_BUFFS == False :
if st.getQuestItemsCount(CONSUMABLE_ID) < cost :
return showText(st,"Sorry","You don't have the enough items:<br>You need: <font color =\"LEVEL\">"+str(cost)+" "+str(getitemname(st,CONSUMABLE_ID))+"!","False",0,0)
skill=SkillTable.getInstance().getInfo(int(eventParam1),int(eventParam2))
if str(skill.getSkillType()) == "SUMMON":
if st.getQuestItemsCount(skill.getItemConsumeId()) < skill.getItemConsume():
return showText(st,"Sorry","You don't have the enough items:<br>You need: <font color =\"LEVEL\">"+str(skill.getItemConsume())+" "+str(getitemname(st,skill.getItemConsumeId()))+"!","False",0,0)
if getpetbuff == 0 :
if eventParam3 == "cubic" :
if st.player.getCubics() != None:
for cubic in st.player.getCubics().values():
cubic.stopAction()
st.player.delCubic(cubic.getId())
st.getPlayer().useMagic(SkillTable.getInstance().getInfo(int(eventParam1),int(eventParam2)),False,False)
else: SkillTable.getInstance().getInfo(int(eventParam1),int(eventParam2)).getEffects(st.getPlayer(),st.getPlayer())
else:
if eventParam3 == "cubic":
if st.player.getCubics() != None:
for cubic in st.player.getCubics().values():
cubic.stopAction()
st.player.delCubic(cubic.getId())
st.getPlayer().useMagic(SkillTable.getInstance().getInfo(int(eventParam1),int(eventParam2)),False,False)
else:
if st.player.getPet() != None : SkillTable.getInstance().getInfo(int(eventParam1),int(eventParam2)).getEffects(st.getPlayer().getPet(),st.getPlayer().getPet())
else: return showText(st,"Info","You can't use the Pet's options.<br>Summon your pet first!","False","Return","main")
st.takeItems(CONSUMABLE_ID,cost)
if TIME_OUT == True: addTimeout(3,TIME_OUT_TIME/10,600)
return buildHtml(eventParam3)
else : return buildHtml(eventParam3)
if event == "castBuffSet" :
if int(System.currentTimeMillis()/1000) > st.getInt("blockUntilTime") :
if FREE_BUFFS == False :
if st.getQuestItemsCount(CONSUMABLE_ID) < BUFF_SET_PRICE :
return showText(st,"Sorry","You don't have the enough items:<br>You need: <font color =\"LEVEL\">"+str(BUFF_SET_PRICE)+" "+str(getitemname(st,CONSUMABLE_ID))+"!","False",0,0)
buff_sets=[]; i = 0; player_class = 3
if st.getPlayer().isMageClass() : player_class = 1
else : player_class = 0
if getpetbuff == 0 :
conn=L2DatabaseFactory.getInstance().getConnection()
getSimilarNameCount = conn.prepareStatement("SELECT buffId,buffLevel FROM buffer_buff_list WHERE forClass IN (?,?) ORDER BY id ASC")
getSimilarNameCount.setString(1, str(player_class))
getSimilarNameCount.setString(2, "2")
rss = getSimilarNameCount.executeQuery()
while (rss.next()) :
try :
id = rss.getInt("buffId")
lvl = rss.getInt("buffLevel")
buff_sets += [id,lvl]
except : buff_sets = []
try: conn.close()
except: pass
while i <= len(buff_sets)-2 :
SkillTable.getInstance().getInfo(buff_sets,buff_sets[i+1]).getEffects(st.getPlayer(),st.getPlayer())
i += 2
else:
if st.player.getPet() != None :
i = 0
conn=L2DatabaseFactory.getInstance().getConnection()
getSimilarNameCount = conn.prepareStatement("SELECT buffId,buffLevel FROM buffer_buff_list WHERE forClass IN (?,?) ORDER BY id ASC")
getSimilarNameCount.setString(1, "0")
getSimilarNameCount.setString(2, "2")
rss = getSimilarNameCount.executeQuery()
while (rss.next()) :
try :
id = rss.getInt("buffId")
lvl = rss.getInt("buffLevel")
buff_sets += [id,lvl]
except : buff_sets = []
try: conn.close()
except: pass
while i <= len(buff_sets)-2 :
SkillTable.getInstance().getInfo(buff_sets,buff_sets[i+1]).getEffects(st.getPlayer().getPet(),st.getPlayer().getPet())
i += 2
else: return showText(st,"Info","You can't use the Pet's options.<br>Summon your pet first!","False","Return","main")
heal(getpetbuff)
st.takeItems(CONSUMABLE_ID,BUFF_SET_PRICE)
if TIME_OUT == True: addTimeout(3,TIME_OUT_TIME,600)
return rebuildMainHtml(st)
else : return rebuildMainHtml(st)
return rebuildMainHtml(st)
def onFirstTalk (self,npc,player):
st = player.getQuestState(QUEST_LOADING_INFO)
if not st : st = self.newQuestState(player)
if player.isGM():
if SCRIPT_RELOAD == True: return reloadPanel(st)
else: return rebuildMainHtml(st)
elif int(System.currentTimeMillis()/1000) > st.getInt("blockUntilTime"):
if ENABLE_VIP_BUFFER == False or player.getAccessLevel().getLevel() == VIP_ACCESS_LEVEL and ENABLE_VIP_BUFFER == True:
if BUFF_WITH_KARMA == False and player.getKarma() > 0 :
return showText(st,"Info","You have too much <font color=\"FF0000\">karma!</font><br>Come back,<br>when you don't have any karma!","False","Return","main")
elif st.player.getLevel() < MIN_LEVEL :
return showText(st,"Info","Your level is too low!<br>You have to be at least level <font color\"LEVEL\">"+str(MIN_LEVEL)+"</font>,<br>to use my services!","False","Return","main")
elif st.player.isInCombat() :
return showText(st,"Info","You can't buff while you are attacking!<br>Stop your fight and try again!","False","Return","main")
else: return rebuildMainHtml(st)
else: return showText(st,"Sorry","This buffer is only for VIP's!<br>Contact the administrator for more info!","False","Return","main")
else: return showText(st,"Sorry","You have to wait a while!<br>if you wish to use my services!","False","Return","main")
QUEST = Quest(QUEST_ID,QUEST_LOADING_INFO,QUEST_DESCRIPTION)
QUEST.addStartNpc(NPC_ID)
QUEST.addFirstTalkId(NPC_ID)
QUEST.addTalkId(NPC_ID)
Edited by nikosdevil200 answers to this question
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