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How To Add ; In Html For The Buffer.


Question

Posted (edited)

Hello guys .

 

 

 

I want to do this in in my Buffer npc who know how?

 

 

 

Default :

 

<a action="bypass -h npc_%objectId%_getbuff 1204 130">

 

 

To work like This :

 

<a action="bypass -h npc_%objectId%_getbuff 1204 130;1003 130;1004 130">

if (actualCommand.equalsIgnoreCase("getbuff"))
    	{
    		if (buffid != 0 && !player.isDead())
    		{
    			SkillTable.getInstance().getInfo(buffid, bufflevel).getEffects(this, player);
    			broadcastPacket(new MagicSkillUse(this, player, buffid, bufflevel, 500, 0));
    			showChatWindow(player);
    		}
    	}

I try some methods but i failed ... :|

 

Project aCis.

Edited by Styx

5 answers to this question

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  • 0
Posted

I think it should be something like that:

    @Override
    public void onBypassFeedback(L2PcInstance player, String command)
    {
    	StringTokenizer st = new StringTokenizer(command, " ");
    	String actualCommand = st.nextToken();
    	
    	if (actualCommand.equalsIgnoreCase("getbuff"))
    	{
		String[] buffsArray = command.substring(actualCommand.length).trim().split(";");
		for(String buffString : buffsArray)
		{
			String[] idLevelString = buffString.split(" ");
			int buffid = Integer.parseInt(idLevelString[0]);
			int bufflevel = idLevelString.length > 1 ? Integer.parseInt(idLevelString[1]) : 1;
			
			if (buffid != 0 && !player.isDead())
			{
				SkillTable.getInstance().getInfo(buffid, bufflevel).getEffects(this, player);
				broadcastPacket(new MagicSkillUse(this, player, buffid, bufflevel, 500, 0));
			}
		}
			
		showChatWindow(player);
    	}
    	else if (actualCommand.equalsIgnoreCase("restore"))
    	{
    		if (!player.isDead())
    		{
    			player.setCurrentHp(player.getMaxHp());
    			broadcastPacket(new MagicSkillUse(this, player, 1258, 4, 500, 0));
        		showChatWindow(player);
    		}
    	}
    	else if (actualCommand.equalsIgnoreCase("cancel"))
    	{
    		if (!player.isDead())
    		{
    			player.stopAllEffects();
    			broadcastPacket(new MagicSkillUse(this, player, 1056, 12, 500, 0));
        		showChatWindow(player);
    		}
    	}
    	else
    		super.onBypassFeedback(player, command);
    }
  • 0
Posted

Hi

 

Could you show me whats before the code you have pasted? I would like to see how buffid and bufflevel is taken from String, so i can find out best changes in code without guessing :)

  • 0
Posted (edited)

Hi

 

Could you show me whats before the code you have pasted? I would like to see how buffid and bufflevel is taken from String, so i can find out best changes in code without guessing :)

 

Thanks for help.

 /*
 * 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 net.sf.l2j.gameserver.model.actor.instance;

import java.util.StringTokenizer;

import net.sf.l2j.gameserver.ai.CtrlIntention;
import net.sf.l2j.gameserver.datatables.SkillTable;
import net.sf.l2j.gameserver.model.actor.L2Npc;
import net.sf.l2j.gameserver.network.serverpackets.ActionFailed;
import net.sf.l2j.gameserver.network.serverpackets.MoveToPawn;
import net.sf.l2j.gameserver.network.serverpackets.NpcHtmlMessage;
import net.sf.l2j.gameserver.network.serverpackets.MagicSkillUse;
import net.sf.l2j.gameserver.templates.chars.L2NpcTemplate;


public final class L2BufferInstance extends L2NpcInstance
{
    public L2BufferInstance(int objectId, L2NpcTemplate template)
    {
        super(objectId, template);
    }
    
    @Override
	public void onAction(L2PcInstance player)
	{
		// Set the target of the L2PcInstance player
		if (player.getTarget() != this)
			player.setTarget(this);
		else
		{
			// Check if the player is attackable (without a forced attack) and isn't dead
			if (isAutoAttackable(player) && !isAlikeDead())
			{
				// Check the height difference, this max heigth difference might need some tweaking
				if (Math.abs(player.getZ() - getZ()) < 400)
				{
					// Set the L2PcInstance Intention to ATTACK
					player.getAI().setIntention(CtrlIntention.ATTACK, this);
				}
				else
				{
					// Send ActionFailed (target is out of attack range) to the L2PcInstance player
					player.sendPacket(ActionFailed.STATIC_PACKET);
				}
			}
			else if (!isAutoAttackable(player))
			{
				// Calculate the distance between the L2PcInstance and the L2NpcInstance
				if (!canInteract(player))
				{
					// Notify the L2PcInstance AI with INTERACT
					player.getAI().setIntention(CtrlIntention.INTERACT, this);
				}
				else
				{
					// Rotate the player to face the instance
					player.sendPacket(new MoveToPawn(player, this, L2Npc.INTERACTION_DISTANCE));
					
					// Send ActionFailed to the player in order to avoid he stucks
					player.sendPacket(ActionFailed.STATIC_PACKET);
					
					// Send the freaking chat window
					showChatWindow(player);
				}
			}
			// Send a Server->Client ActionFailed to the L2PcInstance in order to avoid that the client wait another packet
			player.sendPacket(ActionFailed.STATIC_PACKET);
		}
	}
    
    @Override
    public void onBypassFeedback(L2PcInstance player, String command)
    {
    	StringTokenizer st = new StringTokenizer(command, " ");
    	String actualCommand = st.nextToken();
    	
    	int buffid = 0, bufflevel = 1;
    	if (st.countTokens() == 2)
    	{
    		buffid = Integer.valueOf(st.nextToken());
    		bufflevel = Integer.valueOf(st.nextToken());
    	}
    	else if (st.countTokens() == 1)
    		buffid = Integer.valueOf(st.nextToken());
    	
    	if (actualCommand.equalsIgnoreCase("getbuff"))
    	{
    		if (buffid != 0 && !player.isDead())
    		{
    			SkillTable.getInstance().getInfo(buffid, bufflevel).getEffects(this, player);
    			broadcastPacket(new MagicSkillUse(this, player, buffid, bufflevel, 500, 0));
    			showChatWindow(player);
    		}
    	}
    	else if (actualCommand.equalsIgnoreCase("restore"))
    	{
    		if (!player.isDead())
    		{
    			player.setCurrentHp(player.getMaxHp());
    			broadcastPacket(new MagicSkillUse(this, player, 1258, 4, 500, 0));
        		showChatWindow(player);
    		}
    	}
    	else if (actualCommand.equalsIgnoreCase("cancel"))
    	{
    		if (!player.isDead())
    		{
    			player.stopAllEffects();
    			broadcastPacket(new MagicSkillUse(this, player, 1056, 12, 500, 0));
        		showChatWindow(player);
    		}
    	}
    	else
    		super.onBypassFeedback(player, command);
    }
    
    @Override
    public void showChatWindow(L2PcInstance player)
    {
    	// Send a Server->Client NpcHtmlMessage containing the text of the L2Npc to the L2PcInstance
    	NpcHtmlMessage html = new NpcHtmlMessage(getObjectId());
		html.setFile("data/html/gold/buffer.htm");
		html.replace("%objectId%", getObjectId());
		player.sendPacket(html);
		
		// Send a Server->Client ActionFailed to the L2PcInstance in order to avoid that the client wait another packet
		player.sendPacket(ActionFailed.STATIC_PACKET);
    }
}
Edited by Styx
  • 0
Posted

 

I think it should be something like that:

    @Override
    public void onBypassFeedback(L2PcInstance player, String command)
    {
    	StringTokenizer st = new StringTokenizer(command, " ");
    	String actualCommand = st.nextToken();
    	
    	if (actualCommand.equalsIgnoreCase("getbuff"))
    	{
		String[] buffsArray = command.substring(actualCommand.length).trim().split(";");
		for(String buffString : buffsArray)
		{
			String[] idLevelString = buffString.split(" ");
			int buffid = Integer.parseInt(idLevelString[0]);
			int bufflevel = idLevelString.length > 1 ? Integer.parseInt(idLevelString[1]) : 1;
			
			if (buffid != 0 && !player.isDead())
			{
				SkillTable.getInstance().getInfo(buffid, bufflevel).getEffects(this, player);
				broadcastPacket(new MagicSkillUse(this, player, buffid, bufflevel, 500, 0));
			}
		}
			
		showChatWindow(player);
    	}
    	else if (actualCommand.equalsIgnoreCase("restore"))
    	{
    		if (!player.isDead())
    		{
    			player.setCurrentHp(player.getMaxHp());
    			broadcastPacket(new MagicSkillUse(this, player, 1258, 4, 500, 0));
        		showChatWindow(player);
    		}
    	}
    	else if (actualCommand.equalsIgnoreCase("cancel"))
    	{
    		if (!player.isDead())
    		{
    			player.stopAllEffects();
    			broadcastPacket(new MagicSkillUse(this, player, 1056, 12, 500, 0));
        		showChatWindow(player);
    		}
    	}
    	else
    		super.onBypassFeedback(player, command);
    }

 

I will check it now thanks for your time..

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