I am using this core buffer and I have it setup really nice, but there is only 1 thing bugging me with it. When you use 1 of the preset buffs it opens up a random html afterwards. Is there a line I can add some where in this code below that doesn't reopen the html for preset buffs? I don't want it to close after each single buff is picked tho if thats possible.
public class L2NpcBufferInstance extends L2Npc
{
private static final Logger _log = Logger.getLogger(L2NpcBufferInstance.class.getName());
private static final Map<Integer, Integer> pageVal = new HashMap<>();
/**
* Instantiates a new l2 npc buffer instance.
* @param objectId the object id
* @param template the template
*/
public L2NpcBufferInstance(int objectId, L2NpcTemplate template)
{
super(objectId, template);
setInstanceType(InstanceType.L2NpcBufferInstance);
}
@Override
public void showChatWindow(L2PcInstance player, int val)
{
if (player == null)
{
return;
}
String htmContent = HtmCache.getInstance().getHtm(player.getHtmlPrefix(), "data/html/mods/NpcBuffer.htm");
if (val > 0)
{
htmContent = HtmCache.getInstance().getHtm(player.getHtmlPrefix(), "data/html/mods/NpcBuffer-" + val + ".htm");
}
if (htmContent != null)
{
final NpcHtmlMessage npcHtmlMessage = new NpcHtmlMessage(getObjectId());
npcHtmlMessage.setHtml(htmContent);
npcHtmlMessage.replace("%objectId%", String.valueOf(getObjectId()));
player.sendPacket(npcHtmlMessage);
}
player.sendPacket(ActionFailed.STATIC_PACKET);
}
@Override
public void onBypassFeedback(L2PcInstance player, String command)
{
// BypassValidation Exploit plug.
if ((player == null) || (player.getLastFolkNPC() == null) || (player.getLastFolkNPC().getObjectId() != getObjectId()))
{
return;
}
L2Character target = player;
if (command.startsWith("Pet"))
{
if (!player.hasSummon()) // TODO: Should be hasPet() ?
{
player.sendPacket(SystemMessageId.DONT_HAVE_PET);
showChatWindow(player, 0); // 0 = main window
return;
}
target = player.getSummon();
}
int npcId = getId();
if (command.startsWith("Chat"))
{
int val = Integer.parseInt(command.substring(5));
pageVal.put(player.getObjectId(), val);
showChatWindow(player, val);
}
else if (command.startsWith("Buff") || command.startsWith("PetBuff"))
{
String[] buffGroupArray = command.substring(command.indexOf("Buff") + 5).split(" ");
for (String buffGroupList : buffGroupArray)
{
if (buffGroupList == null)
{
_log.warning("NPC Buffer Warning: npcId = " + npcId + " has no buffGroup set in the bypass for the buff selected.");
return;
}
int buffGroup = Integer.parseInt(buffGroupList);
final NpcBufferData npcBuffGroupInfo = NpcBufferTable.getInstance().getSkillInfo(npcId, buffGroup);
if (npcBuffGroupInfo == null)
{
_log.warning("NPC Buffer Warning: npcId = " + npcId + " Location: " + getX() + ", " + getY() + ", " + getZ() + " Player: " + player.getName() + " has tried to use skill group (" + buffGroup + ") not assigned to the NPC Buffer!");
return;
}
if (npcBuffGroupInfo.getFee().getId() != 0)
{
L2ItemInstance itemInstance = player.getInventory().getItemByItemId(npcBuffGroupInfo.getFee().getId());
if ((itemInstance == null) || (!itemInstance.isStackable() && (player.getInventory().getInventoryItemCount(npcBuffGroupInfo.getFee().getId(), -1) < npcBuffGroupInfo.getFee().getCount())))
{
SystemMessage sm = SystemMessage.getSystemMessage(SystemMessageId.THERE_ARE_NOT_ENOUGH_NECESSARY_ITEMS_TO_USE_THE_SKILL);
player.sendPacket(sm);
continue;
}
if (itemInstance.isStackable())
{
if (!player.destroyItemByItemId("Npc Buffer", npcBuffGroupInfo.getFee().getId(), npcBuffGroupInfo.getFee().getCount(), player.getTarget(), true))
{
SystemMessage sm = SystemMessage.getSystemMessage(SystemMessageId.THERE_ARE_NOT_ENOUGH_NECESSARY_ITEMS_TO_USE_THE_SKILL);
player.sendPacket(sm);
continue;
}
}
else
{
for (int i = 0; i < npcBuffGroupInfo.getFee().getCount(); ++i)
{
player.destroyItemByItemId("Npc Buffer", npcBuffGroupInfo.getFee().getId(), 1, player.getTarget(), true);
}
}
}
final Skill skill = SkillData.getInstance().getSkill(npcBuffGroupInfo.getSkill().getSkillId(), npcBuffGroupInfo.getSkill().getSkillLvl());
if (skill != null)
{
skill.applyEffects(player, target);
}
}
showChatWindow(player, pageVal.get(player.getObjectId()));
}
else if (command.startsWith("Heal") || command.startsWith("PetHeal"))
{
if (!target.isInCombat() && !AttackStanceTaskManager.getInstance().hasAttackStanceTask(target))
{
String[] healArray = command.substring(command.indexOf("Heal") + 5).split(" ");
for (String healType : healArray)
{
if (healType.equalsIgnoreCase("HP"))
{
target.setCurrentHp(target.getMaxHp());
}
else if (healType.equalsIgnoreCase("MP"))
{
target.setCurrentMp(target.getMaxMp());
}
else if (healType.equalsIgnoreCase("CP"))
{
target.setCurrentCp(target.getMaxCp());
}
}
}
showChatWindow(player, pageVal.get(player.getObjectId()));
}
else if (command.startsWith("RemoveBuffs") || command.startsWith("PetRemoveBuffs"))
{
target.stopAllEffectsExceptThoseThatLastThroughDeath();
showChatWindow(player, pageVal.get(player.getObjectId()));
}
else
{
super.onBypassFeedback(player, command);
}
}
}
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Hello. You may encounter the Push item fail error when trying to pick up an item dropped on the ground by a mob.
or
You can throw something out of your inventory and pick it up again, several times.
Probably this is a quantum dependency) I don't understand at what point this happens, sometimes two items one after another experience push item errors, and sometimes I don't have enough thousands of attempts to repeat this trick)
In any case, this is just a visual error and after the relog, the item appears in the inventory. I think first i need to disconnect the extender and check it on a bare server. I still need time to check this, maybe it's not even about the autoloot function.
https://youtu.be/6mcfmdImofE
-----------
In general, I would like to thank our wonderful Emca Eressea for her deep knowledge in programming and reverse engineering. And for the fact that her work is open to everyone, this is very amazing, and incredibly valuable.
ADENA
500 K = 40e
1kk = 70e
3kk = 190e
ITEMS
staff of life = 150e
karmian set = 90e
elven jewls top D = 30e
Orcish Poleaxe+1 best C pole = 680e
any D grade armor on demand
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Question
brett16
I am using this core buffer and I have it setup really nice, but there is only 1 thing bugging me with it. When you use 1 of the preset buffs it opens up a random html afterwards. Is there a line I can add some where in this code below that doesn't reopen the html for preset buffs? I don't want it to close after each single buff is picked tho if thats possible.
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