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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u mentioned Russians too, what about them? and the war has nothing to do with the topic, the guy is delaying him on purpose cuz he cant deliver anything.
I never said I hate Russians. Please read carefully.
What I meant is that, due to the ongoing war and other circumstances, I would avoid outsourcing development work to Ukrainian developers at the moment. The limited access to electricity throughout the day and the risk of being called to war at any time make it challenging for them to ensure timely delivery.
Unfortunately, working with Ukrainian developers right now can be unreliable.
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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