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Help Core Buffer Close Html After Preset
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By Banshee Garnet · Posted
If you need in L2off i can hook you up! many people know me here and the work i offer. Live example https://l2exalta.org -
Almost 16 years, you never know when a random Korean finds this topic and shares it.
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Update: Version 3.1.2: * Improved compaction: deleting even a few textures now always reduces the file (previously small deletions could still slightly grow some packages, such as fonts); Version 3.1.1: * Deleting textures now actually shrinks the package: on save it is automatically compacted, reclaiming the space of the deleted textures (format and encryption preserved); Version 3.1.0: * La2Tools now checks for updates on startup and lets you know when a newer version is available on the site; Version 3.0.9: * Fixed textures that appeared blank in some clients (their object carries an embedded shader the reader mis-parsed) — they now decode and display correctly; * ShaderCode is now editable: Texture Properties → Material → ShaderCode shows the texture's real HLSL shader (was a fixed placeholder before); edit it and Apply — works across client formats (Interlude-era through Essence 542); Version 3.0.8: * BMP now imports as a native format, like UnrealEd: 8-bit BMP becomes a P8 (paletted) texture with a real Engine.Palette, 24/32-bit becomes RGBA8, 16-bit becomes G16; * Compress to P8 — adaptive 256-color palette (median-cut quantization); P8 is also selectable as an import "Convert to" target; * Copy / Cut / Paste now works for P8 (paletted) textures; * Non-power-of-two textures are highlighted in red (tiles and table) with a tooltip; new "Fix texture size" menu item pads them to a power of two while keeping the displayed size; * Reads "broken" packages that were tampered to block editors (corrupted size fields) — the client still loads them and now so does La2Tools; * "Repair package" — shown only for a tampered package (its tab is marked red) and restores the corrupted size fields; * Added client license 30 support (reads and imports its textures); * Import dialog now auto-resizes to fit its content; Version 3.0.7: * Import: the file name is now parsed smartly — package.group.name automatically fills the Group and Name fields (the package prefix is ignored); * Import: live name validation with an inline hint and tooltip — OK is blocked until the name is valid (allows - + ' etc., forbids only characters illegal in file names); * Import: textures whose size is not a power of two are now auto-padded for ALL formats (DDS/TGA/BMP too, not only PNG/JPG/GIF) — padded to a power of two with UClamp/VClamp preserving the original display size; * Texture filter now has a clear (×) button; * Light theme: visible Chrome-style tab outlines; Version 3.0.6: * "Save as..." — toolbar button and tab-menu item: save a package under a new name to any folder, choosing the format (Old/New) and Lineage2Ver121 encryption; the tab switches to the saved file; * Tab right-click menu reworked: Save, Save as... and Settings on top; Copy path and Open in Explorer at the bottom; Version 3.0.5: * Animation grouping now follows AnimNext links instead of frame names — chains group correctly with any naming (mixed prefixes, non-sequential or 0-/1-based numbers); * GIF import: animation parameters (frame rate) and TotalFrameNum are now written only to the first frame, the rest keep just the AnimNext link — matches the game's own format; same fix applied to "Create animation"; Version 3.0.4: * Clipboard <-> Explorer: Ctrl+C in the browser then Ctrl+V in Explorer pastes the textures as files; copy files in Explorer then Ctrl+V in the browser imports them; * Rename a package right from Package settings (handles Lineage2Ver121 re-keying); * Hotkeys: F1 (About), F2 (rename), F5 (reload from disk, asks if unsaved), Delete, Enter (Properties), Ctrl+W (close tab); * The application icon now appears in the title bar of every dialog and sub-window; * Fixed flipped preview when importing TGA files; Download (Installer) | Download (Portable)
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Hello! I am creating a new L2 Editor version with most bugs fixed and new features added. PM me for more info!
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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.
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); } } }8 answers to this question
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