iSparky Posted February 3, 2015 Author Share Posted February 3, 2015 As I said before, there is no need for equip part, since it's already there, few lines below :P if (item.isEquipable()) { if (newChar.getActiveWeaponItem() == null || !(item.getItem().getType2() != Item.TYPE2_WEAPON)) newChar.getInventory().equipItemAndRecord(item); } its not same at all (item,getItem().getType2() != Item,TYPE2_weapon) (helm,getItem().getType2() != Item,TYPE2_HEAD)... (chest,getItem().getType2() != Item,TYPE2_EHEST)... etc.... Link to comment Share on other sites More sharing options...
SweeTs Posted February 3, 2015 Share Posted February 3, 2015 Ummmmmmm, no comment :happyforever: Don't make me repeat the same thing for 3rd time. Link to comment Share on other sites More sharing options...
'Baggos' Posted February 3, 2015 Share Posted February 3, 2015 its not same at all (item,getItem().getType2() != Item,TYPE2_weapon) (helm,getItem().getType2() != Item,TYPE2_HEAD)... (chest,getItem().getType2() != Item,TYPE2_EHEST)... etc.... This is an example, and sweets tell you that there is already there. Does not need to put lines for equip items. If I understood correctly because English is not my forte. :P Link to comment Share on other sites More sharing options...
iSparky Posted February 3, 2015 Author Share Posted February 3, 2015 I have no prob with this way if somebody from you guys want to make a pastebin i will upload it as v2 Link to comment Share on other sites More sharing options...
Mart Posted February 6, 2015 Share Posted February 6, 2015 Well...from what i remember there is already a table in database to config this things by classId/itemid, its similar, but don't automatic equip the items on creation Just a question, this one, equip the items when the char enter in the world or already equip in the lobby room?Too much configs is a bit complex, maybe you can do 2 versions of this A basic one+By Fighter/Mage ClassAnd a complex one with a lot of configs+For All+By Fighter/Mage Class +By Race +By Specific Class IdAnd a tip, try to use arrays/maps like the others said,If you don't know what this means, just do a little search and make some tutorialsYou can simplify this code with a for loop and switch/cases based on a built arrayMy english is not my "forte" too so i hope you understand, i'm just trying to be nice :) Link to comment Share on other sites More sharing options...
SweeTs Posted February 6, 2015 Share Posted February 6, 2015 (edited) Well...from what i remember there is already a table in database to config this things by classId/itemid, its similar, but don't automatic equip the items on creation Yes, there is actually and it's auto equipping - at least on aCis.. So, basically this share is kinda useless :) But still a good practice for the author. Edited February 6, 2015 by SweeTs Link to comment Share on other sites More sharing options...
SQL Developer Posted February 20, 2015 Share Posted February 20, 2015 <?xml version="1.0" encoding="UTF-8"?> <list> <template race="-1" classId="-1"> <equipment slot="rhand" item="12345"/> <equipment slot="lhand" item="12345"/> <inventory> <item id="1234" count="12313" /> <item id="567" count="2222" /> </inventory> <shortCut slot="1" page="1" type="1" id="5555" level="-1" charType="1"> </template> </list> Is possible to change code to: When player success his 3rd class get his class items? Soultaker for example am,dc .. ? Link to comment Share on other sites More sharing options...
Tessa Posted February 20, 2015 Share Posted February 20, 2015 <?xml version="1.0" encoding="UTF-8"?> <list> <template race="-1" classId="-1"> <equipment slot="rhand" item="12345"/> <equipment slot="lhand" item="12345"/> <inventory> <item id="1234" count="12313" /> <item id="567" count="2222" /> </inventory> <shortCut slot="1" page="1" type="1" id="5555" level="-1" charType="1"> </template> </list> Is possible to change code to: When player success his 3rd class get his class items? Soultaker for example am,dc .. ? This XML was an example and it's related to the character creation. You should edit the quest (Saga of the Soultaker in your case) or add them as a reward if you use the custom class master. Link to comment Share on other sites More sharing options...
nery Posted April 8, 2015 Share Posted April 8, 2015 I separated the class put even when one activates the two are receiving the items # Human Fighter EnableHumanFighterReward = True HumanFighterHelmID = 43 HumanFighterChestID = 23 HumanFighterLegsID = 2386 HumanFighterBootsID = 39 HumanFighterGlovesID = 49 HumanFighterWeaponID = 2 # Human Mage EnableHumanMageReward = False HumanMageHelmID = 43 HumanMageChestID = 1101 HumanMageLegsID = 1104 HumanMageBootsID = 39 HumanMageGlovesID = 49 HumanMageWeaponID = 6 public static boolean ENABLE_HUMAN_FIGHTER_REWARD; public static boolean ENABLE_HUMAN_MAGE_REWARD; public static int HUMAN_M_HELM_ID; public static int HUMAN_M_CHEST_ID; public static int HUMAN_M_LEGS_ID; public static int HUMAN_M_BOOTS_ID; public static int HUMAN_M_GLOVES_ID; public static int HUMAN_M_WEAPON_ID; public static int HUMAN_F_HELM_ID; public static int HUMAN_F_CHEST_ID; public static int HUMAN_F_LEGS_ID; public static int HUMAN_F_BOOTS_ID; public static int HUMAN_F_GLOVES_ID; public static int HUMAN_F_WEAPON_ID; if (Config.ENABLE_HUMAN_MAGE_REWARD) { if (newChar.getRace() == Race.Human || newChar.isMageClass()) { final L2ItemInstance Helm = newChar.getInventory().addItem("Init", Config.HUMAN_M_HELM_ID, 1, newChar, null); if (Helm.isEquipable()) if (newChar.getActiveWeaponItem() == null || !(Helm.getItem().getType2() != L2Item.SLOT_HEAD)) newChar.getInventory().equipItemAndRecord(Helm); final L2ItemInstance Chest = newChar.getInventory().addItem("Init", Config.HUMAN_M_CHEST_ID, 1, newChar, null); if (Chest.isEquipable()) if (newChar.getActiveWeaponItem() == null || !(Chest.getItem().getType2() != L2Item.SLOT_CHEST)) newChar.getInventory().equipItemAndRecord(Chest); final L2ItemInstance Legs = newChar.getInventory().addItem("Init", Config.HUMAN_M_LEGS_ID, 1, newChar, null); if (Legs.isEquipable()) if (newChar.getActiveWeaponItem() == null || !(Legs.getItem().getType2() != L2Item.SLOT_LEGS)) newChar.getInventory().equipItemAndRecord(Legs); final L2ItemInstance Boots = newChar.getInventory().addItem("Init", Config.HUMAN_M_BOOTS_ID, 1, newChar, null); if (Boots.isEquipable()) if (newChar.getActiveWeaponItem() == null || !(Boots.getItem().getType2() != L2Item.SLOT_FEET)) newChar.getInventory().equipItemAndRecord(Boots); final L2ItemInstance Gloves = newChar.getInventory().addItem("Init", Config.HUMAN_M_GLOVES_ID, 1, newChar, null); if (Gloves.isEquipable()) if (newChar.getActiveWeaponItem() == null || !(Gloves.getItem().getType2() != L2Item.SLOT_GLOVES)) newChar.getInventory().equipItemAndRecord(Gloves); final L2ItemInstance Weap = newChar.getInventory().addItem("Init", Config.HUMAN_M_WEAPON_ID, 1, newChar, null); if (Weap.isEquipable()) if (newChar.getActiveWeaponItem() == null || !(Weap.getItem().getType2() != L2Item.TYPE2_WEAPON)) newChar.getInventory().equipItemAndRecord(Weap); } } if (Config.ENABLE_HUMAN_FIGHTER_REWARD) { if (newChar.getRace() == Race.Human) { final L2ItemInstance Helm = newChar.getInventory().addItem("Init", Config.HUMAN_F_HELM_ID, 1, newChar, null); if (Helm.isEquipable()) if (newChar.getActiveWeaponItem() == null || !(Helm.getItem().getType2() != L2Item.SLOT_HEAD)) newChar.getInventory().equipItemAndRecord(Helm); final L2ItemInstance Chest = newChar.getInventory().addItem("Init", Config.HUMAN_F_CHEST_ID, 1, newChar, null); if (Chest.isEquipable()) if (newChar.getActiveWeaponItem() == null || !(Chest.getItem().getType2() != L2Item.SLOT_CHEST)) newChar.getInventory().equipItemAndRecord(Chest); final L2ItemInstance Legs = newChar.getInventory().addItem("Init", Config.HUMAN_F_LEGS_ID, 1, newChar, null); if (Legs.isEquipable()) if (newChar.getActiveWeaponItem() == null || !(Legs.getItem().getType2() != L2Item.SLOT_LEGS)) newChar.getInventory().equipItemAndRecord(Legs); final L2ItemInstance Boots = newChar.getInventory().addItem("Init", Config.HUMAN_F_BOOTS_ID, 1, newChar, null); if (Boots.isEquipable()) if (newChar.getActiveWeaponItem() == null || !(Boots.getItem().getType2() != L2Item.SLOT_FEET)) newChar.getInventory().equipItemAndRecord(Boots); final L2ItemInstance Gloves = newChar.getInventory().addItem("Init", Config.HUMAN_F_GLOVES_ID, 1, newChar, null); if (Gloves.isEquipable()) if (newChar.getActiveWeaponItem() == null || !(Gloves.getItem().getType2() != L2Item.SLOT_GLOVES)) newChar.getInventory().equipItemAndRecord(Gloves); final L2ItemInstance Weap = newChar.getInventory().addItem("Init", Config.HUMAN_F_WEAPON_ID, 1, newChar, null); if (Weap.isEquipable()) if (newChar.getActiveWeaponItem() == null || !(Weap.getItem().getType2() != L2Item.TYPE2_WEAPON)) newChar.getInventory().equipItemAndRecord(Weap); } } activated the fight but the magician is receiving also because it will be? Link to comment Share on other sites More sharing options...
SweeTs Posted April 8, 2015 Share Posted April 8, 2015 (edited) if (newChar.getRace() == Race.Human || newChar.isMageClass()) ==> if (newChar.getRace() == Race.Human && newChar.isMageClass()) It's kinda racist, free items only for humans :troll: Edited April 8, 2015 by SweeTs Link to comment Share on other sites More sharing options...
nery Posted April 8, 2015 Share Posted April 8, 2015 if (newChar.getRace() == Race.Human || newChar.isMageClass()) ==> if (newChar.getRace() == Race.Human && newChar.isMageClass()) It's kinda racist, free items only for humans :troll: put so but the wizard still getting the items fighter if (newChar.getRace() == Race.Human && newChar.isMageClass()) Link to comment Share on other sites More sharing options...
SweeTs Posted April 8, 2015 Share Posted April 8, 2015 (edited) Bcs the fighter check is ONLY about race.. You can add && !newChar.isMageClass() Edited April 8, 2015 by SweeTs Link to comment Share on other sites More sharing options...
ZaNteR Posted April 8, 2015 Share Posted April 8, 2015 Why go in all this trouble when it can be done by sql or xml? Link to comment Share on other sites More sharing options...
nery Posted April 8, 2015 Share Posted April 8, 2015 (edited) Bcs the fighter check is ONLY about race.. You can add && !newChar.isMageClass() forgot to say that I'm adapting to H5 got worse I see thus enabling # Human Fighter # Default: False EnableHumanFighterReward = False HumanFighterHelmID = 43 HumanFighterChestID = 23 HumanFighterLegsID = 2386 HumanFighterBootsID = 39 HumanFighterGlovesID = 49 HumanFighterWeaponID = 2 # Human Mage # Default: False EnableHumanMageReward = True HumanMageHelmID = 43 HumanMageChestID = 1101 HumanMageLegsID = 1104 HumanMageBootsID = 39 HumanMageGlovesID = 49 HumanMageWeaponID = 6 put to the wizard and get the fight not only in the fight game received the items of the two and the magician not received anything if (newChar.getRace() == Race.Human && !newChar.isMageClass()) Edited April 8, 2015 by nery Link to comment Share on other sites More sharing options...
'Baggos' Posted April 8, 2015 Share Posted April 8, 2015 (edited) Maybe you do not understand where you have to put " && !newChar.isMageClass() " For mage: if (Config.ENABLE_HUMAN_MAGE_REWARD) { if (newChar.getRace() == Race.Human && newChar.isMageClass()) { For fighter if (Config.ENABLE_HUMAN_FIGHTER_REWARD) { if (newChar.getRace() == Race.Human && !newChar.isMageClass()) Edited April 9, 2015 by 'Baggos' Link to comment Share on other sites More sharing options...
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