Jump to content

Recommended Posts

Posted

Credits to FBIAgent from l2jserver.com and to me for some changes...

Go to java/net/sf/l2j/gameserver/datatables and make a new file called NpcBufferSkillIdsTable.java

add this code

 

package net.sf.l2j.gameserver.datatables;

 

import java.sql.Connection;

import java.sql.PreparedStatement;

import java.sql.ResultSet;

import java.util.Map;

 

import javolution.util.FastMap;

 

import net.sf.l2j.L2DatabaseFactory;

 

public class NpcBufferSkillIdsTable

{

private static NpcBufferSkillIdsTable _instance = null;

 

private Map<Integer, NpcBufferSkills> _buffers = new FastMap<Integer, NpcBufferSkills>();

 

private NpcBufferSkillIdsTable()

{

Connection con = null;

int skillCount = 0;

 

try

{

con = L2DatabaseFactory.getInstance().getConnection();

 

PreparedStatement statement = con.prepareStatement("SELECT npc_id`,`skill_id`,`skill_level`,`skill_fee_id`,`skill_fee_amount` FROM `npc_buffer_skill_ids` ORDER BY `npc_id` ASC");

ResultSet rset = statement.executeQuery();

 

int lastNpcId = 0;

NpcBufferSkills skills = null;

 

while (rset.next())

{

int npcId = rset.getInt("npc_id");

int skillId = rset.getInt("skill_id");

int skillLevel = rset.getInt("skill_level");

int skillFeeId = rset.getInt("skill_fee_id");

int skillFeeAmount = rset.getInt("skill_fee_amount");

 

if (npcId != lastNpcId)

{

if (lastNpcId != 0)

_buffers.put(lastNpcId, skills);

 

skills = new NpcBufferSkills(npcId);

skills.addSkill(skillId, skillLevel, skillFeeId, skillFeeAmount);

}

else

skills.addSkill(skillId, skillLevel, skillFeeId, skillFeeAmount);

 

lastNpcId = npcId;

skillCount++;

}

 

_buffers.put(lastNpcId, skills);

rset.close();

statement.close();

}

catch (Exception e)

{

System.out.println("NpcBufferSkillIdsTable: Error reading npc_buffer_skill_ids table: " + e);

}

finally

{

try{con.close();}catch(Exception e){}

}

 

System.out.println("NpcBufferSkillIdsTable: Loaded " + _buffers.size() + " buffers and " + skillCount + " skills.");

}

 

public static NpcBufferSkillIdsTable getInstance()

{

if (_instance == null)

_instance = new NpcBufferSkillIdsTable();

return _instance;

}

 

public int[] getSkillInfo(int npcId, int skillId)

{

NpcBufferSkills skills = _buffers.get(npcId);

 

if (skills == null)

return null;

 

return skills.getSkillInfo(skillId);

}

}

 

Go to java/net/sf/l2j/gameserver/datatables and make a new file called NpcBufferSkills.java

 

package net.sf.l2j.gameserver.datatables;

 

import java.util.Map;

 

import javolution.util.FastMap;

 

public class NpcBufferSkills

{

private int _npcId = 0;

private Map<Integer, Integer> _skillLevels = new FastMap<Integer, Integer>();

private Map<Integer, Integer> _skillFeeIds = new FastMap<Integer, Integer>();

private Map<Integer, Integer> _skillFeeAmounts = new FastMap<Integer, Integer>();

 

public NpcBufferSkills(int npcId)

{

_npcId = npcId;

}

 

public void addSkill(int skillId, int skillLevel, int skillFeeId, int skillFeeAmount)

{

_skillLevels.put(skillId, skillLevel);

_skillFeeIds.put(skillId, skillFeeId);

_skillFeeAmounts.put(skillId, skillFeeAmount);

}

 

public int[] getSkillInfo(int skillId)

{

Integer skillLevel = _skillLevels.get(skillId);

Integer skillFeeId = _skillFeeIds.get(skillId);

Integer skillFeeAmount = _skillFeeAmounts.get(skillId);

 

if (skillLevel == null || skillFeeId == null || skillFeeAmount == null)

return null;

 

return new int[] {skillLevel, skillFeeId, skillFeeAmount};

}

 

public int getNpcId()

{

return _npcId;

}

}

 

Go to java/net/sf/l2j/gameserver/model/actor/instance and make a new file called L2NpcBufferInstance.java

 

package net.sf.l2j.gameserver.model.actor.instance;

 

import java.util.Vector;

import java.util.concurrent.ScheduledFuture;

 

import net.sf.l2j.gameserver.ThreadPoolManager;

import net.sf.l2j.gameserver.cache.HtmCache;

import net.sf.l2j.gameserver.datatables.NpcBufferSkillIdsTable;

import net.sf.l2j.gameserver.datatables.SkillTable;

import net.sf.l2j.gameserver.model.L2Effect;

import net.sf.l2j.gameserver.model.L2ItemInstance;

import net.sf.l2j.gameserver.model.L2Skill;

import net.sf.l2j.gameserver.serverpackets.ActionFailed;

import net.sf.l2j.gameserver.serverpackets.MagicSkillUser;

import net.sf.l2j.gameserver.serverpackets.NpcHtmlMessage;

import net.sf.l2j.gameserver.skills.Formulas;

import net.sf.l2j.gameserver.templates.L2NpcTemplate;

import net.sf.l2j.util.Rnd;

 

/**

* L2NpcBufferInstance

*

* @author FBIagent

*/

public class L2NpcBufferInstance extends L2NpcInstance

{

private class BuffTask implements Runnable

{

private Boolean _buffing = false;

private L2NpcBufferInstance _me = null;

private Vector<L2PcInstance> _playerInstances = new Vector<L2PcInstance>();

private Vector<Integer> _skillIds = new Vector<Integer>();

private Vector<Integer> _skillLevels = new Vector<Integer>();

private ScheduledFuture _task = null;

 

public BuffTask(L2NpcBufferInstance me)

{

_me = me;

_task = ThreadPoolManager.getInstance().scheduleGeneralAtFixedRate(this, 100, 100);

}

 

public void addBuff(L2PcInstance playerInstance, int skillId, int skillLevel)

{

synchronized (_playerInstances)

{

/* int count = 0;

 

for (L2PcInstance playerInstance2 : _playerInstances)

{

if (playerInstance2 == playerInstance)

count++;

}

 

if (count > 4)

{

playerInstance.sendMessage("The buffer can't imagine more than 5 buffs per player.");

return;

}*/

 

_playerInstances.add(playerInstance);

_skillIds.add(skillId);

_skillLevels.add(skillLevel);

}

}

 

public void run()

{

boolean abort = false;

 

synchronized (_buffing)

{

abort = _buffing;

_buffing = true;

}

 

if (abort)

return;

 

try

{

Thread.sleep(1);

}

catch (InterruptedException ie)

{}

 

int index = -1;

L2PcInstance playerInstance = null;

int skillId = 0;

int skillLevel = 0;

 

synchronized (_playerInstances)

{

index = _skillIds.size() - 1;

 

if (index != -1)

{

index = Rnd.get(_skillIds.size());

playerInstance = _playerInstances.get(index);

skillId = _skillIds.get(index);

skillLevel = _skillLevels.get(index);

}

}

 

if (index == -1)

return;

 

L2Skill skill = SkillTable.getInstance().getInfo(skillId, skillLevel);

 

if (playerInstance != null && skill != null)

{

//if (_me.isInsideRadius(playerInstance.getX(), playerInstance.getY(), skill.getCastRange(), true))

//continue;

 

int skillTime = Formulas.getInstance().calcMAtkSpd(_me, skill, skill.getHitTime());

 

if (skill.isDance())

_me.broadcastPacket(new MagicSkillUser(_me, _me, skillId, skillLevel, skillTime, 0));

else

_me.broadcastPacket(new MagicSkillUser(_me, playerInstance, skillId, skillLevel, skillTime, 0));

 

long continueTime = System.currentTimeMillis() + skillTime;

 

while (continueTime >= System.currentTimeMillis())

{

try

{

Thread.sleep(1);

}

catch (InterruptedException ie)

{}

}

 

L2Effect[] effects = playerInstance.getAllEffects();

 

if (effects != null)

{

for (L2Effect e : effects)

{

if (e != null && skill != null)

{

if (e.getSkill().getId() == skill.getId())

e.exit();

}

}

}

 

skill.getEffects(playerInstance, playerInstance);

}

else

System.out.println("NpcBuffer warning(" + getNpcId() + " at " + getX() + ", " + getY() + ", " + getZ() + "): Skill or Player null!");

 

synchronized (_playerInstances)

{

_playerInstances.remove(index);

_skillIds.remove(index);

_skillLevels.remove(index);

}

 

synchronized (_buffing)

{

_buffing = false;

}

}

 

protected void stopTask()

{

if (_task != null)

{

_task.cancel(true);

_task = null;

}

}

}

 

private BuffTask _buffTaskInstance = null;

 

public L2NpcBufferInstance(int objectId, L2NpcTemplate template)

{

super(objectId, template);

_buffTaskInstance = new BuffTask(this);

}

 

@Override

public void showChatWindow(L2PcInstance playerInstance, int val)

{

if (playerInstance == null)

return;

 

String htmFile = "data/html/mods/NpcBuffer.htm";

String htmContent = HtmCache.getInstance().getHtm(htmFile);

 

if (htmContent != null)

    {

    NpcHtmlMessage npcHtmlMessage = new NpcHtmlMessage(getObjectId());

 

npcHtmlMessage.setHtml(htmContent);

    npcHtmlMessage.replace("%objectId%", String.valueOf(getObjectId()));

    playerInstance.sendPacket(npcHtmlMessage);

    }

 

playerInstance.sendPacket(new ActionFailed());

}

 

@Override

public void deleteMe()

{

_buffTaskInstance.stopTask();

_buffTaskInstance = null;

super.deleteMe();

}

 

@Override

    public void onBypassFeedback(L2PcInstance playerInstance, String command)

    {

    if (playerInstance == null)

    return;

 

    int npcId = getNpcId();

 

    if (command.startsWith("npc_buffer_buff"))

        {

    String[] params = command.split(" ");

      int skillId = Integer.parseInt(params[1]);

      int[] skillInfos = NpcBufferSkillIdsTable.getInstance().getSkillInfo(npcId, skillId);

     

      if (skillInfos == null)

      {

      System.out.println("NpcBuffer warning(" + npcId + " at " + getX() + ", " + getY() + ", " + getZ() + "): Player " + playerInstance.getName() + " tried to use skill(" + skillId + ") not assigned to npc buffer!");

      return;

      }

 

    int skillLevel = skillInfos[0];

    int skillFeeId = skillInfos[1];

    int skillFeeAmount = skillInfos[2];

 

    if (skillFeeId != 0) // take some item?

    {

    if (skillFeeAmount == 0)

    {

    System.out.println("NpcBuffer warning(" + npcId + " at " + getX() + ", " + getY() + ", " + getZ() + "): Fee amount of skill(" + skillId + ") fee id(" + skillFeeId + ") is 0!");

    return;

    }

           

    L2ItemInstance itemInstance = playerInstance.getInventory().getItemByItemId(skillFeeId);

 

    if (itemInstance == null || (!itemInstance.isStackable() && playerInstance.getInventory().getInventoryItemCount(skillFeeId, -1) < skillFeeAmount))

    {

    playerInstance.sendMessage("You do not have enought items!");

    return;

    }

 

    if (itemInstance.isStackable())

    {

    if (!playerInstance.destroyItemByItemId("Npc Buffer", skillFeeId, skillFeeAmount, playerInstance.getTarget(), true))

    {

    playerInstance.sendMessage("You do not have enought items!");

    return;

    }

    }

    else

    {

    for (int i=0;i<skillFeeAmount;i++)

    playerInstance.destroyItemByItemId("Npc Buffer", skillFeeId, 1, playerInstance.getTarget(), true);

    }

    }

L2Skill skill;

skill = SkillTable.getInstance().getInfo(skillId, skillLevel);

skill.getEffects(playerInstance, playerInstance);

        }

 

    showChatWindow(playerInstance, 0);

    }

}

 

 

Go to java/net/sf/l2j/gameserver and open file GameServer.java

 

Add the fallowing lines:

 

import net.sf.l2j.gameserver.datatables.NobleSkillTable;

+import net.sf.l2j.gameserver.datatables.NpcBufferSkillIdsTable;

import net.sf.l2j.gameserver.datatables.NpcTable;

 

HeroSkillTable.getInstance();

+ NpcBufferSkillIdsTable.getInstance();

 

        //Call to load caches

 

Run the SQL files into your database, add the NpcBuffer.Htm file into data\html\mods and voila...You got a java buffer with no posible bugs.

 

I personally prefer core buffer much more than python buffers. Python buffer can stuck if something goes wrong with a player doing a quest and you need a restart...with core buffer it wont happen ever :D

 

 

http://rapidshare.com/files/147162181/Core_Buffer.rar.html

 

  • 4 weeks later...
  • 2 months later...
  • 1 month later...
Posted

nothing. core buffer uses java scripts more than a buffer with jscript

 

Made it because my python scripts used to lock up...Nothing python-based worked. So I decided to make a core buffer because this one can't lock up in any way...

Posted

This buffer is totally bugged.If 2 players get buffs from the same buffer,the buffer gets confused and changes html's between players.

Posted

This buffer is totally bugged.If 2 players get buffs from the same buffer,the buffer gets confused and changes html's between players.

 

OMG! Yes this is true.... ;D

 

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now



  • Posts

    • ⚡ Weekend Stock Refresh! Fast order fulfillment is active. Get Gemini Pro Advanced + Google One cloud storage activated on your own personal email within minutes.
    • New Release World & atmosphere A complete dynamic weather system has arrived, with Clear, Light Rain, Rain, Heavy Rain, Storm, Snow, and Windy presets. Rain and snow react to roofs, wind moves foliage, lightning illuminates storms, exposed ground becomes wet and develops puddles, and snow builds up and melts over time. Weather includes Low to Ultra quality levels and advanced controls for precipitation, wind, cloud cover, lightning, surface wetness, puddles, and snow. The game server can also select or restore the current weather while local quality settings continue to control rendering cost. The weather can be controlled from the server with custom packets. For more details use Shift+Alt+P. Enhanced lighting now allows authored lamps, fires, and other light sources to illuminate towns and interiors. Lights can pulse, flicker, blink, and strobe, flames produce warm dynamic light, and lamps display depth-aware halos. Remastered emissive surfaces are now supported, beginning with illuminated windows in Giran that glow and cast light into their surroundings. Broadcasting Towers now use their correct original scale and animated rings and glow effects. Map, quests & navigation A complete quest journal has been added, with active and completed quests, expandable stages, descriptions, requirements, item progress, quest inventory integration, location controls, and quest cancellation. Quest objectives now appear through flashing minimap and world-map markers, an overhead directional guide, a notification button beside chat, and rotating quest symbols above eligible NPCs. Server-directed radar markers now work across the live minimap and world map, including the original overhead guidance effect and arrival behavior. The original tutorial system now works, including scrollable tutorial pages, animated illustrations, the flashing question button, tutorial links, and movement, camera, pickup, and sit/rest progression events. Server-opened town maps now display their original artwork and the supplied player marker. Shops, storage & items Personal, clan, castle, and freight warehouses now work, including deposits, withdrawals, stack quantities, fees, weight and capacity previews, tooltips, and the original warning and empty-storage dialogs. Account freight now works through the original recipient picker and delivery window, allowing items to be sent to another character on the same account. Multisell exchanges now work, with paged recipe lists, product details, required materials, quantity selection, warnings, and server-backed completion. Manor seed purchasing is now supported through the shop interface, including availability and pricing. Inventory items can now be dragged to the trash button and destroyed after the appropriate warning or quantity prompt. The original in-game calculator now works with mouse and keyboard input. Community The Community Board is now available from the system menu or Alt+B, with Home, Favorites, Region, Clan, Memo, Mail, and Friends sections, retained navigation, forms, scrolling, minimization, and server-provided pages. Characters, cameras & events Striders and Wyverns now render as fully animated mounts with the rider attached correctly. Striders remain ground-based, while Wyverns support three-dimensional flight. Characters now enter a proper falling state after high drops or airborne dismounts, with falling animations and server-authoritative landing and fall-damage handling. Players can now sit on authored world chairs using the correct sit, wait, and stand animations. Server-driven special camera sequences now work, including target tracking, interpolation, duration, widescreen bars, and restoration to the normal camera. GM camera mode and server-authorized ///fly movement are now supported. The original 102-second Kamael teaser sequence has been restored with its complete slideshow, transitions, panning artwork, localized subtitles, and narration. Hats, masks, circlets, and other hair accessories now use their authored head placement and correctly adjust the character's hairstyle. Timed server confirmation dialogs, short-duration status effects, regeneration previews, and the seasonal Christmas Seal presentation are now supported. Interface & performance Character creation has been refined with corrected description wrapping, clipping, layout, and name-entry presentation. Tutorial and NPC dialog windows now use polished proportional scrollbars, improved HTML layout, and correctly sized illustrations and controls. A new independent 3D render-resolution setting offers Native, 720p, 900p, 1080p, 1440p, and 4K choices while keeping the window, HUD, text, and FermaUI at native resolution. Major rendering optimizations reduce unnecessary work in local lighting, shadows, visibility, exposure, bloom, post-processing, and GPU diagnostics. Download from the launcher you have installed, or at https://updates.fermata.gg/ if you don't have the launcher. Fermata Light Engine Preview All lights can be baked in the client, shipped to the users, and exported and imported as .femlight files.
  • Topics

×
×
  • Create New...

Important Information

This community uses essential cookies to function properly. Non-essential cookies and third-party services are used only with your consent. Read our Privacy Policy and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..