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Posted

Starting buffs for newbie characters.

### Eclipse Workspace Patch 1.0
#P Hero-GS
Index: config/players.properties
===================================================================
--- config/players.properties (revision 36)
+++ config/players.properties (working copy)
@@ -5,6 +5,15 @@
 #Amount of adenas that a new character is given, default is 100
 StartingAdena = 250000
 
+#Newbie Characters have starting buffs
+StartingBuffs = True
+
+#Starting Buffs for Mystics.
+StartingBuffsMage = 1204,2;1085,3;
+
+#Starting Buffs for Fighters.
+StartingBuffsFighter = 1204,2;1086,2;
+
 # If True, when effects of the same stack group are used, lesser
 # effects will be canceled if stronger effects are used. New effects
 # that are added will be canceled if they are of lesser priority to the old one.
Index: java/net/sf/l2j/gameserver/network/clientpackets/CharacterCreate.java
===================================================================
--- java/net/sf/l2j/gameserver/network/clientpackets/CharacterCreate.java (revision 35)
+++ java/net/sf/l2j/gameserver/network/clientpackets/CharacterCreate.java (working copy)
@@ -22,15 +22,18 @@
 import net.sf.l2j.gameserver.datatables.SkillTreeTable;
 import net.sf.l2j.gameserver.idfactory.IdFactory;
 import net.sf.l2j.gameserver.model.L2ShortCut;
+import net.sf.l2j.gameserver.model.L2Skill;
 import net.sf.l2j.gameserver.model.L2SkillLearn;
 import net.sf.l2j.gameserver.model.L2World;
 import net.sf.l2j.gameserver.model.actor.instance.L2PcInstance;
 import net.sf.l2j.gameserver.model.actor.template.PcTemplate;
 import net.sf.l2j.gameserver.model.item.instance.ItemInstance;
 import net.sf.l2j.gameserver.model.item.kind.Item;
+import net.sf.l2j.gameserver.network.SystemMessageId;
 import net.sf.l2j.gameserver.network.serverpackets.CharCreateFail;
 import net.sf.l2j.gameserver.network.serverpackets.CharCreateOk;
 import net.sf.l2j.gameserver.network.serverpackets.CharSelectInfo;
+import net.sf.l2j.gameserver.network.serverpackets.SystemMessage;
 import net.sf.l2j.gameserver.scripting.Quest;
 import net.sf.l2j.gameserver.scripting.ScriptManager;
 
@@ -146,6 +149,7 @@
  newChar.addAdena("Init", Config.STARTING_ADENA, null, false);
     }
+        if(Config.STARTING_BUFFS)
+        {
+         if(!newChar.isMageClass())
+         {
+         for (int[] buff : Config.STARTING_BUFFS_F) //Custom buffs for fighters
+         {
+         L2Skill skill = SkillTable.getInstance().getInfo(buff[0], buff[1]);
+         if (skill != null)
+         {
+         skill.getEffects(newChar, newChar);
+         newChar.sendPacket(SystemMessage.getSystemMessage(SystemMessageId.YOU_FEEL_S1_EFFECT).addSkillName(buff[0]));
+         }
+         }
+         }
+         else
+         {
+         for (int[] buff : Config.STARTING_BUFFS_M) //Custom buffs for mystics
+         {
+         L2Skill skill = SkillTable.getInstance().getInfo(buff[0], buff[1]); 
+         if (skill != null)
+         {
+         skill.getEffects(newChar, newChar);
+         newChar.sendPacket(SystemMessage.getSystemMessage(SystemMessageId.YOU_FEEL_S1_EFFECT).addSkillName(buff[0]));
+         }
+         }
+         }        
+        }
  newChar.setXYZInvisible(template.getSpawnX(), template.getSpawnY(), template.getSpawnZ());
  newChar.setTitle("");
  
Index: java/net/sf/l2j/Config.java
===================================================================
--- java/net/sf/l2j/Config.java (revision 46)
+++ java/net/sf/l2j/Config.java (working copy)
@@ -401,6 +401,9 @@
  
  /** Misc */
  public static int STARTING_ADENA;
+ public static boolean STARTING_BUFFS;
+ public static List<int[]> STARTING_BUFFS_M = new ArrayList<int[]>(); 
+ public static List<int[]> STARTING_BUFFS_F = new ArrayList<int[]>();
  public static boolean EFFECT_CANCELING;
  public static double HP_REGEN_MULTIPLIER;
  public static double MP_REGEN_MULTIPLIER;
@@ -1075,6 +1078,47 @@
  // players
  ExProperties players = load(PLAYERS_FILE);
  STARTING_ADENA = players.getProperty("StartingAdena", 100);
+ STARTING_BUFFS = players.getProperty("StartingBuffs", true);
+ String[] propertySplit = players.getProperty("StartingBuffsMage", "1204,2").split(";");
+ STARTING_BUFFS_M.clear();
+ for (String buff : propertySplit)
+ {
+ String[] buffSplit = buff.split(",");
+ if (buffSplit.length != 2)
+ _log.warning("StartingBuffsMage[Config.load()]: invalid config property -> StartingBuffsMage \"" + buff + "\"");
+ else
+ {
+ try
+ {
+ STARTING_BUFFS_M.add(new int[]{Integer.parseInt(buffSplit[0]), Integer.parseInt(buffSplit[1])});
+ }
+             catch (NumberFormatException nfe)
+             {
+             if (STARTING_BUFFS_M.equals(""))
+             System.out.println("EROOOOOOOOOOOR WITH STARTING BUFS");
+             }
+ }
+ }
+ propertySplit = players.getProperty("StartingBuffsFighter", "1204,2").split(";");
+ STARTING_BUFFS_F.clear();
+ for (String buff : propertySplit)
+ {
+ String[] buffSplit = buff.split(",");
+ if (buffSplit.length != 2)
+ _log.warning("StartingBuffsFighter[Config.load()]: invalid config property -> StartingBuffsFighter \"" + buff + "\"");
+ else
+ {
+ try
+ {
+ STARTING_BUFFS_F.add(new int[]{Integer.parseInt(buffSplit[0]), Integer.parseInt(buffSplit[1])});
+ }
+             catch (NumberFormatException nfe)
+             {
+             if (STARTING_BUFFS_F.equals(""))
+             System.out.println("EROOOOOOOOOOOR WITH STARTING BUFS");
+             }
+ }
+ }     
  EFFECT_CANCELING = players.getProperty("CancelLesserEffect", true);
  HP_REGEN_MULTIPLIER = players.getProperty("HpRegenMultiplier", 1.);
  MP_REGEN_MULTIPLIER = players.getProperty("MpRegenMultiplier", 1.);
Posted
+        if(Config.STARTING_BUFFS)
+        {
+         if(!newChar.isMageClass())
+         {
+         for (int[] buff : Config.STARTING_BUFFS_F) //Custom buffs for fighters
+         {
+         L2Skill skill = SkillTable.getInstance().getInfo(buff[0], buff[1]);
+         if (skill != null)
+         {
+         skill.getEffects(newChar, newChar);
+         newChar.sendPacket(SystemMessage.getSystemMessage(SystemMessageId.YOU_FEEL_S1_EFFECT).addSkillName(buff[0]));
+         }
+         }
+         }
+         else
+         {
+         for (int[] buff : Config.STARTING_BUFFS_M) //Custom buffs for mystics
+         {
+         L2Skill skill = SkillTable.getInstance().getInfo(buff[0], buff[1]); 
+         if (skill != null)
+         {
+         skill.getEffects(newChar, newChar);
+         newChar.sendPacket(SystemMessage.getSystemMessage(SystemMessageId.YOU_FEEL_S1_EFFECT).addSkillName(buff[0]));
+         }
+         }
+         }        
+        }

>

+        if(Config.STARTING_BUFFS)
+        {
+         for (int[] buff : (newChar.isMageClass()) ? Config.STARTING_BUFFS_M : Config.STARTING_BUFFS_F)
+         {
+         L2Skill skill = SkillTable.getInstance().getInfo(buff[0], buff[1]);
+         if (skill != null)
+         {
+         skill.getEffects(newChar, newChar);
+         newChar.sendPacket(SystemMessage.getSystemMessage(SystemMessageId.YOU_FEEL_S1_EFFECT).addSkillName(buff[0]));
+         }
+         }    
+        }
Posted

Good share. i select this code for create a guide.

http://www.maxcheaters.com/topic/202517-l2jacis-%CF%80%CF%89%CF%82-%CE%BD%CE%B1-%CF%80%CE%B5%CF%81%CE%BD%CE%B1%CE%BC%CE%B5-%CE%B5%CE%BD%CE%B1-config/

I hope not to have problems. and I put the link from this share. :D 

Posted

It's cleaner, and there is embbed getSkill().

 

whats the point of a getSkill() method since you CANT cache a L2Skill instance?

Posted (edited)

whats the point of a getSkill() method since you CANT cache a L2Skill instance?

 

Avoid to rewrite SkillTable.getInstance().getSkill everytime.

 

By definition, all skills are cached...

private static final Map<Integer, L2Skill> _skills = new HashMap<>();
Edited by Tryskell
Posted (edited)

 

Avoid to rewrite SkillTable.getInstance().getSkill everytime.

 

By definition, all skills are cached...

private static final Map<Integer, L2Skill> _skills = new HashMap<>();

 

lol, the _skills will be updated with new L2Skill instances uppon //reload skills, while ALL other L2Skill references will hold the old obsolete L2Skill with old data inside.

 

PS: "By definition"

Edited by xxdem
Posted (edited)

lol, the _skills will be updated with new L2Skill instances uppon //reload skills, while ALL other L2Skill references will hold the old obsolete L2Skill with old data inside.

 

PS: "By definition"

 

Lol, what is the point to cache old skills upon skills reload ? That's all you don't want to do on a server. That would lead to a lot of idiot issues, and making the whole reload command totally pointless. I don't get your point.

 

Moreover, reload commands are only for dev purposes, nothing more.

 

And yes, almost everything is mapped or listed, so... Cached. I doubt I learn you anything.

Edited by Tryskell
Posted

Lol, what is the point to cache old skills upon skills reload ? That's all you don't want to do on a server. That would lead to a lot of idiot issues, and making the whole reload command totally pointless. I don't get your point.

 

Moreover, reload commands are only for dev purposes, nothing more.

 

And yes, almost everything is mapped or listed, so... Cached. I doubt I learn you anything.

 

lmao, read again I won't bother

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