Jump to content

Recommended Posts

Posted (edited)

So here is the thing. There is a check for private sell stores that verifies if each of listed items has a corresponding item template.

I checked most of projects out there and all had the same issue.

 

Here is the code I refer to, nested in TradeList privateStoreBuy() method:

  // Check if requested item is available for manipulation
  L2ItemInstance oldItem = _owner.checkItemManipulation(item.getObjectId(), item.getCount(), "sell");
  if (oldItem == null || !oldItem.isTradeable())
  {
      // Private store sell invalid item - disable it
      lock();
      return false;
  }

  final L2Item template = ItemTable.getInstance().getTemplate(item.getItemId());
  if (template == null)
  {
      continue;
  }
  weight += item.getCount() * template.getWeight();
  if (!template.isStackable())
  {
      slots += item.getCount();
  }
  else if (player.getInventory().getItemByItemId(item.getItemId()) == null)
  {
      slots++;
  }

 

Object 'item', which happens to be an instance of ItemRequest class, is used for retrieving item template and checking whether there are items of the corresponding ID inside buyer's inventory, in the case of stackable items.
What's really interesting is that this object has no Item ID. Private store sell listed items are usually distinct by Object ID instead.

Here is another code I refer to, nested in RequestPrivateStoreBuy class:

@Override
protected void readImpl()
{
	_storePlayerId = readD();
	_count = readD();
	if (_count < 0 || (_count * 12) > _buf.remaining() || _count > Config.MAX_ITEM_IN_PACKET)
	{
		_count = 0;
	}
	_items = new ItemRequest[_count];

	for (int i = 0; i < _count; i++)
	{
		int objectId = readD();
		long count = readD();
		int price = readD();
			
		if (objectId < 1 || count < 1 || count > Integer.MAX_VALUE || price < 0)
		{
			_items = null;
			return;
		}

		_items[i] = new ItemRequest(objectId, (int) count, price);
	}
}

 

And here is the conclusion. Private store sell never performs slot and weight checks at this point, since privateStoreBuy is searching for an item template using 0 as Item ID, therefore skipping rest of code inside loop.

 

Finally, using L2ItemInstance oldItem object for doing those checks, instead of ItemRequest item would probably be enough to solve this issue.

// Check if requested item is available for manipulation
L2ItemInstance oldItem = _owner.checkItemManipulation(item.getObjectId(), item.getCount(), "sell");
if (oldItem == null || !oldItem.isTradeable())
{
	// Private store sell invalid item - disable it
	lock();
	return false;
}

weight += item.getCount() * oldItem.getItem().getWeight();
if (!oldItem.isStackable())
{
	slots += item.getCount();
}
else if (player.getInventory().getItemByItemId(oldItem.getItemId()) == null)
{
	slots++;
}

 

Best regards,

DnR

Edited by DnR
  • 2 months later...
Posted (edited)

When I read that, I wanted to cry!

 

if (template == null)
  {
      continue;
  }

 

Is this inside a loop or someone was trolling when they wrote the above lines of code?

Edited by xFranky
  • Haha 1

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

    • LIVE VERIFICATION? SUMSUB? “IMPOSSIBLE”? ▪ Spoiler: it is possible — if you know who to work with. A client came in with a task to pass **live verification** on **WantToPay**, a Telegram virtual card service. On the platform side — **Sumsub**: liveness check, SMS, manual review. “Fast” and “by eye” simply don’t work here. › What was done: → analyzed the verification scenario and Sumsub requirements → built the correct flow: phone number, email, timing → **completed live verification remotely, without account handover** → handled SMS and confirmation codes → brought the process to final approval ▪ Result: → verification passed → access granted → no flags or repeat requests ▪ Live verification is not luck. It’s scenario-based preparation — not hope. › TG: @mustang_service ( https:// t.me/ mustang_service ) › Channel: Mustang Service ( https:// t.me/ +6RAKokIn5ItmYjEx ) *All data is published with the client’s consent.* #verification #sumsub #livecheck #kyc #case
    • IMPORTANT INFO: In a few days, I will switch to completely new code, written from scratch with a new download system, patch building and management system. The Updater will become true 2026 code with "foolproof systems". I'm going to create a Discord server for customers to request new ideas and features. FIRST CUSTOMERS ARE ALREADY USING THE NEW UPDATER ON LIVE SERVERS! Watch this topic for upcoming info because the new updater is around the corner! Yes, you can still use self-update on the previous updater! No, the new updater won't be compatible with the old patch system! A new build is required, but players who already have game files won't have to download the entire patch again! New templates and updates to existing templates are coming soon! Sneak peek:  
    • i used guytis IL project and source. i found in his project there are 3 Client version source... 1,CliExt_H5   --->this one cant be compiled in VS2005,i did know why..is it for H5 client? 2,CliExtNew  --->this one is IL version ,but when i compiled it and use it.player cant login game,MD5Checksum wrong.i check the source code,but not found any hints. 3,L2Server    --->this one for HB client?im not sure...   so my question is what are the differences between these three versions of cliext.dll?how can i fix the issue of the MD5Checksum not matching problem?   01/29/2026 21:04:11.366, [CCliExt::HandleCheckSum] Invalid Checksum[1130415144] vs [-721420287] packet[dd] len[29] sum[2698] key[30] HWID[] Account[]! 01/29/2026 21:04:11.366, SocketLimiter::UserSocketBadunknownprotocol 11111111111 01/29/2026 21:04:11.366, [usersocket]unknown protocol from ip[113.137.149.115]!      
  • 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..