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Help help with sub stuck mod


Kotegaeshi92
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hi! im using a sub stuck mod i found in the forum. Everything works ok but there is a bug..  if you cancel the subclass the first time and you dont go back to the main class, all skills from that class are removed (thats how supposed to work) but if you go back to main and you cancel the subclass, the skills from the subclass are not removed. So you can have skills from whatever subclass you want at the same time ( :S ) . ill paste te code here if anyone can give me some suggestion to fix this, i will be gratefull. Thanks !

edit: Im using Acis rev.399 

 

/*
 * L2J_EngineMods
 * Engine developed by Fissban.
 *
 * This software is not free and you do not have permission
 * to distribute without the permission of its owner.
 *
 * This software is distributed only under the rule
 * of www.devsadmins.com.
 * 
 * Contact us with any questions by the media
 * provided by our web or email marco.faccio@gmail.com
 */
package main.engine.mods;

import java.sql.Connection;
import java.sql.PreparedStatement;
import java.sql.ResultSet;
import java.util.HashMap;
import java.util.Map;
import java.util.Map.Entry;
import java.util.logging.Level;

import main.data.ConfigData;
import main.engine.AbstractMods;
import net.sf.l2j.commons.pool.ConnectionPool;
import net.sf.l2j.gameserver.data.SkillTable;
import net.sf.l2j.gameserver.model.actor.Player;
import net.sf.l2j.gameserver.skills.L2Skill;

/**
 * @author fissban
 */
public class SubClassAcumulatives extends AbstractMods
{
	// SQL
	private static final String RESTORE_SKILLS_FOR_CHAR = "SELECT skill_id,skill_level,class_index FROM character_skills WHERE char_obj_id=?";
	
	/**
	 * Constructor
	 */
	public SubClassAcumulatives()
	{
		registerMod(ConfigData.ENABLE_SubClassAcumulatives);
	}
	
	@Override
	public void onModState()
	{
		//
	}
	
	@Override
	public boolean onRestoreSkills(Player player)
	{
		Map<Integer, Integer> skills = new HashMap<>();
		
		try (Connection con = ConnectionPool.getConnection();
			PreparedStatement ps = con.prepareStatement(RESTORE_SKILLS_FOR_CHAR))
		{
			// Retrieve all skills of this Player from the database
			ps.setInt(1, player.getObjectId());
			
			try (ResultSet rs = ps.executeQuery())
			{
				while (rs.next())
				{
					final int id = rs.getInt("skill_id");
					final int level = rs.getInt("skill_level");
					final int classIndex = rs.getInt("class_index");
					
					// fake skills for base stats
					if (id > 9000)
					{
						continue;
					}
					
					if (player.getClassIndex() != classIndex)
					{
						final L2Skill skill = SkillTable.getInstance().getInfo(id, level);
						
						if (skill == null)
						{
							LOG.log(Level.SEVERE, "Skipped null skill Id: " + id + ", Level: " + level + " while restoring player skills for " + player.getName());
							continue;
						}
						
						if (!ConfigData.ACUMULATIVE_PASIVE_SKILLS)
						{
							if (skill.isPassive())
							{
								continue;
							}
						}
						
						if (ConfigData.DONT_ACUMULATIVE_SKILLS_ID.contains(id))
						{
							continue;
						}
						
					}
					
					// We save all the skills that we will teach our character.
					// This will avoid teaching a skill from lvl 1 to 15 for example
					// And directly we teach the lvl 15 =)
					skills.put(id, level);
				}
			}
		}
		catch (Exception e)
		{
			LOG.log(Level.SEVERE, "Could not restore " + player.getName() + " skills:", e);
		}
		
		for (Entry<Integer, Integer> skillLearn : skills.entrySet())
		{
			final int id = skillLearn.getKey();
			final int level = skillLearn.getValue();
			// Create a L2Skill object for each record
			final L2Skill skill = SkillTable.getInstance().getInfo(id, level);
			
			if (skill == null)
			{
				LOG.log(Level.SEVERE, "Skipped null skill Id: " + id + ", Level: " + level + " while restoring player skills for " + player.getName());
				continue;
			}
			
			// solo le enseniamos el skill si es que el mismo no lo tiene aun o si es el inferior al q le vamos a enseniar
			if (player.getSkillLevel(id) < level)
			{
				// Add the L2Skill object to the L2Character _skills and its Func objects to the calculator set of the L2Character
				player.addSkill(skill, true);
			}
		}
		
		return true;
	}
	
	public static SubClassAcumulatives getInstance()
	{
		return SingletonHolder.INSTANCE;
	}
	
	private static class SingletonHolder
	{
		protected static final SubClassAcumulatives INSTANCE = new SubClassAcumulatives();
	}
}

 

Edited by Kotegaeshi92
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On 12/8/2021 at 12:56 AM, Kotegaeshi92 said:

hi! im using a sub stuck mod i found in the forum. Everything works ok but there is a bug..  if you cancel the subclass the first time and you dont go back to the main class, all skills from that class are removed (thats how supposed to work) but if you go back to main and you cancel the subclass, the skills from the subclass are not removed. So you can have skills from whatever subclass you want at the same time ( :S ) . ill paste te code here if anyone can give me some suggestion to fix this, i will be gratefull. Thanks !

edit: Im using Acis rev.399 

 

/*
 * L2J_EngineMods
 * Engine developed by Fissban.
 *
 * This software is not free and you do not have permission
 * to distribute without the permission of its owner.
 *
 * This software is distributed only under the rule
 * of www.devsadmins.com.
 * 
 * Contact us with any questions by the media
 * provided by our web or email marco.faccio@gmail.com
 */
package main.engine.mods;

import java.sql.Connection;
import java.sql.PreparedStatement;
import java.sql.ResultSet;
import java.util.HashMap;
import java.util.Map;
import java.util.Map.Entry;
import java.util.logging.Level;

import main.data.ConfigData;
import main.engine.AbstractMods;
import net.sf.l2j.commons.pool.ConnectionPool;
import net.sf.l2j.gameserver.data.SkillTable;
import net.sf.l2j.gameserver.model.actor.Player;
import net.sf.l2j.gameserver.skills.L2Skill;

/**
 * @author fissban
 */
public class SubClassAcumulatives extends AbstractMods
{
	// SQL
	private static final String RESTORE_SKILLS_FOR_CHAR = "SELECT skill_id,skill_level,class_index FROM character_skills WHERE char_obj_id=?";
	
	/**
	 * Constructor
	 */
	public SubClassAcumulatives()
	{
		registerMod(ConfigData.ENABLE_SubClassAcumulatives);
	}
	
	@Override
	public void onModState()
	{
		//
	}
	
	@Override
	public boolean onRestoreSkills(Player player)
	{
		Map<Integer, Integer> skills = new HashMap<>();
		
		try (Connection con = ConnectionPool.getConnection();
			PreparedStatement ps = con.prepareStatement(RESTORE_SKILLS_FOR_CHAR))
		{
			// Retrieve all skills of this Player from the database
			ps.setInt(1, player.getObjectId());
			
			try (ResultSet rs = ps.executeQuery())
			{
				while (rs.next())
				{
					final int id = rs.getInt("skill_id");
					final int level = rs.getInt("skill_level");
					final int classIndex = rs.getInt("class_index");
					
					// fake skills for base stats
					if (id > 9000)
					{
						continue;
					}
					
					if (player.getClassIndex() != classIndex)
					{
						final L2Skill skill = SkillTable.getInstance().getInfo(id, level);
						
						if (skill == null)
						{
							LOG.log(Level.SEVERE, "Skipped null skill Id: " + id + ", Level: " + level + " while restoring player skills for " + player.getName());
							continue;
						}
						
						if (!ConfigData.ACUMULATIVE_PASIVE_SKILLS)
						{
							if (skill.isPassive())
							{
								continue;
							}
						}
						
						if (ConfigData.DONT_ACUMULATIVE_SKILLS_ID.contains(id))
						{
							continue;
						}
						
					}
					
					// We save all the skills that we will teach our character.
					// This will avoid teaching a skill from lvl 1 to 15 for example
					// And directly we teach the lvl 15 =)
					skills.put(id, level);
				}
			}
		}
		catch (Exception e)
		{
			LOG.log(Level.SEVERE, "Could not restore " + player.getName() + " skills:", e);
		}
		
		for (Entry<Integer, Integer> skillLearn : skills.entrySet())
		{
			final int id = skillLearn.getKey();
			final int level = skillLearn.getValue();
			// Create a L2Skill object for each record
			final L2Skill skill = SkillTable.getInstance().getInfo(id, level);
			
			if (skill == null)
			{
				LOG.log(Level.SEVERE, "Skipped null skill Id: " + id + ", Level: " + level + " while restoring player skills for " + player.getName());
				continue;
			}
			
			// solo le enseniamos el skill si es que el mismo no lo tiene aun o si es el inferior al q le vamos a enseniar
			if (player.getSkillLevel(id) < level)
			{
				// Add the L2Skill object to the L2Character _skills and its Func objects to the calculator set of the L2Character
				player.addSkill(skill, true);
			}
		}
		
		return true;
	}
	
	public static SubClassAcumulatives getInstance()
	{
		return SingletonHolder.INSTANCE;
	}
	
	private static class SingletonHolder
	{
		protected static final SubClassAcumulatives INSTANCE = new SubClassAcumulatives();
	}
}

 

Your code is confusing class_index

 

Looked in the code, when adding a sub class, it assigns the desired index. You re-assign the index -1 to the skills.

try

			// solo le enseniamos el skill si es que el mismo no lo tiene aun o si es el inferior al q le vamos a enseniar
			if (player.getSkillLevel(id) < level)
			{
				// Add the L2Skill object to the L2Character _skills and its Func objects to the calculator set of the L2Character
				player.addSkill(skill, false);
			}
Edited by Psygrammator
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20 hours ago, Psygrammator said:

Your code is confusing class_index

 

Looked in the code, when adding a sub class, it assigns the desired index. You re-assign the index -1 to the skills.

try

			// solo le enseniamos el skill si es que el mismo no lo tiene aun o si es el inferior al q le vamos a enseniar
			if (player.getSkillLevel(id) < level)
			{
				// Add the L2Skill object to the L2Character _skills and its Func objects to the calculator set of the L2Character
				player.addSkill(skill, false);
			}

thanks !! this worked 😄

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