Jump to content
  • 0

Question

Posted (edited)

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

2 answers to this question

Recommended Posts

  • 0
Posted (edited)
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
  • 0
Posted
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 😄

Guest
This topic is now closed to further replies.


  • Posts

    • IAM one of customers of this project. Have anti cheat, have user panel everything is working. Blocking adrenaline trashy plans without any problems.  So just GL for all lin2 project. I get support every time I need it. 
    • Convert package formats from Old to New in one click Create new packages of any format Lineage2Ver121 encryption (included in the package) Safe editing: work in a copy, full undo history (Ctrl+Z / Ctrl+Shift+Z), single "Save" button System integration Open .utx / .ugx files with a single click in Explorer (associations are registered during installation) One example: open a file and add its tab to an existing window Multilingual interface (EN, RU, UK, ES, PT, EL, KO, VI, ZH) — the language is picked up from the system Supported formats Packages: UTX, UGX Textures: RGBA8, DXT1, DXT3, DXT5, G16, P8 Resources: GFX (Scaleform) Requirements Windows. Java is not required—it's included in the build. Installation Run La2Tools-3.0.2.exe—the installer will create shortcuts and register related files. Alternatively, use the portable version. https://la2.tools/files/La2Tools_3.0.3_setup.exe   https://la2.tools/files/La2Tools_3.0.3_portable.zip  - Portable version  
    • WHEN SAYING “YES” IS A MISTAKE Not every project is worth taking on, even if the client is ready to pay. Sometimes refusing isn’t about losing money — it’s about protecting your reputation and time. Over the years, we’ve learned to quickly spot the cases that are almost guaranteed to turn into problems. Here are the most common situations where we turn down work: ▪ The client wants it “like everyone else’s,” but with lots of custom changes and on a minimal budget ▪ There are no proper source materials, yet the deadlines are already burning and everything is needed “yesterday” ▪ Constant changes to requirements after the work has already started ▪ A task with a very low chance of success, but very high expectations ▪ The client isn’t willing to discuss the process and sees us as just an executor - A good result almost always starts when both sides have an honest understanding of the risks and real possibilities of the project. If you’re currently discussing a project and unsure whether to move forward — write to us. We’ll honestly and directly tell you whether it’s worth taking on or if it’s better to look for another solution. › TG: @mustang_service_ms ( https:// t.me/ mustang_service_ms ) › Channel: Mustang Service ( https:// t.me/ +JPpJCETg-xM1NjNl ) #documents #drawing #photoshop #refuse #cases
    • The price reflects the value of the project, not just the source files. This is a complete, production-ready server that has already proven itself over the course of a full year, with a loyal player base and no major issues requiring ongoing development. To put it into perspective, the asking price is approximately what the server generated in one year. You're not buying an unfinished pack that still needs months of work, you're buying a polished, fully tested, revenue-proven project that's ready to go online. Considering that, I believe €35000 is a fair price.
    • How we can explain the amount? Is something special there in?
  • 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..