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Community Button Adquire Skills


Question

Posted (edited)

Hi people!. I have created a button on my communityboard that show available skills to learn but with this code when SkillsList Opens and i try to click on that windows it closes.

 

 

public void showSkillsList(L2PcInstance player)
	{
		
		// Normal skills, No LearnedByFS, no AutoGet skills.
		final List<L2SkillLearn> skills = SkillTreesData.getInstance().getAvailableSkills(player, player.getClassId(), false, false);
		final AcquireSkillList asl = new AcquireSkillList(AcquireSkillType.CLASS);
		int count = 0;
		player.setLearningClass(player.getClassId());
		for (L2SkillLearn s : skills)
		{
			if (SkillData.getInstance().getInfo(s.getSkillId(), s.getSkillLevel()) != null)
			{
				asl.addSkill(s.getSkillId(), s.getSkillLevel(), s.getSkillLevel(), s.getCalculatedLevelUpSp(player.getClassId(), player.getClassId()), 0);
				count++;
			}
		}
		
		if (count == 0)
		{
			final Map<Integer, L2SkillLearn> skillTree = SkillTreesData.getInstance().getCompleteClassSkillTree(player.getClassId());
			final int minLevel = SkillTreesData.getInstance().getMinLevelForNewSkill(player, skillTree);
			if (minLevel > 0)
			{
				SystemMessage sm = SystemMessage.getSystemMessage(SystemMessageId.DO_NOT_HAVE_FURTHER_SKILLS_TO_LEARN_S1);
				sm.addInt(minLevel);
				player.sendPacket(sm);
			}
			else
			{
				if (player.getClassId().level() == 1)
				{
					SystemMessage sm = SystemMessage.getSystemMessage(SystemMessageId.NO_SKILLS_TO_LEARN_RETURN_AFTER_S1_CLASS_CHANGE);
					sm.addInt(2);
					player.sendPacket(sm);
				}
				else
				{
					player.sendPacket(SystemMessageId.NO_MORE_SKILLS_TO_LEARN);
				}
			}
		}
		else
		{
			player.sendPacket(asl);
		}
	}

 

 

Do you know if there ir a solution for that problem?.

 

 

Edited by Vision

9 answers to this question

Recommended Posts

  • 0
Posted
4 hours ago, LoVe+ said:
AcquireSkillList.java

show this file

 

 

public final class AcquireSkillList extends L2GameServerPacket
{
	private final List<Skill> _skills;
	private final AcquireSkillType _skillType;
	
	/**
	 * Private class containing learning skill information.
	 */
	private static class Skill
	{
		public int id;
		public int nextLevel;
		public int maxLevel;
		public int spCost;
		public int requirements;
		
		public Skill(int pId, int pNextLevel, int pMaxLevel, int pSpCost, int pRequirements)
		{
			id = pId;
			nextLevel = pNextLevel;
			maxLevel = pMaxLevel;
			spCost = pSpCost;
			requirements = pRequirements;
		}
	}
	
	public AcquireSkillList(AcquireSkillType type)
	{
		_skillType = type;
		_skills = new ArrayList<>();
	}
	
	public void addSkill(int id, int nextLevel, int maxLevel, int spCost, int requirements)
	{
		_skills.add(new Skill(id, nextLevel, maxLevel, spCost, requirements));
	}
	
	@Override
	protected void writeImpl()
	{
		if (_skills.isEmpty())
		{
			return;
		}
		
		writeC(0x90);
		writeD(_skillType.ordinal());
		writeD(_skills.size());
		
		for (Skill temp : _skills)
		{
			writeD(temp.id);
			writeD(temp.nextLevel);
			writeD(temp.maxLevel);
			writeD(temp.spCost);
			writeD(temp.requirements);
			if (_skillType == AcquireSkillType.SUBPLEDGE)
			{
				writeD(0); // TODO: ?
			}
		}
	}
}

 

  • 0
Posted

your condition is in this file: RequestAcquireSkill.java

 

package net.sf.l2j.gameserver.network.clientpackets;

import net.sf.l2j.Config;
import net.sf.l2j.gameserver.datatables.SkillTable;
import net.sf.l2j.gameserver.datatables.SkillTreeTable;
import net.sf.l2j.gameserver.datatables.SpellbookTable;
import net.sf.l2j.gameserver.model.L2PledgeSkillLearn;
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.actor.Npc;
import net.sf.l2j.gameserver.model.actor.instance.Fisherman;
import net.sf.l2j.gameserver.model.actor.instance.Folk;
import net.sf.l2j.gameserver.model.actor.instance.Player;
import net.sf.l2j.gameserver.model.actor.instance.VillageMaster;
import net.sf.l2j.gameserver.network.SystemMessageId;
import net.sf.l2j.gameserver.network.serverpackets.ExStorageMaxCount;
import net.sf.l2j.gameserver.network.serverpackets.ShortCutRegister;
import net.sf.l2j.gameserver.network.serverpackets.SystemMessage;

public class RequestAcquireSkill extends L2GameClientPacket
{
    private int _skillId;
    private int _skillLevel;
    private int _skillType;
    
    @Override
    protected void readImpl()
    {
        _skillId = readD();
        _skillLevel = readD();
        _skillType = readD();
    }
    
    @Override
    protected void runImpl()
    {
        // Not valid skill data, return.
        if (_skillId <= 0 || _skillLevel <= 0)
            return;
        
        // Incorrect player, return.
        final Player activeChar = getClient().getActiveChar();
        if (activeChar == null)
            return;
        
        // Incorrect npc, return.
        final Npc trainer = activeChar.getCurrentFolkNPC();
        if (trainer == null)
            return;
        
        // Distance check for player <-> npc.
        if (!activeChar.isInsideRadius(trainer, Npc.INTERACTION_DISTANCE, false, false) && !activeChar.isGM())
            return;
        
        // Skill doesn't exist, return.
        final L2Skill skill = SkillTable.getInstance().getInfo(_skillId, _skillLevel);
        if (skill == null)
            return;
        

        // Set learn class.
        activeChar.setSkillLearningClassId(activeChar.getClassId());
        
        boolean exists = false;
        
        // Types.
        switch (_skillType)
        {
            case 0: // General skills.
                // Player already has such skill with same or higher level.
                int skillLvl = activeChar.getSkillLevel(_skillId);
                if (skillLvl >= _skillLevel)
                    return;
                
                // Requested skill must be 1 level higher than existing skill.
                if (Math.max(skillLvl, 0) + 1 != _skillLevel)
                    return;
                
                int spCost = 0;
                
                // Find skill information.
                for (L2SkillLearn sl : SkillTreeTable.getInstance().getAvailableSkills(activeChar, activeChar.getSkillLearningClassId()))
                {
                    // Skill found.
                    if (sl.getId() == _skillId && sl.getLevel() == _skillLevel)
                    {
                        exists = true;
                        spCost = sl.getSpCost();
                        break;
                    }
                }
                
                // No skill found, return.
                if (!exists)
                    return;
                
                // Not enought SP.
                if (activeChar.getSp() < spCost)
                {
                    activeChar.sendPacket(SystemMessageId.NOT_ENOUGH_SP_TO_LEARN_SKILL);
                    Folk.showSkillList(activeChar, trainer, activeChar.getSkillLearningClassId());
                    return;
                }
                
                // Get spellbook and try to consume it.
                int spbId = SpellbookTable.getInstance().getBookForSkill(_skillId, _skillLevel);
                if (spbId > 0)
                {
                    if (!activeChar.destroyItemByItemId("SkillLearn", spbId, 1, trainer, true))
                    {
                        activeChar.sendPacket(SystemMessageId.ITEM_MISSING_TO_LEARN_SKILL);
                        Folk.showSkillList(activeChar, trainer, activeChar.getSkillLearningClassId());
                        return;
                    }
                }
                
                // Consume SP.
                activeChar.removeExpAndSp(0, spCost);
                
                // Add skill new skill.
                activeChar.addSkill(skill, true);
                activeChar.sendPacket(SystemMessage.getSystemMessage(SystemMessageId.LEARNED_SKILL_S1).addSkillName(skill));
                
                // Update player and return.
                updateShortCuts(activeChar);
                activeChar.sendSkillList();
                Folk.showSkillList(activeChar, trainer, activeChar.getSkillLearningClassId());
                break;
            
            case 1: // Common skills.
                skillLvl = activeChar.getSkillLevel(_skillId);
                if (skillLvl >= _skillLevel)
                    return;
                
                if (Math.max(skillLvl, 0) + 1 != _skillLevel)
                    return;
                
                int costId = 0;
                int costCount = 0;
                
                for (L2SkillLearn sl : SkillTreeTable.getInstance().getAvailableFishingDwarvenCraftSkills(activeChar))
                {
                    if (sl.getId() == _skillId && sl.getLevel() == _skillLevel)
                    {
                        exists = true;
                        costId = sl.getIdCost();
                        costCount = sl.getCostCount();
                        break;
                    }
                }
                
                if (!exists)
                    return;
                
                if (!activeChar.destroyItemByItemId("Consume", costId, costCount, trainer, true))
                {
                    activeChar.sendPacket(SystemMessageId.ITEM_MISSING_TO_LEARN_SKILL);
                    Fisherman.showFishSkillList(activeChar);
                    return;
                }
                
                activeChar.addSkill(skill, true);
                activeChar.sendPacket(SystemMessage.getSystemMessage(SystemMessageId.LEARNED_SKILL_S1).addSkillName(skill));
                
                if (_skillId >= 1368 && _skillId <= 1372)
                    activeChar.sendPacket(new ExStorageMaxCount(activeChar));
                
                updateShortCuts(activeChar);
                activeChar.sendSkillList();
                Fisherman.showFishSkillList(activeChar);
                break;
            
            case 2: // Pledge skills.
                if (!activeChar.isClanLeader())
                    return;
                
                int itemId = 0;
                int repCost = 0;
                
                for (L2PledgeSkillLearn psl : SkillTreeTable.getInstance().getAvailablePledgeSkills(activeChar))
                {
                    if (psl.getId() == _skillId && psl.getLevel() == _skillLevel)
                    {
                        exists = true;
                        itemId = psl.getItemId();
                        repCost = psl.getRepCost();
                        break;
                    }
                }
                
                if (!exists)
                    return;
                
                if (activeChar.getClan().getReputationScore() < repCost)
                {
                    activeChar.sendPacket(SystemMessageId.ACQUIRE_SKILL_FAILED_BAD_CLAN_REP_SCORE);
                    VillageMaster.showPledgeSkillList(activeChar);
                    return;
                }
                
                if (Config.LIFE_CRYSTAL_NEEDED)
                {
                    if (!activeChar.destroyItemByItemId("Consume", itemId, 1, trainer, true))
                    {
                        activeChar.sendPacket(SystemMessageId.ITEM_MISSING_TO_LEARN_SKILL);
                        VillageMaster.showPledgeSkillList(activeChar);
                        return;
                    }
                }
                
                activeChar.getClan().takeReputationScore(repCost);
                activeChar.sendPacket(SystemMessage.getSystemMessage(SystemMessageId.S1_DEDUCTED_FROM_CLAN_REP).addNumber(repCost));
                
                activeChar.getClan().addNewSkill(skill);
                
                VillageMaster.showPledgeSkillList(activeChar);
                return;
        }
    }
    
    private void updateShortCuts(Player player)
    {
        if (_skillLevel > 1)
        {
            for (L2ShortCut sc : player.getAllShortCuts())
            {
                if (sc.getId() == _skillId && sc.getType() == L2ShortCut.TYPE_SKILL)
                {
                    L2ShortCut newsc = new L2ShortCut(sc.getSlot(), sc.getPage(), L2ShortCut.TYPE_SKILL, _skillId, _skillLevel, 1);
                    player.sendPacket(new ShortCutRegister(newsc));
                    player.registerShortCut(newsc);
                }
            }
        }
    }
}

  • 0
Posted (edited)

The code is'ts equals or like that. but this parts is missing and i added.

 

   // Distance check for player <-> npc.
        if (!activeChar.isInsideRadius(trainer, Npc.INTERACTION_DISTANCE, false, false) && !activeChar.isGM())
            return;

 

but i tested and it closes when you click the window. only works when you click on npc. an then you can click on that window.

 

 

i think that i need to touch more classes. because when i want to learn skills on a windows or community is not equal that when you try to learn skills on a npc.

Edited by barao45
wrong
  • 0
Posted

IT BASSICALY 1 LINE UPPER  , DO YOU WANT ME TO COMPILE FOR U?

 

  // Incorrect npc, return.
        final Npc trainer = activeChar.getCurrentFolkNPC();
        if (trainer == null)
            return;

  • 0
Posted

I think you don't understand or you don't read more than 1 line onwards, so the solutions are not resolved because with that bugs are generated. If you solve everything like this, no thanks, I don't ask you for anything else xD. I have found the right way.
Thanks anyway

  • 0
Posted (edited)

you just said you created something and is not working ? why bcs you are brainless. im not trying to solve your problems , im trying to help you use you brain .. if you don't want to fix your source on your own and all time pay someone you should hire 1 guy as developer for your projects.

Edited by LoVe+

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    • Honestly, I think L2ETINA is worth keeping an eye on again. With the new team coming in, it feels like there’s finally some fresh energy around the project. They’ve got skilled people working on it now, and from what I’ve seen, they’re actually focused on bringing the project back to life and expanding it instead of just making empty promises. I also like the transparency so far. They’re communicating with the community and being open about what they’re working on and where they want to take L2ETINA. Obviously, there’s still a lot to prove and nobody can predict how things will turn out. But compared to before, I’m definitely more optimistic about the project now. I’m going to keep watching the progress and see what the new team can deliver. So far, I like the direction they’re taking.
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