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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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Every clan that wins a Castle Siege receives 10 custom hat/accessory items — physically wearable in-game. Each Crown is: → UNIQUE per castle — Aden Crown has a different visual from Giran Crown, Rune Crown, Goddard Crown, etc. → PERSONALIZED — the clan name AND clan crest are embedded visually on the hat itself, like a clan cloak but on your head    Every player who sees you knows exactly who you are and what castle your clan owns → NUMBERED — tooltip reads:    "Crown of Aden #4/10 — Season 2"    A collectible. A proof. A statement. → PERMANENT — you lose the castle at next siege, you keep the Crown → LEGACY — at season end it becomes a permanent trophy:    "Crown of Aden — Season 2  |  [YourClanName]"    Stored in your inventory as living history When a player wearing this Crown walks through Giran, everyone sees the clan crest displayed on the accessory. No leaderboard needed. Status is worn on your character.   -------------------------------------------------------------------------------------------------------------------------------------------------------------------- ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 🛠️  WHO WE ARE LOOKING FOR ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ We are building the right team first. No launch date until everything is right. ✅ H5 Developer — L2J or L2OFF    Must have experience with high-rate PvP servers    Bonus: experience with custom feature development ✅ Web Developer — for the Live Dashboard + account panel    Must be comfortable with real-time data display    (websockets, live feeds, mobile-friendly) ✅ Designer / 3D Artist — for custom Crown visuals per castle    If you have L2 texture/model experience, we want to talk ✅ GMs / Community Managers    Active, fair, experienced, trusted by the community ✅ Beta Testers    Players who know H5 PvP inside out    Willing to stress-test and break things on purpose ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 💬  WE WANT YOUR HONEST FEEDBACK ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ We are building this WITH the community. Every reply here shapes the final product. → Which of these 5 features excites you most? → What do you think will NOT work and why? → What is missing that would make you stay for months? → Would you play this if it opened tomorrow? We are not looking for hype. We are looking for honest opinions from people who have seen servers rise and fall. Tell us what we are getting wrong. Reply below or send a PM directly. Serious people only. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ P.S. — The inspiration for this project came from a server many of us played years ago called L2Gang. That nostalgia is what started this conversation. What we are building is something entirely new. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
    • Please is anyone who can share the compiled version of the l2editor source for interlude? Because i run the !GenerateLibs.bat with the corrected code by CriticalError and then i try to build with the vs 2013 but i get errors again and again and when i try anyway to open or create something with the UnrealEd.exe then it closes automatically.
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