Jump to content

Recommended Posts

Posted

Hello, I bring you an item that allows the player to recover an item that fails in an enchant. It shows the last 10 items of the player that have failed with the enchants.

 

 

I would like if someone is encouraged to add a filter because now it shows them to all types of item and I think it would be better if they are separated by armor weapon and jewels

 

 code

 sql

 

config

#==========================================================================
#   BLACK COUPON RECOVERY 1 ITEM ENCHANT FAILED
#==========================================================================

BlackCouponId = 6392

 

 

preview

  • Like 1
Posted (edited)

You should consider to fix this code. I won't mention that it's coding style is before java 8, but I will mention the security issue of your bypasses. You can easily get any item with your desired enchant value

Edited by melron
Posted
40 minutes ago, melron said:

You should consider to fix this code. I won't mention that it's coding style is before java 8, but I will mention the security issue of your bypasses. You can easily get any item with your desired enchant value

@tensador3 this is a big issue. You could send the obj_id first of the item on the bypass instead of itemid and enchant value and also save the char_id of the person that broke the item in the sql table. Then see if obj_id and char_id exists in sql. Then return the provided item_id and enchant value.

Also, rework your try catch, I recommend using try with resources. 

Posted
42 minutes ago, melron said:

You should consider to fix this code. I won't mention that it's coding style is before java 8, but I will mention the security issue of your bypasses. You can easily get any item with your desired enchant value

 

 

Excuse me, I'm not very good at this, would this be enough to prevent that from happening?

 

	private static void recoverSelectedItem(L2PcInstance player, int itemId, int enchantLevel)
	{
		// Comprueba si el jugador tiene suficientes items del ID 6392
		L2ItemInstance recoveryItem = player.getInventory().getItemByItemId(Config.BLACK_COUPON_ID);
		if (recoveryItem == null || recoveryItem.getCount() < 1)
		{
			player.sendMessage("No tienes suficientes items para recuperar este item.");
			return;
		}
		
		// Verifica el nivel de enchant del item recuperable en la base de datos
		if (!isValidEnchantLevel(itemId, enchantLevel, player.getObjectId()))
		{
			player.sendMessage("No puedes recuperar este item con ese nivel de enchant.");
			return;
		}
		
		// Verifica que el artículo que se está recuperando coincide con el artículo original
		if (!isValidRecoveryItem(itemId, player.getObjectId()))
		{
			player.sendMessage("No puedes recuperar este item.");
			return;
		}
		
		// Crea el item a recuperar con el ID y enchantLevel proporcionados
		L2ItemInstance recoveredItem = ItemTable.getInstance().createItem("RecoverItem", itemId, 1, player);
		recoveredItem.setEnchantLevel(enchantLevel);
		
		// Agrega el item recuperado al inventario del jugador
		player.getInventory().addItem("RecoverItem", recoveredItem, player, player);
		
		// Cobra 1 item del ID 6392
		player.getInventory().destroyItemByItemId("RecoveryCost", Config.BLACK_COUPON_ID, 1, player, player);
		
		// Elimina el item recuperado de la base de datos
		removeRecoverableItem(itemId, player.getObjectId());
		
		// Actualiza el inventario del jugador para que aparezca el item recuperado
		player.sendPacket(new ItemList(player, true));
		
		// Envía un mensaje al jugador con el nombre del item y su nivel de enchant
		String itemName = recoveredItem.getItemName();
		String message = "Has recuperado el item " + itemName;
		if (enchantLevel > 0)
		{
			message += " +" + enchantLevel;
		}
		player.sendMessage(message);
	}
	
	private static boolean isValidRecoveryItem(int itemId, int objectId)
	{
		Connection con = null;
		PreparedStatement statement = null;
		ResultSet resultSet = null;
		
		try
		{
			con = L2DatabaseFactory.getInstance().getConnection();
			String sql = "SELECT item_id FROM item_recover WHERE object_id = ? AND item_id = ?";
			statement = con.prepareStatement(sql);
			statement.setInt(1, objectId);
			statement.setInt(2, itemId);
			resultSet = statement.executeQuery();
			
			return resultSet.next(); // Si hay un resultado, el artículo es válido
			
		}
		catch (SQLException e)
		{
			// Manejo de excepciones en caso de error al obtener el artículo recuperable de la base de datos
			e.printStackTrace();
		}
		finally
		{
			try
			{
				if (resultSet != null)
				{
					resultSet.close();
				}
				if (statement != null)
				{
					statement.close();
				}
				if (con != null)
				{
					con.close();
				}
			}
			catch (SQLException e)
			{
				// Manejo de excepciones en caso de error al cerrar la conexión a la base de datos
				e.printStackTrace();
			}
		}
		
		return false; // Si ocurre alguna excepción o no se encuentra el artículo, se considera inválido
	}
	
	private static boolean isValidEnchantLevel(int itemId, int enchantLevel, int objectId)
	{
		Connection con = null;
		PreparedStatement statement = null;
		ResultSet resultSet = null;
		
		try
		{
			con = L2DatabaseFactory.getInstance().getConnection();
			String sql = "SELECT enchant_level FROM item_recover WHERE object_id = ? AND item_id = ?";
			statement = con.prepareStatement(sql);
			statement.setInt(1, objectId);
			statement.setInt(2, itemId);
			resultSet = statement.executeQuery();
			
			if (resultSet.next())
			{
				int validEnchantLevel = resultSet.getInt("enchant_level");
				return enchantLevel == validEnchantLevel;
			}
		}
		catch (SQLException e)
		{
			// Manejo de excepciones en caso de error al obtener el nivel de enchant válido de la base de datos
			e.printStackTrace();
		}
		finally
		{
			try
			{
				if (resultSet != null)
				{
					resultSet.close();
				}
				if (statement != null)
				{
					statement.close();
				}
				if (con != null)
				{
					con.close();
				}
			}
			catch (SQLException e)
			{
				// Manejo de excepciones en caso de error al cerrar la conexión a la base de datos
				e.printStackTrace();
			}
		}
		
		return false;
	}

 

Posted
2 hours ago, tensador3 said:

 

 

Excuse me, I'm not very good at this, would this be enough to prevent that from happening?

 

	private static void recoverSelectedItem(L2PcInstance player, int itemId, int enchantLevel)
	{
		// Comprueba si el jugador tiene suficientes items del ID 6392
		L2ItemInstance recoveryItem = player.getInventory().getItemByItemId(Config.BLACK_COUPON_ID);
		if (recoveryItem == null || recoveryItem.getCount() < 1)
		{
			player.sendMessage("No tienes suficientes items para recuperar este item.");
			return;
		}
		
		// Verifica el nivel de enchant del item recuperable en la base de datos
		if (!isValidEnchantLevel(itemId, enchantLevel, player.getObjectId()))
		{
			player.sendMessage("No puedes recuperar este item con ese nivel de enchant.");
			return;
		}
		
		// Verifica que el artículo que se está recuperando coincide con el artículo original
		if (!isValidRecoveryItem(itemId, player.getObjectId()))
		{
			player.sendMessage("No puedes recuperar este item.");
			return;
		}
		
		// Crea el item a recuperar con el ID y enchantLevel proporcionados
		L2ItemInstance recoveredItem = ItemTable.getInstance().createItem("RecoverItem", itemId, 1, player);
		recoveredItem.setEnchantLevel(enchantLevel);
		
		// Agrega el item recuperado al inventario del jugador
		player.getInventory().addItem("RecoverItem", recoveredItem, player, player);
		
		// Cobra 1 item del ID 6392
		player.getInventory().destroyItemByItemId("RecoveryCost", Config.BLACK_COUPON_ID, 1, player, player);
		
		// Elimina el item recuperado de la base de datos
		removeRecoverableItem(itemId, player.getObjectId());
		
		// Actualiza el inventario del jugador para que aparezca el item recuperado
		player.sendPacket(new ItemList(player, true));
		
		// Envía un mensaje al jugador con el nombre del item y su nivel de enchant
		String itemName = recoveredItem.getItemName();
		String message = "Has recuperado el item " + itemName;
		if (enchantLevel > 0)
		{
			message += " +" + enchantLevel;
		}
		player.sendMessage(message);
	}
	
	private static boolean isValidRecoveryItem(int itemId, int objectId)
	{
		Connection con = null;
		PreparedStatement statement = null;
		ResultSet resultSet = null;
		
		try
		{
			con = L2DatabaseFactory.getInstance().getConnection();
			String sql = "SELECT item_id FROM item_recover WHERE object_id = ? AND item_id = ?";
			statement = con.prepareStatement(sql);
			statement.setInt(1, objectId);
			statement.setInt(2, itemId);
			resultSet = statement.executeQuery();
			
			return resultSet.next(); // Si hay un resultado, el artículo es válido
			
		}
		catch (SQLException e)
		{
			// Manejo de excepciones en caso de error al obtener el artículo recuperable de la base de datos
			e.printStackTrace();
		}
		finally
		{
			try
			{
				if (resultSet != null)
				{
					resultSet.close();
				}
				if (statement != null)
				{
					statement.close();
				}
				if (con != null)
				{
					con.close();
				}
			}
			catch (SQLException e)
			{
				// Manejo de excepciones en caso de error al cerrar la conexión a la base de datos
				e.printStackTrace();
			}
		}
		
		return false; // Si ocurre alguna excepción o no se encuentra el artículo, se considera inválido
	}
	
	private static boolean isValidEnchantLevel(int itemId, int enchantLevel, int objectId)
	{
		Connection con = null;
		PreparedStatement statement = null;
		ResultSet resultSet = null;
		
		try
		{
			con = L2DatabaseFactory.getInstance().getConnection();
			String sql = "SELECT enchant_level FROM item_recover WHERE object_id = ? AND item_id = ?";
			statement = con.prepareStatement(sql);
			statement.setInt(1, objectId);
			statement.setInt(2, itemId);
			resultSet = statement.executeQuery();
			
			if (resultSet.next())
			{
				int validEnchantLevel = resultSet.getInt("enchant_level");
				return enchantLevel == validEnchantLevel;
			}
		}
		catch (SQLException e)
		{
			// Manejo de excepciones en caso de error al obtener el nivel de enchant válido de la base de datos
			e.printStackTrace();
		}
		finally
		{
			try
			{
				if (resultSet != null)
				{
					resultSet.close();
				}
				if (statement != null)
				{
					statement.close();
				}
				if (con != null)
				{
					con.close();
				}
			}
			catch (SQLException e)
			{
				// Manejo de excepciones en caso de error al cerrar la conexión a la base de datos
				e.printStackTrace();
			}
		}
		
		return false;
	}

 

 

From a security standpoint, I would say yes, it is a concern. However, from a broader perspective, it is not an ideal approach. The code you provided establishes three separate database connections for a single click, which is highly inefficient. It would be more advisable to implement a manager that can handle all the necessary tasks and hold the relevant data, rather than querying the database each time. This approach would greatly improve the efficiency and maintainability of the code.

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

    • what pack you use  send me on discord for it
    • package custom.events.RandomZoneEvent; import java.io.File; import java.util.ArrayList; import java.util.List; import java.util.Random; import java.util.concurrent.ScheduledFuture; import org.w3c.dom.Document; import org.w3c.dom.Node; import org.l2jmobius.commons.threads.ThreadPool; import org.l2jmobius.commons.time.SchedulingPattern; import org.l2jmobius.commons.time.TimeUtil; import org.l2jmobius.commons.util.IXmlReader; import org.l2jmobius.gameserver.managers.ZoneManager; import org.l2jmobius.gameserver.model.StatSet; import org.l2jmobius.gameserver.model.actor.Creature; import org.l2jmobius.gameserver.model.actor.Npc; import org.l2jmobius.gameserver.model.actor.Player; import org.l2jmobius.gameserver.model.quest.Event; import org.l2jmobius.gameserver.model.zone.ZoneId; import org.l2jmobius.gameserver.model.zone.ZoneType; import org.l2jmobius.gameserver.model.zone.type.RandomZone; import org.l2jmobius.gameserver.util.Broadcast; /** * Random Zone Event - Activates one random PvP zone temporarily. No modifica la clase de la zona: usa flags PvP en runtime. * @author Juan */ public class RandomZoneEvent extends Event { private static final String CONFIG_FILE = "data/scripts/custom/events/RandomZoneEvent/config.xml"; private static int EVENT_DURATION_MINUTES = 15; private static boolean _isActive = false; private ScheduledFuture<?> _eventTask = null; private final List<ZoneType> _availableZones = new ArrayList<>(); private ZoneType _activeZone = null; public RandomZoneEvent() { loadConfig(); loadZones(); registerZoneListeners(); } /** * Registra listeners a TODAS LAS ZONAS random */ private void registerZoneListeners() { for (ZoneType zone : _availableZones) { addEnterZoneId(zone.getId()); addExitZoneId(zone.getId()); LOGGER.info("[RandomZoneEvent] Registered listener for zone: " + zone.getName()); } } private void loadConfig() { new IXmlReader() { @Override public void load() { parseDatapackFile(CONFIG_FILE); } @Override public void parseDocument(Document doc, File file) { forEach(doc, "event", eventNode -> { final StatSet att = new StatSet(parseAttributes(eventNode)); final String name = att.getString("name"); for (Node node = eventNode.getFirstChild(); node != null; node = node.getNextSibling()) { if ("schedule".equals(node.getNodeName())) { final StatSet attributes = new StatSet(parseAttributes(node)); final String pattern = attributes.getString("pattern"); final SchedulingPattern schedulingPattern = new SchedulingPattern(pattern); final StatSet params = new StatSet(); params.set("Name", name); params.set("SchedulingPattern", pattern); final long delay = schedulingPattern.getDelayToNextFromNow(); getTimers().addTimer("Schedule_" + name, params, delay + 5000, null, null); LOGGER.info("[RandomZoneEvent] Event " + name + " scheduled at " + TimeUtil.getDateTimeString(System.currentTimeMillis() + delay)); } } }); } }.load(); } private void loadZones() { for (ZoneType zone : ZoneManager.getInstance().getAllZones(RandomZone.class)) { if ((zone.getName() != null) && zone.getName().toLowerCase().startsWith("random_zone")) { _availableZones.add(zone); LOGGER.info("[RandomZoneEvent] Loaded zone: " + zone.getName() + " (id=" + zone.getId() + ")"); } } LOGGER.info("[RandomZoneEvent] Total random zones loaded: " + _availableZones.size()); } @Override public void onTimerEvent(String event, StatSet params, Npc npc, Player player) { if (event.startsWith("Schedule_")) { eventStart(null); final SchedulingPattern schedulingPattern = new SchedulingPattern(params.getString("SchedulingPattern")); final long delay = schedulingPattern.getDelayToNextFromNow(); getTimers().addTimer(event, params, delay + 5000, null, null); LOGGER.info("[RandomZoneEvent] Rescheduled for " + TimeUtil.getDateTimeString(System.currentTimeMillis() + delay)); } } @Override public boolean eventStart(Player eventMaker) { if (_isActive) { if (eventMaker != null) { eventMaker.sendMessage("RandomZoneEvent already active."); } return false; } if (_availableZones.isEmpty()) { Broadcast.toAllOnlinePlayers("[RandomZoneEvent] No zones configured."); return false; } _isActive = true; Broadcast.toAllOnlinePlayers("⚔️ Random Zone Event has started!"); _eventTask = ThreadPool.schedule(this::activateRandomZone, 5_000); return true; } private void activateRandomZone() { _activeZone = _availableZones.get(new Random().nextInt(_availableZones.size())); _activeZone.setEnabled(true); Broadcast.toAllOnlinePlayers("🔥 Random Zone Event: " + _activeZone.getName() + " is now PvP for " + EVENT_DURATION_MINUTES + " minutes!"); _eventTask = ThreadPool.schedule(this::eventStop, EVENT_DURATION_MINUTES * 60 * 1000L); } @Override public boolean eventStop() { if (!_isActive) { return false; } _isActive = false; if (_eventTask != null) { _eventTask.cancel(true); _eventTask = null; } if (_activeZone != null) { _activeZone.setEnabled(false); Broadcast.toAllOnlinePlayers("🏁 Random Zone Event ended. " + _activeZone.getName() + " is back to normal."); _activeZone = null; } else { Broadcast.toAllOnlinePlayers("🏁 Random Zone Event ended."); } return true; } @Override public void onEnterZone(Creature creature, ZoneType zone) { if (!_isActive || (_activeZone == null)) { return; } if ((zone == _activeZone) && creature.isPlayable()) { creature.setInsideZone(ZoneId.PVP, true); if (creature.isPlayer()) { creature.sendMessage("Esta zona está en modo PvP temporalmente."); } } } @Override public void onExitZone(Creature creature, ZoneType zone) { if (!_isActive || (_activeZone == null)) { return; } if ((zone == _activeZone) && creature.isPlayable()) { creature.setInsideZone(ZoneId.PVP, false); if (creature.isPlayer()) { creature.sendMessage("Abandonaste la zona PvP temporal."); } } } @Override public boolean eventBypass(Player player, String bypass) { return true; } @Override public String onEvent(String event, Npc npc, Player player) { return super.onEvent(event, npc, player); } @Override public String onFirstTalk(Npc npc, Player player) { return null; } public static void main(String[] args) { new RandomZoneEvent(); } } i have this but its not working
    • ZonePvPSpawnBossRadio=0 ZonePvPSpawnBossBarakiel=0 at the Customs.ini in L2Server folder. Im prety sure this is it because i had the same problem with you in cruma 1 floor for example and i couldn't fix it but i fixed it finally by changing these 2 lines
    • Siege Reward Start PM Msg Rework Config root BossDieAnnounce and BossDieSound in the L24Team.properties and Config.java files for global raid boss death notifications and sounds. Adds a new reward_list table to the DB.sql file to track castle rewards. Improves character creation logic for thread safety and validation. Adds extensive state checks to the RequestEnchantItem method to prevent enchantments during inappropriate player states. Fixed auto-attack animation bug (there was no attack animation, only damage animation) Clean Code Other fixes I forgot to list! Java 14 Fixed issue where deleting a character would prevent it from leaving the screen or being removed, or even after a delete CD (it would only exit when re-logging in or creating a new character). Added Premium System from the other C2 project (Needs testing and improvement). Added the "Improved" Community Board (incomplete).
  • Topics

×
×
  • Create New...

AdBlock Extension Detected!

Our website is made possible by displaying online advertisements to our members.

Please disable AdBlock browser extension first, to be able to use our community.

I've Disabled AdBlock