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aCis Double click augmentation


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Posted (edited)

  

 

  

As i was going through some old files i found this code that i made a while ago
its pretty simple and can be improved for sure but i got no interest on it anymore .

 

The code checks what type of life stone it is Mid High Top etc. and augments the weapon based on the augment rate of your server if its a skill it will disarm weapon and show you the name and type of skill .

 

for example

 player.sendPacket(new CreatureSay(0, SayType.HERO_VOICE, "[" + type + "]", "You got " + name));
        sendMessage(player, type + " : You got " + name);

 

you also have to register it on your net.sf.l2j.gameserver.handler.ItemHandler.java

 

registerHandler(new FastAugmentation());

 

and on your items xml file

e.g gameserver/data/xml/items/8700-8799.xml

 

add this

add this 
<set name="handler" val="FastAugmentation" />

It should be like this 

<item id="8762" type="EtcItem" name="Top-Grade Life Stone: level 76">
		<set name="material" val="LIQUID" />
		<set name="weight" val="2" />
		<set name="price" val="4800000" />
		<set name="handler" val="FastAugmentation" />
		<set name="is_stackable" val="true" />
		<cond msgId="113">
			<player level="76" />
		</cond>
	</item>

 

it can be easily adapted for any l2j pack the code above is for aCis 398? if not mistaken

 

BACKUPCODE

package net.sf.l2j.mods.itemhandlers;

import net.sf.l2j.gameserver.data.xml.AugmentationData;
import net.sf.l2j.gameserver.enums.Paperdoll;
import net.sf.l2j.gameserver.enums.SayType;
import net.sf.l2j.gameserver.handler.IItemHandler;
import net.sf.l2j.gameserver.model.Augmentation;
import net.sf.l2j.gameserver.model.actor.Playable;
import net.sf.l2j.gameserver.model.actor.Player;
import net.sf.l2j.gameserver.model.item.instance.ItemInstance;
import net.sf.l2j.gameserver.network.serverpackets.CreatureSay;
import net.sf.l2j.gameserver.network.serverpackets.ExShowScreenMessage;
import net.sf.l2j.gameserver.network.serverpackets.InventoryUpdate;
import net.sf.l2j.gameserver.network.serverpackets.SocialAction;

/**
 * @author RKolibri
 */
public class FastAugmentation implements IItemHandler {
    @Override
    public void useItem(Playable playable, ItemInstance item, boolean forceUse) {
        Player player = (Player) playable;
        ItemInstance weapon = player.getInventory().getItemFrom(Paperdoll.RHAND);
        Augmentation topLs = AugmentationData.getInstance().generateRandomAugmentation(76, 3);
        Augmentation highLs = AugmentationData.getInstance().generateRandomAugmentation(76, 2);
        Augmentation midLs = AugmentationData.getInstance().generateRandomAugmentation(76, 1);
        Augmentation noGradeLs = AugmentationData.getInstance().generateRandomAugmentation(76, 0);
        InventoryUpdate iu = new InventoryUpdate();
        int ls = item.getItemId();
        if (weapon == null) {
            player.sendMessage("You have to equip a weapon first.");
            return;
        }
        if (weapon.getItem().getCrystalType().getId() <= 3) {
            player.sendMessage("Fast Augmentation available only for A and S grade  Weapons!");
            return;
        }
        if (weapon.isHeroItem()) {
            player.sendMessage("Hero weapons can't be augmented!");
            return;
        }
        if (weapon.isAugmented()) {
            removeAug(playable);
        } else {
            player.destroyItem("Consume", item.getObjectId(), 1, null, false);
            Augmentation augmentation;
            if (ls == 8762) {
                augmentation = topLs;
            } else if (ls == 8752) {
                augmentation = highLs;
            } else if (ls == 8742) {
                augmentation = midLs;
            } else if (ls == 8732) {
                augmentation = noGradeLs;
            } else {
                return;
            }
            weapon.setAugmentation(augmentation);
            iu.addModifiedItem(weapon);
            player.sendPacket(iu);
            player.broadcastUserInfo();
            if (weapon.getAugmentation().getSkill() == null) {
                player.sendMessage("No luck try again!");
            } else {
                checkAugmentResult(playable);
            }
        }
    }

    public static boolean removeAug(Playable playable) {
        Player player = (Player) playable;
        ItemInstance weapon = player.getInventory().getItemFrom(Paperdoll.RHAND);
        InventoryUpdate iu = new InventoryUpdate();
        weapon.getAugmentation().removeBonus(player);
        weapon.removeAugmentation(true);
        iu.addModifiedItem(weapon);
        player.sendPacket(iu);
        player.broadcastUserInfo();
        return true;
    }

    private static void checkAugmentResult(Playable playable) {
        Player player = (Player) playable;
        ItemInstance weapon = player.getInventory().getItemFrom(Paperdoll.RHAND);
        String name = weapon.getAugmentation().getSkill().getName();
        boolean isChance = weapon.getAugmentation().getSkill().isChance();
        boolean isActive = weapon.getAugmentation().getSkill().isActive();
        boolean isPassive = weapon.getAugmentation().getSkill().isPassive() && !isChance;
        InventoryUpdate iu = new InventoryUpdate();

        String type;
        if (isChance) {
            type = "CHANCE";
        } else if (isActive) {
            type = "ACTIVE";
        } else if (isPassive) {
            type = "PASSIVE";
        } else {
            return;
        }

        player.sendPacket(new CreatureSay(0, SayType.HERO_VOICE, "[" + type + "]", "You got " + name));
        sendMessage(player, type + " : You got " + name);
        player.broadcastPacket(new SocialAction(player, 3));
        player.disarmWeapon(true);
        iu.addModifiedItem(weapon);
        player.sendPacket(iu);
        player.broadcastUserInfo();
    }

    public static void sendMessage(final Player player, final String message) {
        player.sendPacket(new ExShowScreenMessage(message, 3000, ExShowScreenMessage.SMPOS.TOP_CENTER, true));
        player.sendMessage(message);
    }

}

 

Pastebin

 

Have fun and enjoy

Author : RKolibri

Credits : RKolibri

 

Edited by Kolibri
added code in case of pastebin's link goes off
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  • 2 weeks later...
1 minute ago, Red-Hair-Shanks said:

this feature have a bug, you can stuck the stats of ls many times.

As i said its pretty simple and can be improved for sure but i got no interest on it anymore . Anyone who wants can improve and i can update the post with improved versions. 

 

 

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19 hours ago, Kolibri said:

As i said its pretty simple and can be improved for sure but i got no interest on it anymore . Anyone who wants can improve and i can update the post with improved versions. 

 

 

yes ok, i just mention one of the bigest problem of that code.

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  • 2 weeks later...

if someone can do it i will be big thanks 😄 i can pay to have it actually dm me 

12 hours ago, cryptonakos4444 said:

if someone can do it i will be big thanks 😄 i can pay to have it actually dm me 

i find someone to do that for me. thanks for response everyone 

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