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Posted

As you may have noticed, this bug works in almost every pack and the only way to avoid it is to add this code in your server's source. I've seen characters having 100.000 HP using this bug, because they can do it over and over again.

 

Index: /java/net/sf/l2j/gameserver/model/actor/instance/L2PcInstance.java
===================================================================
--- /java/net/sf/l2j/gameserver/model/actor/instance/L2PcInstance.java	(revision 1434)
+++ /java/net/sf/l2j/gameserver/model/actor/instance/L2PcInstance.java	(working copy)
@@ -9680,6 +9680,90 @@

public boolean setActiveClass(int classIndex)
    {
+	      L2ItemInstance rhand = getInventory().getPaperdollItem(Inventory.PAPERDOLL_RHAND);
+	      if (rhand != null)
+	      {
+	         
+	            L2ItemInstance[] unequipped = getInventory().unEquipItemInBodySlotAndRecord(rhand.getItem().getBodyPart());
+	            InventoryUpdate iu = new InventoryUpdate();
+	            for (L2ItemInstance element : unequipped)
+	               iu.addModifiedItem(element);
+	            sendPacket(iu);
+	         
+	      }
+	      
+	      L2ItemInstance lhand = getInventory().getPaperdollItem(Inventory.PAPERDOLL_LHAND);
+	      if (lhand != null)
+	      {
+	         
+	            L2ItemInstance[] unequipped = getInventory().unEquipItemInBodySlotAndRecord(lhand.getItem().getBodyPart());
+	            InventoryUpdate iu = new InventoryUpdate();
+	            for (L2ItemInstance element : unequipped)
+	               iu.addModifiedItem(element);
+	            sendPacket(iu);
+	         
+	      }
        /*
         * 1. Call store() before modifying _classIndex to avoid skill effects rollover.
         * 2. Register the correct _classId against applied 'classIndex'.
         */
        store();

 

After you add this code, compile your pack and the bug will be fixed.

Once this code is added in your source, a character's weapon or shield is automatically unequipped while changing or canceling a sub-class, before the passive ability is stacked.

 

Credits To: Kazeno

Posted

man i want to ask something cause i don't know many things about compile or java

everytime that i use a code i have to compile my pack again? i am asking cause u saying:

After you add this code, compile your pack and the bug will be fixed.

 

Posted

Better => http://www.maxcheaters.com/forum/index.php?topic=41734.0

 

Or Even Better >

 

Index: /java/net/sf/l2j/gameserver/model/actor/instance/L2PcInstance.java

===================================================================

--- /java/net/sf/l2j/gameserver/model/actor/instance/L2PcInstance.java (revision 2789)

+++ /java/net/sf/l2j/gameserver/model/actor/instance/L2PcInstance.java (working copy)

@@ -9680,6 +9680,90 @@

      */

    public boolean setActiveClass(int classIndex)

    {

+       L2ItemInstance chest = getInventory().getPaperdollItem(Inventory.PAPERDOLL_CHEST);

+       if (chest != null)

+       {

+        

+             L2ItemInstance[] unequipped = getInventory().unEquipItemInBodySlotAndRecord(chest.getItem().getBodyPart());

+             InventoryUpdate iu = new InventoryUpdate();

+             for (L2ItemInstance element : unequipped)

+               iu.addModifiedItem(element);

+             sendPacket(iu);

+        

+       }

+      

+       L2ItemInstance head = getInventory().getPaperdollItem(Inventory.PAPERDOLL_HEAD);

+       if (head != null)

+       {

+        

+             L2ItemInstance[] unequipped = getInventory().unEquipItemInBodySlotAndRecord(head.getItem().getBodyPart());

+             InventoryUpdate iu = new InventoryUpdate();

+             for (L2ItemInstance element : unequipped)

+               iu.addModifiedItem(element);

+             sendPacket(iu);

+        

+       }

+      

+       L2ItemInstance gloves = getInventory().getPaperdollItem(Inventory.PAPERDOLL_GLOVES);

+       if (gloves != null)

+       {

+        

+             L2ItemInstance[] unequipped = getInventory().unEquipItemInBodySlotAndRecord(gloves.getItem().getBodyPart());

+             InventoryUpdate iu = new InventoryUpdate();

+             for (L2ItemInstance element : unequipped)

+               iu.addModifiedItem(element);

+             sendPacket(iu);

+        

+       }

+      

+       L2ItemInstance feet = getInventory().getPaperdollItem(Inventory.PAPERDOLL_FEET);

+       if (feet != null)

+       {

+        

+             L2ItemInstance[] unequipped = getInventory().unEquipItemInBodySlotAndRecord(feet.getItem().getBodyPart());

+             InventoryUpdate iu = new InventoryUpdate();

+             for (L2ItemInstance element : unequipped)

+               iu.addModifiedItem(element);

+             sendPacket(iu);

+        

+       }

+      

+       L2ItemInstance legs = getInventory().getPaperdollItem(Inventory.PAPERDOLL_LEGS);

+       if (legs != null)

+       {

+        

+             L2ItemInstance[] unequipped = getInventory().unEquipItemInBodySlotAndRecord(legs.getItem().getBodyPart());

+             InventoryUpdate iu = new InventoryUpdate();

+             for (L2ItemInstance element : unequipped)

+               iu.addModifiedItem(element);

+             sendPacket(iu);

+        

+       }

+      

+       L2ItemInstance rhand = getInventory().getPaperdollItem(Inventory.PAPERDOLL_RHAND);

+       if (rhand != null)

+       {

+        

+             L2ItemInstance[] unequipped = getInventory().unEquipItemInBodySlotAndRecord(rhand.getItem().getBodyPart());

+             InventoryUpdate iu = new InventoryUpdate();

+             for (L2ItemInstance element : unequipped)

+               iu.addModifiedItem(element);

+             sendPacket(iu);

+        

+       }

+      

+       L2ItemInstance lhand = getInventory().getPaperdollItem(Inventory.PAPERDOLL_LHAND);

+       if (lhand != null)

+       {

+        

+             L2ItemInstance[] unequipped = getInventory().unEquipItemInBodySlotAndRecord(lhand.getItem().getBodyPart());

+             InventoryUpdate iu = new InventoryUpdate();

+             for (L2ItemInstance element : unequipped)

+               iu.addModifiedItem(element);

+             sendPacket(iu);

+        

+       }

+

        //  Cannot switch or change subclasses while transformed

        if (isTransformed())

            return false;

 

:)

  • 1 month later...
Posted

Is not the same? O.O

 

Kazeno Code;

 

 

Index: /java/net/sf/l2j/gameserver/model/actor/instance/L2PcInstance.java
===================================================================
--- /java/net/sf/l2j/gameserver/model/actor/instance/L2PcInstance.java	(revision 1434)
+++ /java/net/sf/l2j/gameserver/model/actor/instance/L2PcInstance.java	(working copy)
@@ -9680,6 +9680,90 @@

public boolean setActiveClass(int classIndex)
    {
+	      L2ItemInstance rhand = getInventory().getPaperdollItem(Inventory.PAPERDOLL_RHAND);
+	      if (rhand != null)
+	      {
+	         
+	            L2ItemInstance[] unequipped = getInventory().unEquipItemInBodySlotAndRecord(rhand.getItem().getBodyPart());
+	            InventoryUpdate iu = new InventoryUpdate();
+	            for (L2ItemInstance element : unequipped)
+	               iu.addModifiedItem(element);
+	            sendPacket(iu);
+	         
+	      }
+	      
+	      L2ItemInstance lhand = getInventory().getPaperdollItem(Inventory.PAPERDOLL_LHAND);
+	      if (lhand != null)
+	      {
+	         
+	            L2ItemInstance[] unequipped = getInventory().unEquipItemInBodySlotAndRecord(lhand.getItem().getBodyPart());
+	            InventoryUpdate iu = new InventoryUpdate();
+	            for (L2ItemInstance element : unequipped)
+	               iu.addModifiedItem(element);
+	            sendPacket(iu);
+	         
+	      }
        /*
         * 1. Call store() before modifying _classIndex to avoid skill effects rollover.
         * 2. Register the correct _classId against applied 'classIndex'.
         */
        store();

 

RizeL Code;

 

/**
    * Changes the character's class based on the given class index.
    * <BR><BR>
    * An index of zero specifies the character's original (base) class,
    * while indexes 1-3 specifies the character's sub-classes respectively.
    * 
    * @param classIndex
    */
   public boolean setActiveClass(int classIndex)
   {
+      L2ItemInstance chest = getInventory().getPaperdollItem(Inventory.PAPERDOLL_CHEST);
+      if (chest != null)
+      {
+         
+            L2ItemInstance[] unequipped = +getInventory().unEquipItemInBodySlotAndRecord(chest.getItem().getBodyPart());
+            InventoryUpdate iu = new InventoryUpdate();
+            for (L2ItemInstance element : unequipped)
+               iu.addModifiedItem(element);
+            sendPacket(iu);
+         
+      }
+      
+      L2ItemInstance head = getInventory().getPaperdollItem(Inventory.PAPERDOLL_HEAD);
+      if (head != null)
+      {
+         
+            L2ItemInstance[] unequipped = +getInventory().unEquipItemInBodySlotAndRecord(head.getItem().getBodyPart());
+            InventoryUpdate iu = new InventoryUpdate();
+            for (L2ItemInstance element : unequipped)
+               iu.addModifiedItem(element);
+            sendPacket(iu);
+         
+      }
+      
+      L2ItemInstance gloves = getInventory().getPaperdollItem(Inventory.PAPERDOLL_GLOVES);
+      if (gloves != null)
+      {
+         
+            L2ItemInstance[] unequipped = +getInventory().unEquipItemInBodySlotAndRecord(gloves.getItem().getBodyPart());
+            InventoryUpdate iu = new InventoryUpdate();
+            for (L2ItemInstance element : unequipped)
+               iu.addModifiedItem(element);
+            sendPacket(iu);
+         
+      }
+      
+      L2ItemInstance feet = getInventory().getPaperdollItem(Inventory.PAPERDOLL_FEET);
+      if (feet != null)
+      {
+         
+            L2ItemInstance[] unequipped = +getInventory().unEquipItemInBodySlotAndRecord(feet.getItem().getBodyPart());
+            InventoryUpdate iu = new InventoryUpdate();
+            for (L2ItemInstance element : unequipped)
+               iu.addModifiedItem(element);
+            sendPacket(iu);
+         
+      }
+      
+      L2ItemInstance legs = getInventory().getPaperdollItem(Inventory.PAPERDOLL_LEGS);
+      if (legs != null)
+      {
+         
+            L2ItemInstance[] unequipped = +getInventory().unEquipItemInBodySlotAndRecord(legs.getItem().getBodyPart());
+            InventoryUpdate iu = new InventoryUpdate();
+            for (L2ItemInstance element : unequipped)
+               iu.addModifiedItem(element);
+            sendPacket(iu);
+         
+      }
+      
+      L2ItemInstance rhand = getInventory().getPaperdollItem(Inventory.PAPERDOLL_RHAND);
+      if (rhand != null)
+      {
+         
+            L2ItemInstance[] unequipped = +getInventory().unEquipItemInBodySlotAndRecord(rhand.getItem().getBodyPart());
+            InventoryUpdate iu = new InventoryUpdate();
+            for (L2ItemInstance element : unequipped)
+               iu.addModifiedItem(element);
+            sendPacket(iu);
+         
+      }
+      
+      L2ItemInstance lhand = getInventory().getPaperdollItem(Inventory.PAPERDOLL_LHAND);
+      if (lhand != null)
+      {
+         
+            L2ItemInstance[] unequipped = +getInventory().unEquipItemInBodySlotAndRecord(lhand.getItem().getBodyPart());
+            InventoryUpdate iu = new InventoryUpdate();
+            for (L2ItemInstance element : unequipped)
+               iu.addModifiedItem(element);
+            sendPacket(iu);
+         
+      }
+      L2ItemInstance lear = getInventory().getPaperdollItem(Inventory.PAPERDOLL_LEAR);
+      if (lhand != null)
+      {
+         
+            L2ItemInstance[] unequipped = +getInventory().unEquipItemInBodySlotAndRecord(lear.getItem().getBodyPart());
+            InventoryUpdate iu = new InventoryUpdate();
+            for (L2ItemInstance element : unequipped)
+               iu.addModifiedItem(element);
+            sendPacket(iu);
+         
+      }
+      L2ItemInstance rear = getInventory().getPaperdollItem(Inventory.PAPERDOLL_REAR);
+      if (lhand != null)
+      {
+         
+            L2ItemInstance[] unequipped = +getInventory().unEquipItemInBodySlotAndRecord(rear.getItem().getBodyPart());
+            InventoryUpdate iu = new InventoryUpdate();
+            for (L2ItemInstance element : unequipped)
+               iu.addModifiedItem(element);
+            sendPacket(iu);
+         
+      }
+      L2ItemInstance neck = getInventory().getPaperdollItem(Inventory.PAPERDOLL_NECK);
+      if (lhand != null)
+      {
+         
+            L2ItemInstance[] unequipped = +getInventory().unEquipItemInBodySlotAndRecord(neck.getItem().getBodyPart());
+            InventoryUpdate iu = new InventoryUpdate();
+            for (L2ItemInstance element : unequipped)
+               iu.addModifiedItem(element);
+            sendPacket(iu);
+         
+      }
+      L2ItemInstance lfinger = getInventory().getPaperdollItem(Inventory.PAPERDOLL_LFINGER);
+      if (lhand != null)
+      {
+         
+            L2ItemInstance[] unequipped = +getInventory().unEquipItemInBodySlotAndRecord(lfinger.getItem().getBodyPart());
+            InventoryUpdate iu = new InventoryUpdate();
+            for (L2ItemInstance element : unequipped)
+               iu.addModifiedItem(element);
+            sendPacket(iu);
+         
+      }
+      L2ItemInstance rfinger = getInventory().getPaperdollItem(Inventory.PAPERDOLL_RFINGER);
+      if (lhand != null)
+      {
+         
+            L2ItemInstance[] unequipped = +getInventory().unEquipItemInBodySlotAndRecord(rfinger.getItem().getBodyPart());
+            InventoryUpdate iu = new InventoryUpdate();
+            for (L2ItemInstance element : unequipped)
+               iu.addModifiedItem(element);
+            sendPacket(iu);
+         
+      }
+      L2ItemInstance under = getInventory().getPaperdollItem(Inventory.PAPERDOLL_UNDER);
+      if (lhand != null)
+      {
+         
+            L2ItemInstance[] unequipped = +getInventory().unEquipItemInBodySlotAndRecord(under.getItem().getBodyPart());
+            InventoryUpdate iu = new InventoryUpdate();
+            for (L2ItemInstance element : unequipped)
+               iu.addModifiedItem(element);
+            sendPacket(iu);
+         
+      }

 

 

Rizel code is more complete at Kazeno only The weapon And Shield Remove wen the character Change subclass... !

Posted

Title of Rizel's Share: Forbid to equip some kind of items

 

That's what his code doing! Kazeno's is unequiping weapon before changing sub.

 

Posted

Title of Rizel's Share: Forbid to equip some kind of items

 

That's what his code doing! Kazeno's is unequiping weapon before changing sub.

 

 

Are you telling me what code of kazeno and rizel are? rofl!

 

Inside of post of rizel if you watch the code carefully  you will see from where the code start;

 

Kazeno Code;

 

 

[code]Index: /java/net/sf/l2j/gameserver/model/actor/instance/L2PcInstance.java
===================================================================
--- /java/net/sf/l2j/gameserver/model/actor/instance/L2PcInstance.java	(revision 1434)
+++ /java/net/sf/l2j/gameserver/model/actor/instance/L2PcInstance.java	(working copy)
@@ -9680,6 +9680,90 @@

public boolean setActiveClass(int classIndex)
    {

 

 

Rizel Code

 

/**
    * Changes the character's class based on the given class index.
    * <BR><BR>
    * An index of zero specifies the character's original (base) class,
    * while indexes 1-3 specifies the character's sub-classes respectively.
    * 
    * @param classIndex
    */
   public boolean setActiveClass(int classIndex)
   {

If those line are not the same maybe my eyes lie me!

 

//end lmao!

[/code]

Posted

Thats a reshare with another description...first Rizel share it as a fix for his item restriction share to dont cheat with the armors weapons Kazeno only take a part of the code and post it with another description as a "bug fix to subclass SA stuck bug" so credits to kazeno?...i dont think so...credits goes to Leeching...Fakoykas that share and rizels share is the same Kazeno take a part of rizels code and he share it nothing more Rizels share solve this SA stuck bug too so i dont see any reason why credits to Kazeno he only c/p a part from Rizels code...

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    • Where I can buy a cheap domain .com? cheapest I found was on Godaddy for 12 euro and Hostinger for 10 euro.
    • Hello everyone, here's a simple and useful idea for any type of server.   This code applies a discount when a player makes a purchase inside a clan’s castle or clan hall, offering a benefit to clan members who own a castle or clan hall. Important: Merchant transactions must be handled through multisell, not buylist. The discount is directly applied within the multisell, so the price shown is already reduced.   "For example, if a scroll costs 1000 Adena and you set a 20% discount in the config, the final price when purchasing inside a castle or clan hall will be 800 Adena."   This code is developed on the public aCis 401 revision.   public static int CLAN_BASE_OWNERSHIP_MERCHANT_DISCOUNT; CLAN_BASE_OWNERSHIP_MERCHANT_DISCOUNT = clans.getProperty("ClanBaseOwnershipMechantDiscount", 20); # If clan owns a clan hall or castle, all members have a discount of X% at merchant transactions (multisell). # Discount applies only inside the base (castle or clan hall). ClanBaseOwnershipMechantDiscount = 20   /** diff --git a/aCis_gameserver/java/net/sf/l2j/gameserver/data/xml/MultisellData.java b/aCis_gameserver/java/net/sf/l2j/gameserver/data/xml/MultisellData.java index 556e111..bbf8e69 100644 --- a/aCis_gameserver/java/net/sf/l2j/gameserver/data/xml/MultisellData.java +++ b/aCis_gameserver/java/net/sf/l2j/gameserver/data/xml/MultisellData.java @@ -101,7 +101,7 @@ do { // send list at least once even if size = 0 - player.sendPacket(new MultiSellList(list, index)); + player.sendPacket(new MultiSellList(list, index, player)); index += PAGE_SIZE; } while (index < list.getEntries().size()); diff --git a/aCis_gameserver/java/net/sf/l2j/gameserver/network/clientpackets/MultiSellChoose.java b/aCis_gameserver/java/net/sf/l2j/gameserver/network/clientpackets/MultiSellChoose.java index 7c82c5b..1654abc 100644 --- a/aCis_gameserver/java/net/sf/l2j/gameserver/network/clientpackets/MultiSellChoose.java +++ b/aCis_gameserver/java/net/sf/l2j/gameserver/network/clientpackets/MultiSellChoose.java @@ -6,6 +6,7 @@ import net.sf.l2j.Config; import net.sf.l2j.gameserver.enums.FloodProtector; import net.sf.l2j.gameserver.enums.StatusType; +import net.sf.l2j.gameserver.enums.ZoneId; import net.sf.l2j.gameserver.enums.items.CrystalType; import net.sf.l2j.gameserver.model.Augmentation; import net.sf.l2j.gameserver.model.actor.Player; @@ -225,6 +226,20 @@ return; } + if (player.isInsideZone(ZoneId.CLAN_HALL) && player.getClan() != null && player.getClan().hasClanHall()) + { + e.setItemCount(e.getItemCount() * (100 - Config.CLAN_BASE_OWNERSHIP_MERCHANT_DISCOUNT) / 100); + if (e.getItemCount() == 0) + e.setItemCount(1); + } + + if (player.isInsideZone(ZoneId.CASTLE) && player.getClan() != null && player.getClan().hasCastle()) + { + e.setItemCount(e.getItemCount() * (100 - Config.CLAN_BASE_OWNERSHIP_MERCHANT_DISCOUNT) / 100); + if (e.getItemCount() == 0) + e.setItemCount(1); + } + if (Config.BLACKSMITH_USE_RECIPES || !e.getMaintainIngredient()) { // if it's a stackable item, just reduce the amount from the first (only) instance that is found in the inventory diff --git a/aCis_gameserver/java/net/sf/l2j/gameserver/network/serverpackets/MultiSellList.java b/aCis_gameserver/java/net/sf/l2j/gameserver/network/serverpackets/MultiSellList.java index 9269b06..c6102a0 100644 --- a/aCis_gameserver/java/net/sf/l2j/gameserver/network/serverpackets/MultiSellList.java +++ b/aCis_gameserver/java/net/sf/l2j/gameserver/network/serverpackets/MultiSellList.java @@ -2,6 +2,9 @@ import static net.sf.l2j.gameserver.data.xml.MultisellData.PAGE_SIZE; +import net.sf.l2j.Config; +import net.sf.l2j.gameserver.enums.ZoneId; +import net.sf.l2j.gameserver.model.actor.Player; import net.sf.l2j.gameserver.model.multisell.Entry; import net.sf.l2j.gameserver.model.multisell.Ingredient; import net.sf.l2j.gameserver.model.multisell.ListContainer; @@ -15,7 +18,9 @@ private boolean _finished; - public MultiSellList(ListContainer list, int index) + private Player _player; + + public MultiSellList(ListContainer list, int index, Player player) { _list = list; _index = index; @@ -28,6 +33,8 @@ } else _finished = true; + + _player = player; } @Override @@ -74,7 +81,14 @@ { writeH(ing.getItemId()); writeH(ing.getTemplate() != null ? ing.getTemplate().getType2() : 65535); - writeD(ing.getItemCount()); + + if (_player.isInsideZone(ZoneId.CLAN_HALL) && _player.getClan() != null && _player.getClan().hasClanHall()) + writeD((ing.getItemCount() * (100 - Config.CLAN_BASE_OWNERSHIP_MERCHANT_DISCOUNT) / 100) < 1 ? 1 : ing.getItemCount() * 80 / 100); + else if (_player.isInsideZone(ZoneId.CASTLE) && _player.getClan() != null && _player.getClan().hasCastle()) + writeD((ing.getItemCount() * (100 - Config.CLAN_BASE_OWNERSHIP_MERCHANT_DISCOUNT) / 100) < 1 ? 1 : ing.getItemCount() * 80 / 100); + else + writeD(ing.getItemCount()); + writeH(ing.getEnchantLevel()); writeD(0x00); // TODO: i.getAugmentId() writeD(0x00); // TODO: i.getManaLeft()  
    • DISCORD : utchiha_market telegram : https://t.me/utchiha_market SELLIX STORE : https://utchihamkt.mysellix.io/ Join our server for more products : https://discord.gg/uthciha-services https://campsite.bio/utchihaamkt
    • WTB EXP ETERNAL 10x new dm.
    • This project is based on the latest public aCis sources (revision 401) and supports a multi-client system (C4 & IL), making it suitable for custom usage but not for retail.   You can configure the SelectedClient option in server.properties and loginserver.properties to switch between C4 and IL.  Both clients are fully synchronized, including login, server selection, packets, and geodata.   Notable Features: - Completed the login and server selection phase for both clients. - Synchronized all packets to support both clients (including some specific features). - Reworked the datapack and SQL files (excluding HTML files) to work seamlessly with both clients. - Added geodata support for both clients. - Adapted nearly all AI, scripts, bosses, HTML, and MULTISELL files to match C4 functionality. - Reduced the maximum clan level from 8 to 5 (C4 feature). - Rewrote clan HTML to remove C5-C6 features.   Disabled the following C5 and C6 features: - Divine Inspiration (C6 feature). - Clan skills and clan reputation points (C5 feature). - Pledge class (C5 feature). - Hero skills (C5 feature). - Dueling system (C6 feature). - Augmentations (C6 feature). - Cursed weapons (C5-C6 feature).   General Improvements: - Performed a general HTML cleanup and optimized features based on the client version. - Added an option to display the remaining time of disabled skills. - Skill timestamps now update when using the skill list.   This flexibility allows you to create a unique progression system tailored to your needs. The price for the diff patch, which can be applied to aCis public sources, is €150. For inquiries, please contact me via PM or Discord (ID: @Luminous).
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