Jump to content

Recommended Posts

  • 3 weeks later...
Posted

just a few tip

 

When you do something like that you dont need to use runnable.

Since you made it for epilogue you can place the whole thing into the DP.

Using so many social actions is bad you can just one 1 of them.

Instead of textbuilder you can use StringBuilder.

When you declare something like that: int unstuckTimer = (1*1000 ); you dont need to multiple it with 1 unless its not configurable.

 

Overall better than your previous shares now you just need to learn some coding.

Posted

Instead of textbuilder you can use StringBuilder.

" This class represents an Appendable text whose capacity expands gently without incurring expensive resize/copy operations ever.

 

This class is not intended for large documents manipulations which should be performed with the Text class directly (O(Log(n)) insertion and deletion capabilities).

 

This implementation is not synchronized."

 

TextBuilder is by far a better option then a string builder.

Posted

Good idea ty for sharing, but where is the NPC or how i can add one for this .java script???? I don't see any NPC ID in your script... If you can tell me how...?  Ty

Posted

Good idea ty for sharing, but where is the NPC or how i can add one for this .java script???? I don't see any NPC ID in your script... If you can tell me how...?  Ty

 

Because its NPC Instance (like L2Npc, L2Buffer, L2Gatekeeper, L2Merchant etc)

 

So u have to create new NPC with type L2CasinoInstance.

  • 4 weeks later...
Posted

Link is dead ;)

 

For interlude reworked

 

package com.src.gameserver.model.actor.instance;

import javolution.text.TextBuilder;

import com.src.gameserver.GameTimeController;
import com.src.gameserver.ai.CtrlIntention;
import com.src.gameserver.network.serverpackets.ExShowScreenMessage;
import com.src.gameserver.network.serverpackets.MagicSkillUser;
import com.src.gameserver.network.serverpackets.NpcHtmlMessage;
import com.src.gameserver.network.serverpackets.SetupGauge;
import com.src.gameserver.network.serverpackets.SocialAction;
import com.src.gameserver.templates.L2NpcTemplate;
import com.src.gameserver.thread.ThreadPoolManager;
import com.src.gameserver.util.Broadcast;
import com.src.util.random.Rnd;

public class L2CasinoInstance extends L2NpcInstance
{
   public String filename;

   public L2CasinoInstance(int objectId, L2NpcTemplate template)
   {
       super(objectId, template);
   }

   @Override
   public void onBypassFeedback(L2PcInstance player, String command)
   {
       if(player == null || player.getLastFolkNPC() == null || player.getLastFolkNPC().getObjectId() != this.getObjectId())
       {
           return;
       }

       if(command.startsWith("play1"))
       {
           Casino1(player);
       }

       if(command.startsWith("play2"))
       {
           Casino2(player);
       }

       if(command.startsWith("play3"))
       {
           Casino3(player);
       }

       if(command.startsWith("play4"))
       {
           Casino4(player);
       }
   }

   public static void displayCongrats(L2PcInstance player)
   {
       player.broadcastPacket(new SocialAction(player.getObjectId(), 3));
       MagicSkillUser  MSU = new MagicSkillUser(player, player, 2024, 1, 1, 0);
       player.broadcastPacket(MSU);
       ExShowScreenMessage screen = new ExShowScreenMessage("Congratulations "+player.getName()+"! You won!", 15000);
       player.sendPacket(screen);
   }

   public static void displayCongrats2(L2PcInstance player)
   {
       ExShowScreenMessage screen = new ExShowScreenMessage(""+player.getName()+"! You lost!", 15000);
       player.sendPacket(screen);
   }

   @Override
   public void showChatWindow(L2PcInstance player, int val)
   {
       filename = (getHtmlPath(getNpcId(), val));
       NpcHtmlMessage msg = new NpcHtmlMessage(this.getObjectId());
       msg.setHtml(casinoWindow(player));
       msg.replace("%objectId%", String.valueOf(this.getObjectId()));
       player.sendPacket(msg);
   }

   private String casinoWindow(L2PcInstance player)
   {
       TextBuilder tb = new TextBuilder();
       tb.append("<html><title>Casino Manager</title><body>");
       tb.append("<center>");
       tb.append("<br>");
       tb.append("<font color=\"999999\">Chance to win : 50%</font><br>");
       tb.append("<img src=\"L2UI.SquareGray\" width=\"200\" height=\"1\"><br>");
       tb.append("Welcome "+player.getName()+"<br>");
       tb.append("<tr><td>Double or Nothing ?</td></tr><br>");
       tb.append("<img src=\"L2UI.SquareGray\" width=\"280\" height=\"1\"></center><br>");
       tb.append("<center>");
       tb.append("Place your bets");
       tb.append("</center>");
       tb.append("<img src=\"L2UI.SquareGray\" width=\"280\" height=\"1\"></center><br>");
       tb.append("<br>");
       tb.append("<center>");
       tb.append("<tr>");
       tb.append("<td><button value= 100KK action=\"bypass -h npc_%objectId%_play1\" width=130 height=25 back= L2UI_ct1.button_df fore = L2UI_ct1.button_df></td>");
       tb.append("<td><button value= 300KK action=\"bypass -h npc_%objectId%_play2\" width=130 height=25 back= L2UI_ct1.button_df fore = L2UI_ct1.button_df></td>");
       tb.append("</tr>");
       tb.append("<tr>");
       tb.append("<td><button value= 500KK action=\"bypass -h npc_%objectId%_play3\" width=130 height=25 back= L2UI_ct1.button_df fore = L2UI_ct1.button_df></td>");
       tb.append("<td><button value= 1KKK action=\"bypass -h npc_%objectId%_play4\" width=130 height=25 back= L2UI_ct1.button_df fore = L2UI_ct1.button_df></td>");
       tb.append("</tr>");
       tb.append("</center>");

       tb.append("<center><img src=\"L2UI.SquareGray\" width=\"280\" height=\"1\">");
       tb.append("</body></html>");
       return tb.toString();
   }

   public static void Casino1(L2PcInstance player)
   {
       int unstuckTimer = (1*1000 );
       player.setTarget(player);
       player.getAI().setIntention(CtrlIntention.AI_INTENTION_IDLE);
       player.disableAllSkills();
       MagicSkillUser msk = new MagicSkillUser(player, 361, 1, unstuckTimer, 0);
       Broadcast.toSelfAndKnownPlayersInRadius(player, msk, 810000);
       SetupGauge sg = new SetupGauge(0, unstuckTimer);
       player.sendPacket(sg);

       Casino1 ef = new Casino1(player);
       player.setSkillCast(ThreadPoolManager.getInstance().scheduleGeneral(ef, unstuckTimer));
       player.setSkillCastEndTime(10+GameTimeController.getGameTicks()+unstuckTimer/GameTimeController.MILLIS_IN_TICK);
   }

   static class Casino1 implements Runnable
   {
       private L2PcInstance _player;
       Casino1(L2PcInstance player)
       {
           _player = player;
       }
       public void run()
       {
           if(_player.isDead())
           {
               return;
           }

           _player.setIsIn7sDungeon(false);
           _player.enableAllSkills();
           int chance = Rnd.get(2);

           if(_player.isNoble() && _player.getInventory().getInventoryItemCount(57, 0) >= 100000000)
           {
               if(chance == 0)
               {
                   displayCongrats(_player);
                   _player.getInventory().addItem("Adena", 57, 100000000, _player, null);
               }

               if(chance == 1)
               {
                   displayCongrats2(_player);
                   _player.getInventory().destroyItemByItemId("Adena", 57, 100000000, _player, null);
               }
           }
           else
           {
               _player.sendMessage("You do not have eneough items.");
           }
       }
   }

   public static void Casino2(L2PcInstance player)
   {
       int unstuckTimer = (1*1000 );
       player.setTarget(player);
       player.getAI().setIntention(CtrlIntention.AI_INTENTION_IDLE);
       player.disableAllSkills();
       MagicSkillUser msk = new MagicSkillUser(player, 361, 1, unstuckTimer, 0);
       Broadcast.toSelfAndKnownPlayersInRadius(player, msk, 810000);
       SetupGauge sg = new SetupGauge(0, unstuckTimer);
       player.sendPacket(sg);

       Casino2 ef = new Casino2(player);
       player.setSkillCast(ThreadPoolManager.getInstance().scheduleGeneral(ef, unstuckTimer));
       player.setSkillCastEndTime(10+GameTimeController.getGameTicks()+unstuckTimer/GameTimeController.MILLIS_IN_TICK);
   }

   static class Casino2 implements Runnable
   {
       private L2PcInstance _player;
       Casino2(L2PcInstance player)
       {
           _player = player;
       }
       public void run()
       {
           if(_player.isDead())
           {
               return;
           }

           _player.setIsIn7sDungeon(false);
           _player.enableAllSkills();
           int chance = Rnd.get(3);

           if(_player.isNoble() && _player.getInventory().getInventoryItemCount(57, 0) >= 300000000)
           {
               if(chance == 0)
               {
                   displayCongrats(_player);
                   _player.getInventory().addItem("Adena", 57, 300000000, _player, null);
               }

               if(chance == 1)
               {
                   displayCongrats2(_player);
                   _player.getInventory().destroyItemByItemId("Adena", 57, 300000000, _player, null);
               }

               if(chance == 2)
               {
                   displayCongrats2(_player);
                   _player.getInventory().destroyItemByItemId("Adena", 57, 300000000, _player, null);
               }
           }
           else
           {
               _player.sendMessage("You do not have eneough items.");
           }
       }
   }

   public static void Casino3(L2PcInstance player)
   {
       int unstuckTimer = (1*1000 );
       player.setTarget(player);
       player.getAI().setIntention(CtrlIntention.AI_INTENTION_IDLE);
       player.disableAllSkills();
       MagicSkillUser msk = new MagicSkillUser(player, 361, 1, unstuckTimer, 0);
       Broadcast.toSelfAndKnownPlayersInRadius(player, msk, 810000);
       SetupGauge sg = new SetupGauge(0, unstuckTimer);
       player.sendPacket(sg);

       Casino3 ef = new Casino3(player);
       player.setSkillCast(ThreadPoolManager.getInstance().scheduleGeneral(ef, unstuckTimer));
       player.setSkillCastEndTime(10+GameTimeController.getGameTicks()+unstuckTimer/GameTimeController.MILLIS_IN_TICK);
   }

   static class Casino3 implements Runnable
   {
       private L2PcInstance _player;
       Casino3(L2PcInstance player)
       {
           _player = player;
       }
       public void run()
       {
           if(_player.isDead())
           {
               return;
           }

           _player.setIsIn7sDungeon(false);
           _player.enableAllSkills();
           int chance = Rnd.get(3);

           if(_player.isNoble() && _player.getInventory().getInventoryItemCount(57, 0) >= 500000000)
           {
               if(chance == 0)
               {
                   displayCongrats(_player);
                   _player.getInventory().addItem("Adena", 57, 500000000, _player, null);
               }

               if(chance == 1)
               {
                   displayCongrats2(_player);
                   _player.getInventory().destroyItemByItemId("Adena", 57, 500000000, _player, null);
               }

               if(chance == 2)
               {
                   displayCongrats2(_player);
                   _player.getInventory().destroyItemByItemId("Adena", 57, 500000000, _player, null);
               }
           }
           else
           {
               _player.sendMessage("You do not have eneough items.");
           }
       }
   }

   public static void Casino4(L2PcInstance player)
   {
       int unstuckTimer = (1*1000 );
       player.setTarget(player);
       player.getAI().setIntention(CtrlIntention.AI_INTENTION_IDLE);
       player.disableAllSkills();
       MagicSkillUser msk = new MagicSkillUser(player, 361, 1, unstuckTimer, 0);
       Broadcast.toSelfAndKnownPlayersInRadius(player, msk, 810000);
       SetupGauge sg = new SetupGauge(0, unstuckTimer);
       player.sendPacket(sg);

       Casino4 ef = new Casino4(player);
       player.setSkillCast(ThreadPoolManager.getInstance().scheduleGeneral(ef, unstuckTimer));
       player.setSkillCastEndTime(10+GameTimeController.getGameTicks()+unstuckTimer/GameTimeController.MILLIS_IN_TICK);
   }

   static class Casino4 implements Runnable
   {
       private L2PcInstance _player;
       Casino4(L2PcInstance player)
       {
           _player = player;
       }
       public void run()
       {
           if(_player.isDead())
           {
               return;
           }

           _player.setIsIn7sDungeon(false);
           _player.enableAllSkills();
           int chance = Rnd.get(3);

           if(_player.isNoble() && _player.getInventory().getInventoryItemCount(57, 0) >= 1000000000)
           {
               if(chance == 0)
               {
                   displayCongrats(_player);
                   _player.getInventory().addItem("Adena", 57, 1000000000, _player, null);
               }

               if(chance == 1)
               {
                   displayCongrats2(_player);
                   _player.getInventory().destroyItemByItemId("Adena", 57, 1000000000, _player, null);
               }

               if(chance == 2)
               {
                   displayCongrats2(_player);
                   _player.getInventory().destroyItemByItemId("Adena", 57, 1000000000, _player, null);
               }
           }
           else
           {
               _player.sendMessage("You do not have eneough items.");
           }
       }
   }
}

 

No problem ;p

Guest
This topic is now closed to further replies.


  • Posts

    • <dailyReward days="28" autoOpen="true" minimumOnlineTimeSeconds="30" oneRewardPerIP="true" resetIfMissDay="true">   For now, I have these settings in the XML—this is the V1 version I created, though I plan to make further improvements over time. Of course, I’ll also add more protections—MAC, HWID, and perhaps others like account-based restrictions—to make it more secure. We can also implement non-tradable items to further enhance the system's security. I’ll keep posting updates and refining both the system and the interface. I might make a video tomorrow; if you look at the top, you'll see the "auto-open" feature can be toggled on or off, allowing users to rely solely on the `.daily` command. Cheers! Note: If I sell it in this state, I’ll provide support and roll out updates to users. I’m not forcing anyone to buy anything; I’d even provide the patch files so that anyone with the necessary skills can add features, modify it, or improve it further.
    • If the problem is that the target is lost, the action of aiming at another character, upon losing collision, does not allow aiming.   This one works as it should, allowing you to target characters
    • MICROTEXT AND WATERMARKS BREAK MOST RENDERINGS Microtext and watermarks aren’t just small decorative details. They are one of the most common reasons a document fails verification, even when it looks decent at first glance. The issue is that these elements are almost impossible to reproduce “by eye.” Microtext requires precise geometry and legibility at a very small size, while a watermark needs the correct density, transparency, and accurate placement relative to other security features. Any deviation becomes obvious during detailed inspection. ▪ What’s most often done wrong: - microtext is drawn too thick or blurry - the watermark is made either too visible or almost invisible - the positioning between microtext and watermark is ignored - the original printing technology isn’t taken into account when choosing density and shape - The stronger the document’s security features, the less room there is for approximation. What matters here isn’t visual similarity, but accurate reproduction of the original technical characteristics. If your document contains microtext and watermarks, this is always an area that requires extra attention. Write to us in DMs. We’ll review your case and point out exactly which details need the highest precision during rendering. › TG: @mustang_service_ms ( https:// t.me/ mustang_service_ms ) › Channel: Mustang Service ( https:// t.me/ +JPpJCETg-xM1NjNl ) #drawing #microtext #photoshop #editing #watermarks
    • GoldRush launches tomorrow! July 18 16:00 GMT+3 Europe / International Register your account in the website, connect wallet and be ready to dominate!
  • Topics

×
×
  • Create New...

Important Information

This community uses essential cookies to function properly. Non-essential cookies and third-party services are used only with your consent. Read our Privacy Policy and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..