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tensador27 last won the day on Abril 7
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Sobre tensador27
- Data de Nascimento 11/27/1997
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FUSI0N começou a seguir tensador27
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tensador27 começou a seguir ARGUMEN TRADEABLE
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esto es solo para que veas el argu en el trade supongo que ya tienes el mod para que puedas tradear el item argu codigo l2jmega:[Hidden Content] codigo l2jrusacis:[Hidden Content] TradeWnd.uc class TradeWnd extends UICommonAPI; const DIALOG_ID_TRADE_REQUEST = 0; const DIALOG_ID_ITEM_NUMBER = 1; function OnLoad() { registerEvent( EV_DialogOK ); registerEvent( EV_DialogCancel ); registerEvent( EV_TradeStart ); registerEvent( EV_TradeAddItem ); registerEvent( EV_TradeDone ); registerEvent( EV_TradeOtherOK ); registerEvent( EV_TradeUpdateInventoryItem ); registerEvent( EV_TradeRequestStartExchange ); } function OnSendPacketWhenHiding() { RequestTradeDone( false ); } function OnHide() { Clear(); } function OnEvent( int eventID, string param ) { //debug("eventID " $ eventID $ ", param : " $ param ); switch( eventID ) { case EV_TradeStart: HandleStartTrade(param); break; case EV_TradeAddItem: HandleTradeAddItem(param); break; case EV_TradeDone: HandleTradeDone(param); break; case EV_TradeOtherOK: HandleTradeOtherOK(param); break; case EV_TradeUpdateInventoryItem: HandleTradeUpdateInventoryItem(param); break; case EV_TradeRequestStartExchange: HandleReceiveStartTrade(param); break; case EV_DialogOK: HandleDialogOK(); break; case EV_DialogCancel: HandleDialogCancel(); break; default: break; }; } function OnClickButton( string ControlName ) { //debug("ControlName : " $ ControlName); if( ControlName == "OKButton" ) { // 교환 수락. class'UIAPI_ITEMWINDOW'.static.SetFaded( "TradeWnd.MyList", true ); RequestTradeDone( true ); //HideWindow( "TradeWnd" ); } else if( ControlName == "CancelButton" ) { RequestTradeDone( false ); //HideWindow( "TradeWnd" ); } else if( ControlName == "MoveButton" ) { HandleMoveButton(); } } function OnDBClickItem( string ControlName, int index ) { local ItemInfo info; if(ControlName == "InventoryList") // remove the item from InventoryList and move it to MyList { if( class'UIAPI_ITEMWINDOW'.static.GetItem("TradeWnd.InventoryList", index, info) ) { if( IsStackableItem( info.ConsumeType ) && (info.ItemNum!=1)) // stackable? //1개면 수량입력창을 띄우지 않는다. { DialogSetID( DIALOG_ID_ITEM_NUMBER ); DialogSetReservedInt( info.ServerID ); DialogSetParamInt( info.ItemNum ); DialogShow( DIALOG_NumberPad, MakeFullSystemMsg( GetSystemMessage(72), info.Name, "" ) ); } else RequestAddTradeItem( info.ServerID, 1 ); } } } function OnDropItem( string strID, ItemInfo info, int x, int y) { //debug("OnDropItem strID " $ strID $ ", src=" $ info.DragSrcName); if( strID == "MyList" && info.DragSrcName == "InventoryList" ) { if( IsStackableItem( info.ConsumeType ) ) // stackable? { if( info.AllItemCount > 0 ) // 전체이동 { RequestAddTradeItem( info.ServerID, info.AllItemCount ); } else if( info.ItemNum==1) { RequestAddTradeItem( info.ServerID, 1); } else { DialogSetID( DIALOG_ID_ITEM_NUMBER ); DialogSetReservedInt( info.ServerID ); DialogSetParamInt( info.ItemNum ); DialogShow( DIALOG_NumberPad, MakeFullSystemMsg( GetSystemMessage(72), info.Name, "" ) ); } } else RequestAddTradeItem( info.ServerID, 1 ); } } function MoveToMyList( int index, int num ) { local ItemInfo info; if( class'UIAPI_ITEMWINDOW'.static.GetItem("TradeWnd.InventoryList", index, info) ) // success returns true { RequestAddTradeItem( info.ServerID, num ); //if( num >= info.ItemNum ) // class'UIAPI_ITEMWINDOW'.static.DeleteItem("TradeWnd.InventoryList", index); //info.ItemNum = num; //class'UIAPI_ITEMWINDOW'.static.AddItem("TradeWnd.MyList", info); } } function HandleMoveButton() { local int selected; local ItemInfo info; selected = class'UIAPI_ITEMWINDOW'.static.GetSelectedNum("TradeWnd.InventoryList"); if( selected >= 0 ) { class'UIAPI_ITEMWINDOW'.static.GetItem("TradeWnd.InventoryList", selected, info); if( info.ItemNum == 1 ) // stackable?? MoveToMyList(selected, 1); else { DialogSetID( DIALOG_ID_ITEM_NUMBER ); DialogSetReservedInt( info.ServerID ); DialogSetParamInt( info.ItemNum ); DialogShow( DIALOG_NumberPad, MakeFullSystemMsg( GetSystemMessage(72), info.Name, "" ) ); } } } function HandleStartTrade( string param ) { local int targetID; local UserInfo targetInfo; local string clanName; local WindowHandle m_inventoryWnd; local WindowHandle m_warehouseWnd; local WindowHandle m_privateShopWnd; local WindowHandle m_shopWnd; local WindowHandle m_multiSellWnd; //각종 윈도우 핸들을 얻어온다. m_inventoryWnd = GetHandle( "InventoryWnd" ); //인벤토리 m_warehouseWnd = GetHandle( "WarehouseWnd" ); //개인창고, 혈맹창고, 화물창고 m_privateShopWnd = GetHandle( "PrivateShopWnd" ); //개인판매, 개인구매 m_shopWnd = GetHandle( "ShopWnd" ); //상점구매, 판매 m_multiSellWnd = GetHandle( "MultiSellWnd" ); //멀티셀 if( m_inventoryWnd.IsShowWindow() ) //인벤토리 창이 열려있으면 닫아준다. { m_inventoryWnd.HideWindow(); } if( m_warehouseWnd.IsShowWindow() ) //창고 창이 열려있으면 닫아준다. { m_warehouseWnd.HideWindow(); } if( m_privateShopWnd.IsShowWindow() ) //개인상점 창이 열려있으면 닫아준다. { m_privateShopWnd.HideWindow(); } if( m_shopWnd.IsShowWindow() ) //상점 창이 열려있으면 닫아준다. { m_shopWnd.HideWindow(); } if( m_multiSellWnd.IsShowWindow() ) //멀티셀 창이 열려있으면 닫아준다. { m_multiSellWnd.HideWindow(); } class'UIAPI_WINDOW'.static.ShowWindow("TradeWnd"); class'UIAPI_WINDOW'.static.SetFocus("TradeWnd"); ParseInt( param, "targetId", targetID ); if( targetID > 0 ) { GetUserInfo( targetID, targetInfo ); if( targetInfo.nClanID > 0 ) { clanName = GetClanName( targetInfo.nClanID ); class'UIAPI_TEXTBOX'.static.SetText( "TradeWnd.Targetname", targetInfo.Name $ " - " $ clanName ); } else { class'UIAPI_TEXTBOX'.static.SetText( "TradeWnd.Targetname", targetInfo.Name); //혈맹이 없어도 이름을 표시해준다. } } } function HandleTradeAddItem( string param ) { local string strDest; local ItemInfo itemInfo, tempInfo; local int index; ParseString( param, "destination", strDest ); ParamToItemInfo( param, itemInfo ); if( strDest == "inventoryList" ) { strDest = "TradeWnd.InventoryList"; } else if( strDest == "myList" ) { strDest = "TradeWnd.MyList"; class'UIAPI_INVENWEIGHT'.static.ReduceWeight( "TradeWnd.InvenWeight", itemInfo.ItemNum * itemInfo.Weight ); //debug("AddWeight " $ itemInfo.ItemNum * itemInfo.Weight ); } else if( strDest == "otherList" ) { strDest = "TradeWnd.OtherList"; class'UIAPI_INVENWEIGHT'.static.AddWeight( "TradeWnd.InvenWeight", itemInfo.ItemNum * itemInfo.Weight ); //debug("ReduceWeight " $ itemInfo.ItemNum * itemInfo.Weight ); } ItemInfo.RefineryOp2 = itemInfo.Blessed; ItemInfo.RefineryOp1 = itemInfo.Damaged; index = class'UIAPI_ITEMWINDOW'.static.FindItemWithServerID( strDest, itemInfo.ServerID ); //debug( "HandleTradeAddItem " $ strDest $ ", index " $ index ); if( index >= 0 ) { if( IsStackableItem( ItemInfo.ConsumeType ) ) { class'UIAPI_ITEMWINDOW'.static.GetItem( strDest, index, tempInfo ); itemInfo.ItemNum += tempInfo.ItemNum; class'UIAPI_ITEMWINDOW'.static.SetItem( strDest, index, itemInfo ); } // 아이템이 이미 있고 수량성 아이템도 아니라면 아무것도 하지 않는다. } else { class'UIAPI_ITEMWINDOW'.static.AddItem( strDest, itemInfo ); } } // 교환이 끝났음 function HandleTradeDone( string param ) { class'UIAPI_WINDOW'.static.HideWindow("TradeWnd"); } // 다른 쪽에서 OK 버튼을 눌러서 더이상 변경할 수 없음. 상대방의 아이템 리스트를 변경 불가 상태로 변경. function HandleTradeOtherOK( string param ) { class'UIAPI_ITEMWINDOW'.static.SetFaded( "TradeWnd.OtherList", true ); } // 아이템을 옮기거나 할때 자신의 인벤토리 상황을 업데이트 한다. function HandleTradeUpdateInventoryItem( string param ) { local ItemInfo info; local string type; local int index; ParseString( param, "type", type ); ParamToItemInfo( param, info ); if( type == "add" ) { class'UIAPI_ITEMWINDOW'.static.AddItem( "TradeWnd.InventoryList", info ); } else if( type == "update" ) { index = class'UIAPI_ITEMWINDOW'.static.FindItemWithServerID( "TradeWnd.InventoryList", info.ServerID ); if( index >= 0 ) class'UIAPI_ITEMWINDOW'.static.SetItem( "TradeWnd.InventoryList", index, info ); } else if( type == "delete" ) { index = class'UIAPI_ITEMWINDOW'.static.FindItemWithServerID( "TradeWnd.InventoryList", info.ServerID ); //debug("HandleTradeUpdateInventoryItem delete : index(" $ index $ ")"); if( index >= 0 ) class'UIAPI_ITEMWINDOW'.static.DeleteItem( "TradeWnd.InventoryList", index ); } } function HandleReceiveStartTrade( string param ) { local int targetID; local UserInfo info; ParseInt( param, "targetID", targetID ); if( targetID > 0 && GetUserInfo( targetID, info ) ) { DialogSetID( DIALOG_ID_TRADE_REQUEST ); DialogSetParamInt( 10*1000 ); // 10 seconds DialogShow( DIALOG_Progress, MakeFullSystemMsg(GetSystemMessage(100), info.Name, "" ) ); } } function HandleDialogOK() { local int serverID; local int num; if( DialogIsMine() ) { if( DialogGetID() == DIALOG_ID_TRADE_REQUEST ) { //debug("DialogOK DIALOG_ID_TRADE_REQUEST"); AnswerTradeRequest( true ); } else if( DialogGetID() == DIALOG_ID_ITEM_NUMBER ) { //debug("DialogOK DIALOG_ID_ITEM_NUMBER"); serverID = DialogGetReservedInt(); num = int( DialogGetString() ); //debug("serverID " $ serverID $ ", num " $ num ); RequestAddTradeItem( serverID, num ); } } } function HandleDialogCancel() { if( DialogIsMine() ) { if( DialogGetID() == DIALOG_ID_TRADE_REQUEST ) { //debug("DialogCancel DIALOG_ID_TRADE_REQUEST"); AnswerTradeRequest( false ); } } } function Clear() { class'UIAPI_ITEMWINDOW'.static.Clear( "TradeWnd.InventoryList" ); class'UIAPI_ITEMWINDOW'.static.Clear( "TradeWnd.MyList" ); class'UIAPI_ITEMWINDOW'.static.Clear( "TradeWnd.OtherList" ); class'UIAPI_TEXTBOX'.static.SetText( "TradeWnd.TargetName", "" ); class'UIAPI_INVENWEIGHT'.static.ZeroWeight( "TradeWnd.InvenWeight" ); } defaultproperties { }
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tensador27 começou a seguir AutoFarm L2JMEGA
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No la puedo vender no es mía la compramos con un amigo y le hicimos algunas modificaciones pero la base puedes contactar con celestine
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esa era una interface retail y solo le agregue cosas ahora ya estoy con otra de base es una interface de celestine que la vende
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codigo [Hidden Content] si quieres usarlo en interface tendras que editar tu .xdat y .u si quieres que tenga titulo y aura roja usa el diff de arriba lo probe en la version free de mobius
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acabo de volver a probar desde el source del github [Hidden Content] autofarmtest.rar
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"bypass voiced_autofarm" en el menu proba eso y aca +++ java/com/l2jmega/gameserver/handler/VoicedCommandHandler.java @@ -15,6 +15,7 @@ package com.l2jmega.gameserver.handler; -import com.l2jmega.gameserver.handler.voicedcommandhandlers.AutofarmCommand; +import com.l2jmega.gameserver.handler.voicedcommandhandlers.VoicedAutoFarm; import com.l2jmega.gameserver.handler.voicedcommandhandlers.VoicedAutoPotion; import com.l2jmega.gameserver.handler.voicedcommandhandlers.VoicedBanking; import com.l2jmega.gameserver.handler.voicedcommandhandlers.VoicedBossSpawn; @@ -56,7 +57,7 @@ registerHandler(new VoicedEnchant()); - registerHandler(new AutofarmCommand()); registerHandler(new VoicedTrySkin()); + registerHandler(new VoicedAutoFarm()); registerHandler(new VoicedRanking()); registerHandler(new VoicedReport()); registerHandler(new VoicedMenu());
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funciona sin necesidad de interface comandos + private final String[] VOICED_COMMANDS = + { + "autofarm", + "enableAutoFarm", + "radiusAutoFarm", + "pageAutoFarm", + "enableBuffProtect", + "healAutoFarm", + "hpAutoFarm", + "mpAutoFarm", + "enableAntiKs", + "enableSummonAttack", + "summonSkillAutoFarm", + "ignoreMonster", + "activeMonster" + };
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sysstring-e.txt
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diff autofarm [Hidden Content] no se quien es el creador de este autofarm si alguien lo sabe por favor dejar los créditos yo solo hice que al reiniciar se guarden las config y conectarlo a mi interface en los archivos dejo el .uc para interface.u por si quieren hacerlo igual que yo también deje un xdat retail interlude con el AutoPlay ahí pueden sacarlo con el editor que deje ahí video archivos html sql .u etc [Hidden Content]
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ahi esta el sistema puedes usarlo con los item que tenga su servidor yo los probe con mis item dolls.utx
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si encuentran algun error con las skills de las dolls por favor decirlo me ayudo a terminar el mod sobek codigo [Hidden Content] si hay dolls con la misma skill pero diferentes lvl siempre prioriza el skill de lvl mas alto se probo en el dropitem, additem, destroyitem, transferitem, tradeitem ,add sub class, change sub ,change class xml.rar
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in that version the .skin is not registered [Hidden Content]
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Na versão da Sarada que publico em 16/06/2023, esse erro não acontece comigo
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Não sei, só baixei o patch pra ver as coisas e colocar os mods
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