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Tessa

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Everything posted by Tessa

  1. If you use something less than Java 7, you can't use strings in the switch case.
  2. Create a patch -> update the pack -> apply the patch -> have fun!
  3. Inject a hwid check code into an .DLL file and send it back to the server through an dummy packet. :D
  4. I don't have to scroll down, because I'm sure there is a comment by you in every topic... :D
  5. I've build web sites for many wannabes... well, 2 of my customers are now millionaires, but this is a chance of 0,37%. None of them used third-party services like this. :D
  6. Lol, every topic that involves AccessDenied turns into a spam... :D
  7. Well, very wrong cause then... :D
  8. Why do you care so much? Just do whatever you doing, and ignore them all... you don't live for others' opinions I hope. :D
  9. Oh My God... again this annoying "skills" thing. Who the hell cares about your skills, guys, seriously? :lol:
  10. You have a method that checks if a list contains the data you looking for... no loop needed.
  11. If player's IP equals to player's IP, don't let the player to join... that's what happens here.
  12. I've used this one, just Game Guard is killed.
  13. What is your idea? A sword throwing arrows? :lol:
  14. Check the /invite command. net.sf.l2j.gameserver.network.clientpackets.RequestJoinParty
  15. Technically you can, yes, of course. :D
  16. I'm considering it "leaving by own will", because you can't be expelled if you are the party leader. :D
  17. Why? As I see, leaveParty() does exactly the same... :lol:
  18. Well, that is better. :P /** * Starts the TvTEvent fight<br> * 1. Set state EventState.STARTING<br> * 2. Close doors specified in configs<br> * 3. Abort if not enought participants(return false)<br> * 4. Set state EventState.STARTED<br> * 5. Teleport all participants to team spot<br><br> * * @return boolean<br> */ public static boolean startFight() { setState(EventState.STARTING); // not enought participants if (_teams[0].getParticipatedPlayerCount() < Config.TVT_EVENT_MIN_PLAYERS_IN_TEAMS || _teams[1].getParticipatedPlayerCount() < Config.TVT_EVENT_MIN_PLAYERS_IN_TEAMS) { setState(EventState.INACTIVE); _teams[0].cleanMe(); _teams[1].cleanMe(); return false; } closeDoors(); setState(EventState.STARTED); // set state to STARTED here, so TvTEventTeleporter know to teleport to team spot // teleport all participants to there team spot for (TvTEventTeam team : _teams) { for (String playerName : team.getParticipatedPlayerNames()) { L2PcInstance playerInstance = team.getParticipatedPlayers().get(playerName); if (playerInstance == null) continue; // leave party playerInstance.leaveParty(); // implements Runnable and starts itself in constructor new TvTEventTeleporter(playerInstance, team.getCoordinates(), false, false); } } return true; }
  19. Ok, the formatting probably confuses you, there is the formatted method: /** * Starts the TvTEvent fight<br> * 1. Set state EventState.STARTING<br> * 2. Close doors specified in configs<br> * 3. Abort if not enought participants(return false)<br> * 4. Set state EventState.STARTED<br> * 5. Teleport all participants to team spot<br><br> * * @return boolean<br> */ public static boolean startFight() { setState(EventState.STARTING); // not enought participants if (_teams[0].getParticipatedPlayerCount() < Config.TVT_EVENT_MIN_PLAYERS_IN_TEAMS || _teams[1].getParticipatedPlayerCount() < Config.TVT_EVENT_MIN_PLAYERS_IN_TEAMS) { setState(EventState.INACTIVE); _teams[0].cleanMe(); _teams[1].cleanMe(); return false; } closeDoors(); setState(EventState.STARTED); // set state to STARTED here, so TvTEventTeleporter know to teleport to team spot // teleport all participants to there team spot for (TvTEventTeam team : _teams) { for (String playerName : team.getParticipatedPlayerNames()) { L2PcInstance playerInstance = team.getParticipatedPlayers().get(playerName); if (playerInstance == null) continue; // implements Runnable and starts itself in constructor new TvTEventTeleporter(playerInstance, team.getCoordinates(), false, false); } } return true; } After applying your patch, the code should look something like this: /** * Starts the TvTEvent fight<br> * 1. Set state EventState.STARTING<br> * 2. Close doors specified in configs<br> * 3. Abort if not enought participants(return false)<br> * 4. Set state EventState.STARTED<br> * 5. Teleport all participants to team spot<br><br> * * @return boolean<br> */ public static boolean startFight() { setState(EventState.STARTING); // not enought participants if (_teams[0].getParticipatedPlayerCount() < Config.TVT_EVENT_MIN_PLAYERS_IN_TEAMS || _teams[1].getParticipatedPlayerCount() < Config.TVT_EVENT_MIN_PLAYERS_IN_TEAMS) { setState(EventState.INACTIVE); _teams[0].cleanMe(); _teams[1].cleanMe(); return false; } closeDoors(); setState(EventState.STARTED); // set state to STARTED here, so TvTEventTeleporter know to teleport to team spot // teleport all participants to there team spot for (TvTEventTeam team : _teams) { for (String playerName : team.getParticipatedPlayerNames()) { L2PcInstance playerInstance = team.getParticipatedPlayers().get(playerName); if (playerInstance == null) continue; // implements Runnable and starts itself in constructor new TvTEventTeleporter(playerInstance, team.getCoordinates(), false, false); } } // Remove player from his party for (TvTEventTeam team : _teams) { for (String playerName : team.getParticipatedPlayerNames()) { L2PcInstance playerInstance = team.getParticipatedPlayers().get(playerName); final L2Party party = playerInstance.getParty(); if (party != null) party.removePartyMember(playerInstance, MessageType.Expelled); } } return true; } Do you notice the problem here?
  20. Yeah, but this... :lol:
  21. In callSkill() you should be able to ignore them by type.
  22. Baggos... :lol:
  23. I'm not sure if this is the right place, because I'm browsing the code without IDE, but L2Character has a method called callSkill(), which (I suppose) handles the skill usage.
  24. Of course it's different, but they are both sub-classes of L2MonsterInstance. So, if you check if a grand boss or raid boss is instance of L2MonsterInstance, it will return true.
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