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guina

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Posts posted by guina

  1. and you share it for free? or you steal the files? can give you more info are these real files of that server?

    yes, is real pack l2magic selled on Marketplace section, but i not recomend it.

    i use it with 300 ppl and in massive pvp 100x100 or more your players not will more can see the fight. full lag.

    if you is good for fix, go and download it and use without problem, but if you not is good for fix... sorry, look other project.

  2.  

    my config:

    #------------------------------------------------------------------------------------------#
    #---------------------------< Config v3.8.7 for l2jserver aCid >---------------------------#
    #------------------------------------------------------------------------------------------#
    
    #===================================== Rank PvP System ====================================#
    # About Legal Kill: 
    # When Killer kill Victim and Legal Kill Protection is not activated, then legal kill will rise.
    
    #------------------------------------------------------------------------------------------#
    # 			  								PvP	 	 		   						 	   #
    #------------------------------------------------------------------------------------------#
    # Enable Rank PvP System
    RankPvpSystemEnabled = True
    
    # Enable legal counter in Alt+T window in game. It's mean all kills will be counted by RPS rules.
    LegalCounterAltTEnabled = False
    
    # Minimum player level for rise legal kills.
    LegalKillMinLvl = 1
    
    # If enabled, kill PK player (player with red nick) will rise kills_legal and kills_today_legal in database. Default true. 
    LegalKillForPkKillerEnabled = False
    
    # If enabled, kill unflaged player will rise kills_legal and kills_today_legal in database (otherwise PK mode). Default false. 
    LegalKillForInnocentKillEnabled = False
    
    # Set time interval between kills the same victim (in minutes).
    # Option is used for Legal Kills & RPC & Rank Points.
    # Default: 60
    ProtectionTimeReset = 0
    
    # If the same player kill victim many times, then after X times the Legal Kills will not increase (0 - Disabled).
    # If LegalKillProtection = 3, then it not rise Legal Kills for kill 4 times the same player.
    # INFO: Option used for RPC and Rank Points.
    LegalKillProtection = 0
    
    # If the same player kill victim many times, then after X times the Legal Kills will not increase (0 - Disabled).
    # X is reseted every day.
    # IMPORTANT: LegalKillProtection MUST BE = 0.
    # INFO: Option used for RPC and Rank Points.
    DailyLegalKillProtection = 0
    
    # If True, then GM characters will be ignored by RPS.
    # Option is used when coloring nick and titles too.
    # Info: If GM characters are saved in RPS, you should remove them manually from rank_pvp_system tables.
    # SQL example: 
    # 	DELETE FROM rank_pvp_system WHERE killer_id IN(SELECT charId FROM characters WHERE accesslevel <> USER_ACCESSLEVEL); 
    # *USER_ACCESSLEVEL is a access level for users.
    # Default: True
    GMIgnoreEnabled = True
    
    #------------------------------------------------------------------------------------------#
    # 			  	  					RPC Reward & PvP Reward		   						   #
    #------------------------------------------------------------------------------------------#
    # It gives reward(RPC) for any legal PvP.
    # INFO: ProtectionTimeReset is used.
    # Enable PvP Reward System (RPC Reward & Reward)
    # REQUIRE: RankPvpSystemEnabled = True
    
    # RPC Reward allows earn and exchange RPC points for selected rewards, this RPC are awarded for each PvP.
    RpcRewardEnabled = True
    # INFO: RPC - is a special currency, player can exchange it for items.
    # RPC Reward amount, awarded for each PvP.
    RpcRewardAmmount = 1
    # Minimum player level to obtain reward.
    RpcRewardMinLvl = 76
    
    # PvP Reward awarded for each PvP.
    PvpRewardEnabled = True
    # Reward item id.
    PvpRewardId = 57
    # PvP Reward amount, awarded for each PvP.
    PvpRewardAmount = 1000000
    # Minimum player level to obtain reward.
    PvpRewardMinLvl = 76
    
    # If enabled, gives reward for kill PK player (player with red nick).
    RewardForPkKillerEnabled = False
    # If enabled, kill unflaged player will be rewarded (otherwise PK mode). Default false. 
    RewardForInnocentKillEnabled = False
    
    # If enabled, gives rewards for kill player by rank. Reward list for each rank defined in database table: rank_pvp_system_rank_reward, is_pvp = true.
    # REQUIRE: RanksEnabled = True
    RankPvpRewardEnabled = True
    # Minimum player level to obtain reward.
    RankPvpRewardMinLvl = 76
    
    # If enabled, gives rewards for reach new Rank by player. Reward list for each rank defined in database table: rank_pvp_system_rank_reward, is_level = true.
    # REQUIRE: RanksEnabled = True
    RankLevelRewardEnabled = False
    
    # If enabled, RP, RPC, PvP Reward and Rank PvP Reward will check Legal Kill conditions.
    RewardLegalKillEnabled = False
    
    #------------------------------------------------------------------------------------------#
    # 				 					  	 	Ranks 							 		 	   #		
    #------------------------------------------------------------------------------------------#
    # INFO: ProtectionTimeReset is used.
    # INFO: RankNames, 
    # 		RankMinPoints, 
    # 		RankPointsForKill, 
    # 		RankRewardIds, 
    # 		RankRewardAmounts 
    # 		must have same size and cannot be empty.
    # REQUIRE: RankPvpSystemEnabled = true
    RanksEnabled = True
    
    # Minimum player level for obtain Rank Points.
    RankPointsMinLvl = 1
    
    # Cut off points, earned for kill high rank victims ['rank points for kill']. (should reduce farm of RP on high level victims)
    # Example: Killer RP reward is 20, victim RP reward is 50, if killer kill the victim he will obtain 20 points, not 50 points.
    RankPointsCutEnabled = True
    
    # Rank names (first element is the higher rank):
    # Format: name1,name2,name3
    # Example: RankNames = Five Star General,General [Grade 3],General [Grade 2],General, ... ,Apprentice,Recruit
    RankNames = Five Star General,General [Grade 3],General [Grade 2],General,Brigadier General,Brigadier [Grade 3],Brigadier [Grade2],Brigadier,Force Colonel,Colonel [Grade 3],Colonel [Grade 2],Colonel,Strike Commander,Commander [Grade 3],Commander [Grade 2],Commander,Field Major,Major [Grade 3],Major [Grade 2],Major,Staff Captain,Captain [Grade 3],Captain [Grade 2],Captain,First Lieutenant,Lieutenant [Grade 3],Lieutenant [Grade 2],Lieutenant,Master Sergeant,Gunnery Sergeant [Grade 3],Gunnery Sergeant [Grade 2],Gunnery Sergeant,Sergeant [Grade 3],Sergeant [Grade 2],Sergeant,Corporal [Grade 2],Corporal,Private [Grade 2],Private,Apprentice [Grade 2],Apprentice,Recruit
    
    # INFO: Be careful with points. MySql database allow BIGINT(18) total rank points.
    
    # Rank require points (first element is points count for obtain 1st rank title, in example: Five Star General):
    # Format: count1,count2,count3
    # count1 > count2 > count3 > ... >= 0, minimum points for first (lowest) rank must be 0!
    # Foramt: RankMinPoints = 10000,1000,400,0
    # IMPORTANT: property elements count must be same like in RankNames.
    # Example: if player have current points BETWEEN 2,000,000 AND 1,000,000 it gives rank: General [Grade 3].
    RankMinPoints = 2000000,1000000,750000,600000,400000,250000,190000,150000,120000,100000,82000,65000,50000,38000,28000,20000,14000,10000,7000,5000,3000,2000,1500,1000,880,760,680,580,500,450,400,360,320,280,240,190,150,120,70,30,10,0
    
    # Example: For Five Star General kills reward is 50 points.
    # Format: count1,count2,count3
    # All values MUST be greater than 0.
    # IMPORTANT: properties count must be same like in RankNames.
    RankPointsForKill = 50,48,46,44,42,40,38,36,33,32,31,30,29,28,27,26,25,24,23,22,21,20,19,18,17,16,15,14,13,12,11,10,9,8,7,6,5,4,3,2,1,1
    
    # If enabled RPC points will be awarded for kill Victim with specified rank.
    RankRpcEnabled = True
    # INFO: RPC - is a special currency, player can exchange it for items.
    # RPC amounts for kill player with defined ranks.
    # IMPORTANT: properties count must be same like in RankNames.
    RankRpcAmount = 42,40,39,38,37,36,35,34,33,32,31,30,29,28,27,26,25,24,23,22,21,20,19,18,17,16,15,14,13,12,11,10,9,8,7,6,5,4,3,2,1,1
    
    # Enable alternative points counting for players.
    # If enabled then RankPointsForKill is ignored.
    # Example: RankPointsDownAmounts = 100,50,10,1,0
    # For first kill awards 100, 2nd kill give 50, ... , 0.
    # It can be manipuleted by LegalKillProtection and DailyLegalKillProtection.
    # IMPORTANT: Protection X value cannot be less than size of RankPointsDownAmounts. Example: min value for example data is 5.
    RankPointsDownCountEnabled = False
    RankPointsDownAmounts = 100,50,10,1,0
    
    # Shout current Points info for killer & victim.
    RankShoutInfoOnKillEnabled = True
    
    # Shout Bonus Points informations for killer.
    # Require: RankShoutInfoOnKillEnabled = True
    RankShoutBonusInfoOnKillEnabled = True
    
    # If enabled shows informations about Total Kills on Victim, otherwise show informations about Legal Kills on Victim.
    TotalKillsInShoutEnabled = True
    
    # If enabled, gives Rank Points for kill PK player (player with red nick).
    #RankRewardForPkKillerEnabled = True
    
    # If enabled, Rank Points for kill unflaged player will be awarded (PK mode). Default false. 
    #RankRewardForInnocentKillEnabled = False
    
    # Nick and Title colors for each rank.
    # INFO: Do not put RED, PURPLE, or LIGHT RED Nick Colors. This colors are used in game!
    # Colors must have HTML format (6 letters (hex)).
    # Format: ABCDEF,0103FF, ... ,ABCDEF
    # Minimum: 000000, Maximum: FFFFFF.
    # IMPORTANT: properties count must be same like in RankNames.
    # First color on left is for the highest rank, [5 Star General].
    NickColorEnabled = False
    NickColors = FF8000,00FF00,0000FF,FF0000,00FF00,FF0000,00FF00,0000FF,FF0000,00FF00,FF0000,00FF00,0000FF,FF0000,00FF00,FF0000,00FF00,0000FF,FF0000,00FF00,FF0000,00FF00,0000FF,FF0000,00FF00,FF0000,00FF00,0000FF,FF0000,00FF00,FF0000,00FF00,0000FF,FF0000,00FF00,FF0000,00FF00,0000FF,FF0000,00FF00,FF0000,00FF00
    
    TitleColorEnabled = True
    TitleColors = FF0000,FF3300,FF6600,FF9900,FF9966,FF9999,FFCCCC,FFCC99,FFCC66,FFCC33,FFFF00,FFFF66,FFFF99,FFFFCC,CCFFFF,CCFFCC,CCFF99,CCFF66,99FF00,99FF66,99FF99,99FFCC,99FFFF,99CCFF,9999FF,9966FF,9933FF,CC00FF,CC66FF,CC99FF,66CCFF,6699FF,6666FF,6633FF,6600FF,3300FF,3333FF,3399FF,33CCFF,00FFFF,33FFFF,FFFFFF
    
    #------------------------------------------------------------------------------------------#
    # 								 	  	 War Kills 						     			   #
    #------------------------------------------------------------------------------------------#
    # Enable war kills counter
    WarKillsEnabled = True
    
    # Ratio for Rank Points when killed a player from War Clan. 
    # Add to standard rank points for kill difference between ((points * ratio) - points).
    # 2.0 mean 2 times more points for kill a player from war. 
    # Ratio must be > 1, if <= 1 points will be not multiplied.
    WarRankPointsRatio = 1.2
    
    #------------------------------------------------------------------------------------------#
    # 								 		 Combo Kills						     	 	   #
    #------------------------------------------------------------------------------------------#
    # Combo system allow get combo for killing the victims. 
    # Combo will be reseted if character will die, relog, join to event or olympiad.
    # Combo system disabled on events and olympiad (option inherited from Rank PvP System).
    
    # Enable combo kill system.
    ComboKillEnabled = False
    
    # Shout messages for players, if killer kill more victims.
    # Format: combo_kills,message; ... ;combo_kills,message
    # List must be ORDERED from lowest to highest by combo_kills.
    #
    # Message can contain special tags: 
    #	 %killer% - it will be replaced by killer name.
    #	 %victim% - it will be replaced by victim name.
    #	 %combo_level% - it will be replaced by combo level.
    #
    # Local - shout message to visible players by killer.
    # Global - shout message to all players online.
    # Info: one of these lists can be empty, and combo_kills can be random numbers, but ordered (example: 1,msg;2,msg;3,msg;6,msg;7,msg;8,msg;10,msg;55,msg;100,msg).
    # It can start from 3,msg;6,msg;7, ... then killers with combo level 1 and 2 will be not shouted.
    # Checking priority: if combo_kills will be founded on local list, then global list is not checked.
    ComboKillLocalAreaMessages = 2,%killer% is a good killer!;3,%killer% is a perfect killer!;4,%killer% have no mercy!;5,%killer% is in killing spree!;6,%killer% assassinate every target!;7,%killer% is killing master!;8,%killer% is a Uber killer!;9,%killer% own the battlefield!
    ComboKillGlobalAreaMessages = 10,%killer% is Unstopable!!!
    
    # Alternate combo message method, is not require for each combo level defining the message.
    # Just one message for any combo level.
    # If enabled shows combo size, example: Player have 5 Combo kills! or Player have 99 Combo kills!
    #
    # Message can contain special tags: 
    #	 %killer% - it will be replaced by killer name.
    #	 %victim% - it will be replaced by victim name.
    #	 %combo_level% - it will be replaced by combo level.
    #
    # If ComboKillAltGlobalMessageMinLvl = 10 then if player get combo level >= 10 it will be shout on global chat, otherwise on local chat. 
    # If ComboKillAltGlobalMessageMinLvl = 0 it shouts all messages on local chat.
    ComboKillAltMessagesEnabled = False
    ComboKillAltMessage = %killer% have %combo_level% Combo kills!
    ComboKillAltGlobalMessageMinLvl = 10
    
    # If enabled shout messeage about defeated combo killer, if victim combo is greater than selected level.
    ComboKillDefeatMessageEnabled = True
    # Minimum combo level for show the defeat message. It not mess chat window with player's low combo level.
    # Require: ComboKillDefeatMessageEnabled = True
    ComboKillDefeatMessageMinComboLvl = 3
    
    # Message can contain special tags: 
    #	 %killer% - it will be replaced by killer name.
    #	 %combo_level% - it will be replaced by combo level.
    #
    # ComboKillDefeatMessage = %killer% is defeated! or:
    ComboKillDefeatMessage = %killer% is defeated with %combo_level% combo lvl!!!
    
    # Enable protection with Legal Kills, combo will rise if it's legal kill.
    ComboKillProtectionWithLegalKillEnabled = True
    
    # Enable protection with No Repeat for kill, combo will rise if victim is not on current combo list.
    ComboKillProtectionNoRepeatEnabled = True
    
    # If kill time between previous victim and next victim will be greater than ComboKillReseter, combo will be reseted.
    # Time in seconds.
    # 0 - disabled.
    # Default: 300
    ComboKillReseter = 300
    
    # List contains combo kills and rank points ratio added to rank points for kill.
    # Format: combo_kills,ratio; ... ;combo_kills,ratio
    # List must be ordered from lowest to highest by combo_kills.
    # Ratio must be greater than 1.0, otherwise will be ignored.
    ComboKillRankPointsRatioEnabled = True
    ComboKillRankPointsRatio = 5,1.1;6,1.2;7,1.3;8,1.4;9,1.5;10,1.6
    
    #------------------------------------------------------------------------------------------#
    # 			  .pvpinfo command, PvP Status window, Death Status, RPC options 	    	   #
    #------------------------------------------------------------------------------------------#
    # If enabled allow use .pvpinfo command on targeted player.
    PvpInfoCommandEnabled = True
    
    # If enabled change .pvpinfo for /pvpinfo command. (/pvpinfo is recommended)
    # IMPORTANT: Is require Client modification file: LineageII/system/commandname-e.dat
    # Information how to apply it in: ClientModInfo.txt
    PvpInfoUserCommandEnabled = True
    # ID of command, it is same id what is in commandname-e.dat.
    PvpInfoUserCommandId = 1004
    
    # If enabled shows .pvpinfo window about killer for victim.
    PvpInfoCommandShowOnDeathEnabled = True
    
    # Show additional button in PvPStatus window after death. 
    # Button allow see more details about killer. HP/MP/CP, equipment (enchant) if enabled. 
    # It shows killer status only for KILL MOMENT.
    # Option requires PvpInfoCommandShowOnDeathEnabled and PvpInfoCommandEnabled set on True.
    DeathManagerDetailsEnabled = True
    # Show killer equipment and items enchant level.
    DeathManagerShowItemsEnabled = True
    
    # Enable RPC Exchange for items.
    # Items list defined in database table: rank_pvp_system_rpc_reward.
    # If enabled, button "RPC Exchange" appear in PvP Status Window. 
    RpcExchangeEnabled = True
    
    # Additional protection for RPC Get button.
    RpcExchangeConfirmBoxEnabled = True
    
    # If enabled shows player's level in PvP Status window (.pvpinfo)
    ShowPlayerLevelInPvpInfoEnabled = True
    
    # If enabled shows information about Total Kills and Total Kills Legal in PvP Status window (.pvpinfo)
    # If disabled shows only Total Legal Kills.
    TotalKillsInPvpInfoEnabled = True
    
    # If enabled shows information about Total Kills and Total Kills Legal On Me in PvP Status window (.pvpinfo)
    # If disabled shows only Total Legal Kills On Me.
    TotalKillsOnMeInPvpInfoEnabled = True
    
    #------------------------------------------------------------------------------------------#
    # 					 	 PvP / Rank / Reward / DM zone option's 						   #
    #------------------------------------------------------------------------------------------#
    # Zone id's (for aCis server):
    #	PVP(0),
    #	PEACE(1),
    #	SIEGE(2),
    #	MOTHER_TREE(3),
    #	CLAN_HALL(4),
    #	NO_LANDING(5),
    #	WATER(6),
    #	JAIL(7),
    #	MONSTER_TRACK(8),
    #	CASTLE(9),
    #	SWAMP(10),
    #	NO_SUMMON_FRIEND(11),
    #	NO_STORE(12),
    #	TOWN(13),
    #	HQ(14),
    #	DANGER_AREA(15),
    #	CAST_ON_ARTIFACT(16),
    #	NO_RESTART(17),
    #	SCRIPT(18)
    #
    #	*CUSTOM PVP ZONE should be with id = 0 (ZONE_PVP).
    # Rank PvP System Anti-Farm options (zones id):
    
    # Allowed zones id's. 
    # Format: zoneId,zoneId, ... ,zoneId,zoneId
    # Info: If empty, the system works in all zones, otherwise system works in Allowed Zones only (defining restricted zones not required then).
    # Example: AllowedZonesIds = 1,7,12 , then system works ONLY in zone with ID = 1 and 7 and 12.
    AllowedZonesIds = 12
    
    # Restricted zones id's (used if AllowedZonesIds = (empty)). 
    # Format: zoneId,zoneId, ... ,zoneId,zoneId
    # Info: System NOT working in Restricted Zones.
    # Default: RestrictedZonesIds = 1,8,9
    # Example: AllowedZonesIds = 1,8,9 , then system NOT works in zones with ID'S = 1,8,9.
    RestrictedZonesIds = 1,4,7,8
    
    # INFO: AllowedZonesIds = 1,3,5,9 and RestrictedZonesIds = 1,8,9 
    # then system will works only in 1 and 3 and 5 and 9.
    # Remember, if you define AllowedZonesIds then system not checking RestrictedZonesIds.
    
    # Death Manager is disabled in this zones.
    DeathManagerRestrictedZonesIds = 1,4,7,8
    
    # Rank Points Bonus Ratio zones id's.
    # Add to standard rank points for kill difference between ((points * ratio) - points).
    # Ratio must be > 1, if <= 1 points will be not multiplied.
    # Format: zoneId,ratio; ... ;zoneId,ratio
    # Example: 2,1.5;13,1.2
    # It will multiply rank points for Killer by 1.5 in area 2 , if Killer is inside this area.
    RankPointsBonusZonesIds =
    
    #------------------------------------------------------------------------------------------#
    # 			    						 Anti-Farm 	         					     	   #
    #------------------------------------------------------------------------------------------#
    # INFO: Options to check farming players 
    # (dualbox farming, party farming, clan farming).
    # If True protection is activated.
    AntiFarmClanAllyEnabled = True
    AntiFarmPartyEnabled = True
    AntiFarmIpEnabled = False
    
    #------------------------------------------------------------------------------------------#
    # 			  						  Community Board        				   	   		   #
    #------------------------------------------------------------------------------------------#
    # Enable statistics system for community TOP LIST, data like top killers, top RP gatherers will be showed.
    # Default: True
    TopListEnabled = True
    
    # Set a Time Limit (in days) for system counter. Option is used for update Top Table.
    # If some player not killed anybody from X days, he will be ignored on Top List.
    # When ignored player kills somebody again he will returns to counting pool in next update of Top Table.
    # Disabled: 0
    # Default: 7
    TopListIgnoreTimeLimit = 0
    
    #------------------------------------------------------------------------------------------#
    # 			    						  Database 						            	   #
    #------------------------------------------------------------------------------------------#
    #----------------- DO NOT CHANGE IT IF YOU DON'T KNOW WHAT ARE YOU DOING! -----------------#
    
    # Interval between PvpTable dump into database (in minutes).
    # Value must be greater than 1 or will be overrided for 1.
    # Default: 5
    PvpTableUpdateInterval = 5
    
    # If enabled, then if RPC System is disabled the players RPC Points will be updated anyway (executed with PvpTableUpdate).
    RpcTableForceUpdate = True
    
    # Top Table update time.
    # Option is enabled if TopListEnabled = True.
    # IMPORTANT: for online 500+ can do lag for few seconds [0s - 3s] when updating.
    # Example: TopTableUpdateTimes = 0:00,3:00,6:00,9:00,12:00,15:00,18:00,21:00
    # Default: TopTableUpdateTimes = 3:00
    TopTableUpdateTimes = 3:00
    
    # If enabled, system will remove permanenlty not active players from PvP Table on server startup.
    # Default: False
    DatabaseCleanerEnabled = False
    # If player not logged into game from X days, his data will be removed from PvP Table PERMANENTLY!
    # Option will be useful for big online servers.
    # Value must be greater than 0, otherwise DatabaseCleanerEnabled will be changed on False.
    # Default: 60
    DatabaseCleanerRepeatTime = 60
    
    #------------------------------------------------------------------------------------------#
    # 			    						Images & Style	 						       	   #
    #------------------------------------------------------------------------------------------#
    # If True, then images will be sended from server to client (increases the load on internet), (require copy the 'images' folder into '../gameserver/data' folder).
    # If False, then client will retrive images from local directory (require copy the 'RPS_byMasterio.utx' into '../Lineage II/SysTextures' folder).
    ServerSideImagesEnabled = True
    
    # Additional image prefix, for reload all images on RPS by Client side.
    # Used when ImagesFromServerEnabled = True.
    # If you want reload all RPS images just add 1 to previous value.
    # Example: If I have this value on 1, then when I run Client and load some images for RPS they will be buffered by Client side.
    # If I edited images and I want reset this images on Client side I must rise the value by 1.
    # Max prefix value is 500 000. (It gives 500 000 possible reloads)
    ImagePrefix = 6
    
    # Buttons style in PvP Status Window and Top List. (static button in Htm file require manual changes)
    # Leave empty ButtonFore, ButtonBack for default values of IL chronicle.
    ButtonFore = 
    ButtonBack = 
    ButtonWidth = 65
    ButtonHeight = 20
    ButtonBigWidth = 100
    ButtonBigHeight = 20
    #==========================================================================================#
    
  3. One sugestion:

     

    make one system to down the rank points when player die.

    example:

    i am on last ranking if i die oftentimes i can back 1 by 1 level on ranking.

     

    this may be an option for the system does not become boring when you attain being the maximum level.

     

    other option too is make other system for when player not gain pvp points in one configured time him will down your level on raking.

    example:

     

    i am on 42 level (the maximum) and not make pvp have 3 days... or 1 day... or anyone configured by admin... i will down my level by time to 41...40...39....

     

    if I'm asking too much, I'm sorry, but it was just an idea I had to further improve your system that is already great.

    thanks your attention.

  4. error on acis.

     

    ubercancel.png

     

    File CustomCancelTask.java

    /*
     * This program is free software: you can redistribute it and/or modify it under
     * the terms of the GNU General Public License as published by the Free Software
     * Foundation, either version 3 of the License, or (at your option) any later
     * version.
     * 
     * This program is distributed in the hope that it will be useful, but WITHOUT
     * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
     * FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
     * details.
     * 
     * You should have received a copy of the GNU General Public License along with
     * this program. If not, see <http://www.gnu.org/licenses/>.
     */
    package net.sf.l2j.gameserver.model.entity.custom;
    
    import javolution.util.FastMap;
    
    import net.sf.l2j.gameserver.model.L2Effect;
    import net.sf.l2j.gameserver.model.L2Skill;
    import net.sf.l2j.gameserver.model.actor.instance.L2PcInstance;
    import net.sf.l2j.gameserver.skills.Env;
    import net.sf.l2j.gameserver.skills.effects.EffectTemplate;
    
    /**
     * @author Anarchy
     *
     */
    public class CustomCancelTask implements Runnable
    {
    	private L2PcInstance _player = null;
    	private FastMap<L2Skill, int[]> _buffs = null;
    	
    	public CustomCancelTask(L2PcInstance _player, FastMap<L2Skill, int[]> _buffs)
    	{
    		this._player = _player;
    		this._buffs = _buffs;
    	}
    	
    	@Override
    	public void run()
    	{
    		if (_player == null || !_player.isOnline())
    		{
    			return;
    		}
    		for (L2Skill s : _buffs.keySet())
    		{
    			if (s == null)
    			{
    				continue;
    			}
    			
                 Env env = new Env();
                 env.player = _player;
                 env.target = _player;
                 env.skill = s;
                 L2Effect ef;
                 for (EffectTemplate et : s.getEffectTemplates())
                 {
                    ef = et.getEffect(env);
                     if (ef != null)
                     {
                         ef.setCount(_buffs.get(s)[0]);
                         ef.setFirstTime(_buffs.get(s)[1]);
                         ef.scheduleEffect();
                     }
                 }
    		}
    	}
    }
    

    Cancel.java

    /*
     * This program is free software: you can redistribute it and/or modify it under
     * the terms of the GNU General Public License as published by the Free Software
     * Foundation, either version 3 of the License, or (at your option) any later
     * version.
     * 
     * This program is distributed in the hope that it will be useful, but WITHOUT
     * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
     * FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
     * details.
     * 
     * You should have received a copy of the GNU General Public License along with
     * this program. If not, see <http://www.gnu.org/licenses/>.
     */
    package net.sf.l2j.gameserver.handler.skillhandlers;
    
    import javolution.util.FastMap;
    import net.sf.l2j.Config;
    import net.sf.l2j.gameserver.ThreadPoolManager;
    import net.sf.l2j.gameserver.handler.ISkillHandler;
    import net.sf.l2j.gameserver.model.L2Effect;
    import net.sf.l2j.gameserver.model.L2Object;
    import net.sf.l2j.gameserver.model.L2Skill;
    import net.sf.l2j.gameserver.model.ShotType;
    import net.sf.l2j.gameserver.model.actor.L2Character;
    import net.sf.l2j.gameserver.model.actor.instance.L2PcInstance;
    import net.sf.l2j.gameserver.model.entity.custom.CustomCancelTask;
    import net.sf.l2j.gameserver.skills.Formulas;
    import net.sf.l2j.gameserver.templates.skills.L2SkillType;
    import net.sf.l2j.util.Rnd;
    
    /**
     * @author DS
     */
    public class Cancel implements ISkillHandler
    {
    	private static final L2SkillType[] SKILL_IDS =
    	{
    		L2SkillType.CANCEL,
    		L2SkillType.MAGE_BANE,
    		L2SkillType.WARRIOR_BANE
    	};
    	
    	@Override
    	public void useSkill(L2Character activeChar, L2Skill skill, L2Object[] targets)
    	{
    		// Delimit min/max % success.
    		final int minRate = (skill.getSkillType() == L2SkillType.CANCEL) ? 25 : 40;
    		final int maxRate = (skill.getSkillType() == L2SkillType.CANCEL) ? 75 : 95;
    		
    		// Get skill power (which is used as baseRate).
    		final double skillPower = skill.getPower();
    		
    		for (L2Object obj : targets)
    		{
    			if (!(obj instanceof L2Character))
    				continue;
    			
    			final L2Character target = (L2Character) obj;
    			if (target.isDead())
    				continue;
    			
    			FastMap<L2Skill, int[]> cancelledBuffs = new FastMap<>();
    			
    			int lastCanceledSkillId = 0;
    			int count = skill.getMaxNegatedEffects();
    			
    			if (!cancelledBuffs.containsKey(effect.getSkill()))
    			{
    				cancelledBuffs.put(effect.getSkill(), new int[] { effect.getCount(), effect.getTime() });
    			}
    			
    			// Calculate the difference of level between skill level and victim, and retrieve the vuln/prof.
    			final int diffLevel = skill.getMagicLevel() - target.getLevel();
    			final double skillVuln = Formulas.calcSkillVulnerability(activeChar, target, skill, skill.getSkillType());
    			
    			for (L2Effect effect : target.getAllEffects())
    			{
    				// Don't cancel null effects or toggles.
    				if (effect == null || effect.getSkill().isToggle())
    					continue;
    				
    				// Mage && Warrior Bane drop only particular stacktypes.
    				switch (skill.getSkillType())
    				{
    					case MAGE_BANE:
    						if ("casting_time_down".equalsIgnoreCase(effect.getStackType()))
    							break;
    						
    						if ("ma_up".equalsIgnoreCase(effect.getStackType()))
    							break;
    						
    						continue;
    						
    					case WARRIOR_BANE:
    						if ("attack_time_down".equalsIgnoreCase(effect.getStackType()))
    							break;
    						
    						if ("speed_up".equalsIgnoreCase(effect.getStackType()))
    							break;
    						
    						continue;
    				}
    				
    				// If that skill effect was already canceled, continue.
    				if (effect.getSkill().getId() == lastCanceledSkillId)
    					continue;
    				
    				// Calculate the success chance following previous variables.
    				if (calcCancelSuccess(effect.getPeriod(), diffLevel, skillPower, skillVuln, minRate, maxRate))
    				{
    					// Stores the last canceled skill for further use.
    					lastCanceledSkillId = effect.getSkill().getId();
    					
    					if (cancelledBuffs.size() > 0)
    					{
    						ThreadPoolManager.getInstance().scheduleGeneral(new CustomCancelTask((L2PcInstance)target, cancelledBuffs), 5*1000);
    					}
    					
    					// Exit the effect.
    					effect.exit();
    				}
    				
    				// Remove 1 to the stack of buffs to remove.
    				count--;
    				
    				// If the stack goes to 0, then break the loop.
    				if (count == 0)
    					break;
    			}
    			
    			// Possibility of a lethal strike
    			Formulas.calcLethalHit(activeChar, target, skill);
    		}
    		
    		if (skill.hasSelfEffects())
    		{
    			final L2Effect effect = activeChar.getFirstEffect(skill.getId());
    			if (effect != null && effect.isSelfEffect())
    				effect.exit();
    			
    			skill.getEffectsSelf(activeChar);
    		}
    		activeChar.setChargedShot(activeChar.isChargedShot(ShotType.BLESSED_SPIRITSHOT) ? ShotType.BLESSED_SPIRITSHOT : ShotType.SPIRITSHOT, skill.isStaticReuse());
    	}
    	
    	private static boolean calcCancelSuccess(int effectPeriod, int diffLevel, double baseRate, double vuln, int minRate, int maxRate)
    	{
    		double rate = (2 * diffLevel + baseRate + effectPeriod / 120) * vuln;
    		
    		if (Config.DEVELOPER)
    			_log.info("calcCancelSuccess(): diffLevel:" + diffLevel + ", baseRate:" + baseRate + ", vuln:" + vuln + ", total:" + rate);
    		
    		if (rate < minRate)
    			rate = minRate;
    		else if (rate > maxRate)
    			rate = maxRate;
    		
    		return Rnd.get(100) < rate;
    	}
    	
    	@Override
    	public L2SkillType[] getSkillIds()
    	{
    		return SKILL_IDS;
    	}
    }
    
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