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[INFO]How to respawn in an area after death


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Posted

My doubt was.. i've created a "levelling area" , and i want people who die there, with the button to village respawn at the beginnig of that area.. there is a way to do it?

7 answers to this question

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Posted

RequestRestartPoint clientpacket, located in gameserver / network / clientpackets for postIL or gameserver / serverpackets in IL and before.

ok..file found.. and?

  • 0
Posted

ok..file found.. and?

 

And there is used method which will teleport you to nearest town. Replace it with teleToLocation with your x/y/z

  • 0
Posted

Here's the file.. What have i to write in order to make ppl who die in elven ruins respawn at the beginning of the ruins?

 

 

/*
* 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 com.l2jserver.gameserver.network.clientpackets;

import java.util.logging.Logger;

import com.l2jserver.gameserver.ThreadPoolManager;
import com.l2jserver.gameserver.datatables.MapRegionTable;
import com.l2jserver.gameserver.instancemanager.CastleManager;
import com.l2jserver.gameserver.instancemanager.ClanHallManager;
import com.l2jserver.gameserver.instancemanager.FortManager;
import com.l2jserver.gameserver.instancemanager.TerritoryWarManager;
import com.l2jserver.gameserver.model.L2SiegeClan;
import com.l2jserver.gameserver.model.Location;
import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
import com.l2jserver.gameserver.model.actor.instance.L2SiegeFlagInstance;
import com.l2jserver.gameserver.model.entity.Castle;
import com.l2jserver.gameserver.model.entity.ClanHall;
import com.l2jserver.gameserver.model.entity.Fort;
import com.l2jserver.gameserver.model.entity.TvTEvent;


/**
* This class ...
*
* @version $Revision: 1.7.2.3.2.6 $ $Date: 2005/03/27 15:29:30 $
*/
public final class RequestRestartPoint extends L2GameClientPacket
{
private static final String _C__6d_REQUESTRESTARTPOINT = "[C] 6d RequestRestartPoint";
private static Logger _log = Logger.getLogger(RequestRestartPoint.class.getName());

protected int     _requestedPointType;
protected boolean _continuation;

@Override
protected void readImpl()
{
	_requestedPointType = readD();
}

class DeathTask implements Runnable
{
	final L2PcInstance activeChar;

	DeathTask (L2PcInstance _activeChar)
	{
		activeChar = _activeChar;
	}

	@SuppressWarnings("synthetic-access")
	public void run()
	{
		Location loc = null;
		Castle castle = null;
		Fort fort = null;
		boolean isInDefense = false;
		int instanceId = 0;

		// force jail
		if (activeChar.isInJail())
		{
			_requestedPointType = 27;
		}
		else if (activeChar.isFestivalParticipant())
		{
			_requestedPointType = 5;
		}
		switch (_requestedPointType)
		{
			case 1: // to clanhall
				if (activeChar.getClan() == null || activeChar.getClan().getHasHideout() == 0)
				{
					_log.warning("Player ["+activeChar.getName()+"] called RestartPointPacket - To Clanhall and he doesn't have Clanhall!");
					return;
				}
				loc = MapRegionTable.getInstance().getTeleToLocation(activeChar, MapRegionTable.TeleportWhereType.ClanHall);

				if (ClanHallManager.getInstance().getClanHallByOwner(activeChar.getClan())!= null &&
						ClanHallManager.getInstance().getClanHallByOwner(activeChar.getClan()).getFunction(ClanHall.FUNC_RESTORE_EXP) != null)
				{
					activeChar.restoreExp(ClanHallManager.getInstance().getClanHallByOwner(activeChar.getClan()).getFunction(ClanHall.FUNC_RESTORE_EXP).getLvl());
				}
				break;

			case 2: // to castle
				castle = CastleManager.getInstance().getCastle(activeChar);

				if (castle != null && castle.getSiege().getIsInProgress())
				{
					// Siege in progress
					if (castle.getSiege().checkIsDefender(activeChar.getClan()))
						loc = MapRegionTable.getInstance().getTeleToLocation(activeChar, MapRegionTable.TeleportWhereType.Castle);
					// Just in case you lost castle while being dead.. Port to nearest Town.
					else if (castle.getSiege().checkIsAttacker(activeChar.getClan()))
						loc = MapRegionTable.getInstance().getTeleToLocation(activeChar, MapRegionTable.TeleportWhereType.Town);
					else
					{
						_log.warning("Player ["+activeChar.getName()+"] called RestartPointPacket - To Castle and he doesn't have Castle!");
						return;
					}
				}
				else
				{
					if (activeChar.getClan() == null || activeChar.getClan().getHasCastle() == 0)
						return;
					else
						loc = MapRegionTable.getInstance().getTeleToLocation(activeChar, MapRegionTable.TeleportWhereType.Castle);
				}
				if (CastleManager.getInstance().getCastleByOwner(activeChar.getClan())!= null &&
						CastleManager.getInstance().getCastleByOwner(activeChar.getClan()).getFunction(Castle.FUNC_RESTORE_EXP) != null)
				{
					activeChar.restoreExp(CastleManager.getInstance().getCastleByOwner(activeChar.getClan()).getFunction(Castle.FUNC_RESTORE_EXP).getLvl());
				}
				break;

			case 3: // to fortress
				//fort = FortManager.getInstance().getFort(activeChar);

				if ((activeChar.getClan() == null || activeChar.getClan().getHasFort() == 0) && !isInDefense)
				{
					_log.warning("Player ["+activeChar.getName()+"] called RestartPointPacket - To Fortress and he doesn't have Fortress!");
					return;
				}
				loc = MapRegionTable.getInstance().getTeleToLocation(activeChar, MapRegionTable.TeleportWhereType.Fortress);
				if (FortManager.getInstance().getFortByOwner(activeChar.getClan())!= null &&
						FortManager.getInstance().getFortByOwner(activeChar.getClan()).getFunction(Fort.FUNC_RESTORE_EXP) != null)
				{
					activeChar.restoreExp(FortManager.getInstance().getFortByOwner(activeChar.getClan()).getFunction(Fort.FUNC_RESTORE_EXP).getLvl());
				}
				break;

			case 4: // to siege HQ
				L2SiegeClan siegeClan = null;
				castle = CastleManager.getInstance().getCastle(activeChar);
				fort = FortManager.getInstance().getFort(activeChar);
				L2SiegeFlagInstance flag = TerritoryWarManager.getInstance().getFlagForClan(activeChar.getClan());

				if (castle != null && castle.getSiege().getIsInProgress())
					siegeClan = castle.getSiege().getAttackerClan(activeChar.getClan());
				else if (fort != null && fort.getSiege().getIsInProgress())
					siegeClan = fort.getSiege().getAttackerClan(activeChar.getClan());

				if ((siegeClan == null || siegeClan.getFlag().isEmpty()) && flag == null)
				{
					_log.warning("Player ["+activeChar.getName()+"] called RestartPointPacket - To Siege HQ and he doesn't have Siege HQ!");
					return;
				}
				loc = MapRegionTable.getInstance().getTeleToLocation(activeChar, MapRegionTable.TeleportWhereType.SiegeFlag);
				break;

			case 5: // Fixed or Player is a festival participant
				if (!activeChar.isGM() && !activeChar.isFestivalParticipant())
				{
					_log.warning("Player ["+activeChar.getName()+"] called RestartPointPacket - Fixed and he isn't festival participant!");
					return;
				}
				instanceId = activeChar.getInstanceId();
				loc = new Location(activeChar.getX(), activeChar.getY(), activeChar.getZ()); // spawn them where they died
				break;
			case 6: // TODO: agathion ress
				break;
			case 27: // to jail
				if (!activeChar.isInJail()) return;
				loc = new Location(-114356, -249645, -2984);
				break;

			default:
				loc = MapRegionTable.getInstance().getTeleToLocation(activeChar, MapRegionTable.TeleportWhereType.Town);
				break;
		}

		// Teleport and revive
		activeChar.setInstanceId(instanceId);
		activeChar.setIsIn7sDungeon(false);
		activeChar.setIsPendingRevive(true);
		activeChar.teleToLocation(loc, true);
	}
}

@Override
protected void runImpl()
{
	L2PcInstance activeChar = getClient().getActiveChar();

	if (activeChar == null)
		return;

	if (TvTEvent.isStarted() && TvTEvent.isPlayerParticipant(activeChar.getObjectId()))
		return;

	//SystemMessage sm2 = SystemMessage.getSystemMessage(SystemMessage.S1_S2);
	//sm2.addString("type:"+requestedPointType);
	//activeChar.sendPacket(sm2);

	if (activeChar.isFakeDeath())
	{
		activeChar.stopFakeDeath(true);
		return;
	}
	else if(!activeChar.isDead())
	{
		_log.warning("Living player ["+activeChar.getName()+"] called RestartPointPacket! Ban this player!");
		return;
	}

	Castle castle = CastleManager.getInstance().getCastle(activeChar.getX(), activeChar.getY(), activeChar.getZ());
	if (castle != null && castle.getSiege().getIsInProgress())
	{
		if (activeChar.getClan() != null && castle.getSiege().checkIsAttacker(activeChar.getClan()))
		{
			// Schedule respawn delay for attacker
			ThreadPoolManager.getInstance().scheduleGeneral(new DeathTask(activeChar), castle.getSiege().getAttackerRespawnDelay());
			if (castle.getSiege().getAttackerRespawnDelay() > 0)
				activeChar.sendMessage("You will be re-spawned in " + castle.getSiege().getAttackerRespawnDelay()/1000 + " seconds");
			return;
		}
	}

	// run immediately (no need to schedule)
	new DeathTask(activeChar).run();
}

/* (non-Javadoc)
 * @see com.l2jserver.gameserver.clientpackets.ClientBasePacket#getType()
 */
@Override
public String getType()
{
	return _C__6d_REQUESTRESTARTPOINT;

  • 0
Posted

Look, by default (means without any other factors, like die in siege zone etc)

 

You will be teleported to the nearest town/village:

 

default:

loc = MapRegionTable.getInstance().getTeleToLocation(activeChar, MapRegionTable.TeleportWhereType.Town);

break;

 

You can expand default case with if check (you will need to check if player is in XYZ zone) and if he is there, use this:

 

activeChar.teleToLocation(x, y, z);

 

Where X/Y/Z are your coordinates (begining of the elven ruins in your case)

 

Thats all, but as I remember, there isnt any zone type for elven ruins, so it left for you, to implement it, have fun :)!

  • 0
Posted

Well I wanted to answer but Matim got 4 hands :P.

 

You have to understand how works the Zone system. Basically you got 2 possibilities :

- You can create TownZones and put respawn areas "not peace zone". It depends of chronicle, this feature isn't implemented on IL from what I rem.

- You can create a whole new ZoneType, where each leveling zone got its own self number. Those special areas can be improved with time.

 

Check L2TownZone.

 

In both cases, you will have to create a zone in zone.xml, depending if it is already existing or not.

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