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Create mob Anti-reflect?


Question

Posted

Hi friends.

 

how I can do that when a mob hits you, the mob don't receive damaged by the reflection ? (Song of vengeance, Chant of Revenge, gladiadors pasive)

 

Thanks alot.

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  • 0
Posted

U could try something like this

Index: java/com/l2jserver/gameserver/model/actor/L2Character.java
===================================================================
--- java/com/l2jserver/gameserver/model/actor/L2Character.java	(revision 432)
+++ java/com/l2jserver/gameserver/model/actor/L2Character.java	(working copy)
@@ -5517,7 +5517,7 @@
				// reduce targets HP
				target.reduceCurrentHp(damage, this, null);

-				if (reflectedDamage > 0)
+				if (reflectedDamage > 0 && !(target instanceof L2Attackable))
				{
					reduceCurrentHp(reflectedDamage, target, true, false, null);


  • 0
Posted

U could try something like this

Index: java/com/l2jserver/gameserver/model/actor/L2Character.java
===================================================================
--- java/com/l2jserver/gameserver/model/actor/L2Character.java	(revision 432)
+++ java/com/l2jserver/gameserver/model/actor/L2Character.java	(working copy)
@@ -5517,7 +5517,7 @@
				// reduce targets HP
				target.reduceCurrentHp(damage, this, null);

-				if (reflectedDamage > 0)
+				if (reflectedDamage > 0 && !(target instanceof L2Attackable))
				{
					reduceCurrentHp(reflectedDamage, target, true, false, null);


 

this is for all  L2Monsters L2Raid L2GrandBoss ?

 

answer plz if this working.

  • 0
Posted

this is for all  L2Monsters L2Raid L2GrandBoss ?

 

answer plz if this working.

Not sure but I think yep, u could test it and check.

  • 0
Posted

Hmm... why

!(target instanceof L2Attackable)

 

Sorry if i'm wrong but this will disable reflect for all L2Attackable?

  • 0
Posted

Hmm... why

!(target instanceof L2Attackable)

 

Sorry if i'm wrong but this will disable reflect for all L2Attackable?

 

sauihasdgiojasdg scratch my last post. I'm talking out of my asshole.

  • 0
Posted

Yes, anything then L2Attackable will have this condition apply to anything which is considered attackable, which from OP's post it seems like this is what he wants.

 

 

Okey but this effect on L2Character...

That means that this actualy disable reflect at all...

Correct me if i'm wrong...

  • 0
Posted

Okey but this effect on L2Character...

That means that this actualy disable reflect at all...

Correct me if i'm wrong...

 

It depends on how you implement it. I know there are standard do_ functions regarding taking damage and attacking. If you modify a do function inside L2Character than you'll also be maybe affecting L2DoorInstance, L2Npc, L2PLayable, and L2Vehicle.

 

I don't know though where these methods are overriden across the entire hierarchy. The safest bet would be to take the highest possible sub class and override it's do_ functions.

  • 0
Posted

U could try something like this

Index: java/com/l2jserver/gameserver/model/actor/L2Character.java
===================================================================
--- java/com/l2jserver/gameserver/model/actor/L2Character.java	(revision 432)
+++ java/com/l2jserver/gameserver/model/actor/L2Character.java	(working copy)
@@ -5517,7 +5517,7 @@
				// reduce targets HP
				target.reduceCurrentHp(damage, this, null);

-				if (reflectedDamage > 0)
+				if (reflectedDamage > 0 && !(target instanceof L2Attackable))
				{
					reduceCurrentHp(reflectedDamage, target, true, false, null);


 

Anyway my mind is that i would never use this... if i wanted to do the same :D

  • 0
Posted

It's a bit odd how it's setup in the code. It would appear that almost everything related to the player attacking any potentional target is done through doAttack of L2Character, including taking HP away from the target.

 

This isn't really how I'd set it up. I had for some reason an idea that these objects also had event style methods for taking damage, in which case I'd just send the damage on it's way via doTakeDamage(). Inside that method I'd override the behavior I wanted, for example all types of this instance cannot be hurt by said damage.

 

EDIT: Infact I'll add that now

public void doTakeDamage(L2Character target) { L2Character.this.doTakeDamage(target); }

// Use @Override in the appropriate instance
protected abstract void doTakeDamage(L2Character target);

 

Now I just need to organize that heap of shit method doAttack.

  • 0
Posted

Bump. I wanted to have some kind of visual illustration of how all the 'instances' for players and npcs were sub and super classing each other. The next puzzle is to figure out what they did where as it's not completely sensical. Either way here's the image:

 

H9sOcn7.jpg

  • 0
Posted

Bump. I wanted to have some kind of visual illustration of how all the 'instances' for players and npcs were sub and super classing each other. The next puzzle is to figure out what they did where as it's not completely sensical. Either way here's the image:

 

H9sOcn7.jpg

 

You are nuts :D

  • 0
Posted

You are nuts :D

 

nothing special, he just followed the extends, extends extends exntends, or just followed the @override...

 

why not just L2MonsterInstance? L2RaidBoss and L2GrandBoss extends it

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