An4rchy Posted May 28, 2013 Posted May 28, 2013 Hey all. It's been long since i was active here.. So i wanted so share sth i created for a server that i was working on, it's the custom cancel that the buffs return after x time.. 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 java.util.Vector; import net.sf.l2j.gameserver.model.L2Skill; import net.sf.l2j.gameserver.model.actor.instance.L2PcInstance; /** * @author Anarchy * */ public class CustomCancelTask implements Runnable { private L2PcInstance _player = null; private Vector<L2Skill> _buffs = null; public CustomCancelTask(L2PcInstance _player, Vector<L2Skill> _buffs) { this._player = _player; this._buffs = _buffs; } @Override public void run() { if (_player == null || !_player.isOnline()) { return; } for (L2Skill s : _buffs) { if (s == null) { continue; } s.getEffects(_player, _player); } } } And on gameserver/handlers/skillhandlers/Cancel.java Add: Vector<L2Skill> cancelledBuffs = new Vector<>(); Above these variables: int lastCanceledSkillId = 0; int count = skill.getMaxNegatedEffects(); And add: if (!cancelledBuffs.contains(effect.getSkill())) { cancelledBuffs.add(effect.getSkill()); } Under this maybe: // Stores the last canceled skill for further use. lastCanceledSkillId = effect.getSkill().getId(); And finally add at the end of the method: if (cancelledBuffs.size() > 0) { ThreadPoolManager.getInstance().scheduleGeneral(new CustomCancelTask((L2PcInstance)target, cancelledBuffs), 5*1000); } (Where 5 here is the seconds you want to delay until give the buffs back.) However i would like to mention a few stuff: - It was lazy coded, to be honest, since it gives the buff with full buff time. - It can be used as bug, due to the above. - It is coded on aCis. - Sorry for not patch file but i committed that and the svn was deleted. :) :) Update: These 2 patches should fix the code to work as it should. It was Justice's request. -import java.util.Vector; +import javolution.util.FastMap; import net.sf.l2j.Config; import net.sf.l2j.gameserver.ThreadPoolManager; @@ -52,7 +52,7 @@ // Get skill power (which is used as baseRate). final double skillPower = skill.getPower(); - Vector<L2Skill> cancelledBuffs = new Vector<>(); + FastMap<L2Skill, int[]> cancelledBuffs = new FastMap<>(); for (L2Object obj : targets) { @@ -108,9 +108,9 @@ // Stores the last canceled skill for further use. lastCanceledSkillId = effect.getSkill().getId(); - if (!cancelledBuffs.contains(effect.getSkill())) + if (!cancelledBuffs.containsKey(effect.getSkill())) { - cancelledBuffs.add(effect.getSkill()); + cancelledBuffs.put(effect.getSkill(), new int[] { effect.getCount(), effect.getTime() }); } // Exit the effect. package net.sf.l2j.gameserver.model.entity.custom; -import java.util.Vector; +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 @@ -26,9 +29,9 @@ public class CustomCancelTask implements Runnable { private L2PcInstance _player = null; - private Vector<L2Skill> _buffs = null; + private FastMap<L2Skill, int[]> _buffs = null; - public CustomCancelTask(L2PcInstance _player, Vector<L2Skill> _buffs) + public CustomCancelTask(L2PcInstance _player, FastMap<L2Skill, int[]> _buffs) { this._player = _player; this._buffs = _buffs; @@ -42,7 +45,7 @@ return; } - for (L2Skill s : _buffs) + for (L2Skill s : _buffs.keySet()) { if (s == null) { @@ -49,7 +52,21 @@ continue; } - s.getEffects(_player, _player); + 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(); + } + } } } } \ No newline at end of file Btw, i have to say a big sorry for the blindness my old cancel code for l2elcardia caused to Elfocrash and Pauler :alone: Quote
xdem Posted May 28, 2013 Posted May 28, 2013 nice share, and nice code dude, nice to see vectors on l2 =D, gj keep up Quote
An4rchy Posted May 28, 2013 Author Posted May 28, 2013 On 5/28/2013 at 4:48 PM, xdem said: nice share, and nice code dude, nice to see vectors on l2 =D, gj keep up :D :D thx Quote
Fanky Posted May 28, 2013 Posted May 28, 2013 On 5/28/2013 at 5:59 PM, GsL said: this wasnt shared by rizzla? Quote Hey all. It's been long since i was active here.. So i wanted so share sth i created for a server that i was working on, it's the custom cancel that the buffs return after x time.. 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 java.util.Vector; import net.sf.l2j.gameserver.model.L2Skill; import net.sf.l2j.gameserver.model.actor.instance.L2PcInstance; /** * @author Anarchy * */ public class CustomCancelTask implements Runnable { private L2PcInstance _player = null; private Vector<L2Skill> _buffs = null; public CustomCancelTask(L2PcInstance _player, Vector<L2Skill> _buffs) { this._player = _player; this._buffs = _buffs; } @Override public void run() { if (_player == null || !_player.isOnline()) { return; } for (L2Skill s : _buffs) { if (s == null) { continue; } s.getEffects(_player, _player); } } } And on gameserver/handlers/skillhandlers/Cancel.java Add: Vector<L2Skill> cancelledBuffs = new Vector<>(); Above these variables: int lastCanceledSkillId = 0; int count = skill.getMaxNegatedEffects(); And add: if (!cancelledBuffs.contains(effect.getSkill())) { cancelledBuffs.add(effect.getSkill()); } Under this maybe: // Stores the last canceled skill for further use. lastCanceledSkillId = effect.getSkill().getId(); And finally add at the end of the method: if (cancelledBuffs.size() > 0) { ThreadPoolManager.getInstance().scheduleGeneral(new CustomCancelTask((L2PcInstance)target, cancelledBuffs), 5*1000); } (Where 5 here is the seconds you want to delay until give the buffs back.) However i would like to mention a few stuff: - It was lazy coded, to be honest, since it gives the buff with full buff time. - It can be used as bug, due to the above. - It is coded on aCis. - Sorry for not patch file but i committed that and the svn was deleted. :) :) octapus,glad that you're back =] sup? nice idea anyway,thanks for sharing. Quote
An4rchy Posted May 28, 2013 Author Posted May 28, 2013 On 5/28/2013 at 6:19 PM, Fanky said: octapus,glad that you're back =] sup? nice idea anyway,thanks for sharing. Hehe ;) As always, can't really quit l2j or this forum generally ;p Even if lol took over my pc for several months :D Thanks mate :) Quote this wasnt shared by rizzla? Well sorry if that's the case, but i was inactive for several months, as i mentioned above.. It should be locked if it exists then.. Quote
Devlin Posted May 28, 2013 Posted May 28, 2013 Well, it's nice (I hope, you remember :D). Good job, and glad to see you back! Quote
KderD64 Posted May 28, 2013 Posted May 28, 2013 On 5/28/2013 at 5:59 PM, GsL said: this wasnt shared by rizzla? Yes, this custom cancellation was already shared as I remember, but I might be wrong. Quote
Devlin Posted May 28, 2013 Posted May 28, 2013 On 5/28/2013 at 8:44 PM, KderD64 said: Yes, this custom cancellation was already shared as I remember, but I might be wrong. Check both codes, and you will understand. Quote
Stewie Posted May 28, 2013 Posted May 28, 2013 The code is diff from the one that is already shared... as i see Someone test and reply, i'm waiting... Romeo one was with bugs, i hope this one is bugless and will restore all buffs + self buffs.. Quote
KderD64 Posted May 28, 2013 Posted May 28, 2013 This cancellation as I recall is exploitable in dueling system and olympiad games, you might want to check it out. Quote
Stewie Posted May 28, 2013 Posted May 28, 2013 On 5/28/2013 at 8:50 PM, KderD64 said: This cancellation as I recall is exploitable in dueling system and olympiad games, you might want to check it out. with some edits it can be perfect... i accept that any developer can do the restrictions since they are easy Quote
KderD64 Posted May 28, 2013 Posted May 28, 2013 On 5/28/2013 at 9:02 PM, Stewie said: with some edits it can be perfect... i accept that any developer can do the restrictions since they are easy Indeed, that's why I was telling not to take only the raw code and apply it, it needs some adapting also. Quote
xdem Posted May 28, 2013 Posted May 28, 2013 On 5/28/2013 at 9:06 PM, KderD64 said: Indeed, that's why I was telling not to take only the raw code and apply it, it needs some adapting also. raw code? raw code means FCA4 8CB8 48A8 4ACE 8488 9D48 94C9 464C Quote
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