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Official Ovenuç® Flame topic (L2J Professionals)


xdem

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ahahah re ta pisteueis auta pou les? EILIKRINA? TA PISTEUEIS? PANTA PANTA PANTA MA PANTA TO PHX XTIPAEI CLIENTPACKETS!!! KAI META PAEI STA INNER CODING ELA EXETE LA8OS KAI DEN TO PARADEXESTE!!! APLA EGINES GELIOS APO TIN STIGMI POU MILISES GIA PHX KAI LES GAMA TA CLIENTPACKETS POS NA -beep-O TA CLIENTPACKETS OTAN TO PHX DOULEUEI MONO ME AUTA KAI TO BAD CODING TOUS!!

 

apla sou e3igisa oti ama stileis fake packet me objectid pou den iparxei sto l2world to packet 9a kanei return

omos an vrei to object tote 9a tre3ei to doAttack, to doAttack ektelite sinexos mexri na to stamatiseis, dokimase to pata mia fora attack (dld stile mia fora to packet) kai aston char, 9a sinexisei na varaei. Afto simenei oti meta to ka9e doAttack erxete kenourgio doAttack mexri kapia stigmi na stamatisei.

ama peraseis to packet kai kaneis to attack pernas to gamimeno packet kai mpeneis sta loops tou doattack an ka9oli tin diarkia to object gia kapio logo xa9ei tote einai null kai petaei null exception. min me kaneis na to pw pio analitika

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intrepid you get your answers if i go to post on l2jserver community that they will be lough all with you you know it that allready.. so say yes i am wrong!

or i will go now on l2j community to post you code

 

 

SO YOU ARE BETTER DEV FROM L2J DEVS BECAUSE L2J DEVS THEY DIDNT USE NULL CHECK IN doAttack

 

protected void doAttack(L2Character target)

{

if ((target == null) || isAttackingDisabled() || !fireAttackListeners(target))

{

return;

}

 

FAIL thats from l2j :DDDD

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Dragonclaw Gracia Final

 

if ((target == null) || isAttackingDisabled() || !fireAttackListeners(target))

{

return;

}

 

Acis

 

if (!isAlikeDead() && target != null)

 

L2J Epilogue

 

if (!isAlikeDead() && target != null)

 

now go die moron

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Guest Elfocrash

Even L2j high five has it:

/**
 * Launch a physical attack against a target (Simple, Bow, Pole or Dual).<br>
 * <B><U>Actions</U>:</B>
 * <ul>
 * <li>Get the active weapon (always equipped in the right hand)</li>
 * <li>If weapon is a bow, check for arrows, MP and bow re-use delay (if necessary, equip the L2PcInstance with arrows in left hand)</li>
 * <li>If weapon is a bow, consume MP and set the new period of bow non re-use</li>
 * <li>Get the Attack Speed of the L2Character (delay (in milliseconds) before next attack)</li>
 * <li>Select the type of attack to start (Simple, Bow, Pole or Dual) and verify if SoulShot are charged then start calculation</li>
 * <li>If the Server->Client packet Attack contains at least 1 hit, send the Server->Client packet Attack to the L2Character AND to all L2PcInstance in the _KnownPlayers of the L2Character</li>
 * <li>Notify AI with EVT_READY_TO_ACT</li>
 * </ul>
 * @param target The L2Character targeted
 */
protected void doAttack(L2Character target)
{
	if ((target == null) || isAttackingDisabled() || !getEvents().onAttack(target))
	{
		return;
	}

	if (!isAlikeDead())
	{
		if ((isNpc() && target.isAlikeDead()) || !getKnownList().knowsObject(target))
		{
			getAI().setIntention(CtrlIntention.AI_INTENTION_ACTIVE);
			sendPacket(ActionFailed.STATIC_PACKET);
			return;
		}
		else if (isPl

 

Tho i think you dont know what super.doAttack(target); is on L2PcInstance and you dont see the actually method of doAttack in  L2Character.

 

So yeah you are probably better than L2DC and L2j too

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Even L2j high five has it:

/**
 * Launch a physical attack against a target (Simple, Bow, Pole or Dual).<br>
 * <B><U>Actions</U>:</B>
 * <ul>
 * <li>Get the active weapon (always equipped in the right hand)</li>
 * <li>If weapon is a bow, check for arrows, MP and bow re-use delay (if necessary, equip the L2PcInstance with arrows in left hand)</li>
 * <li>If weapon is a bow, consume MP and set the new period of bow non re-use</li>
 * <li>Get the Attack Speed of the L2Character (delay (in milliseconds) before next attack)</li>
 * <li>Select the type of attack to start (Simple, Bow, Pole or Dual) and verify if SoulShot are charged then start calculation</li>
 * <li>If the Server->Client packet Attack contains at least 1 hit, send the Server->Client packet Attack to the L2Character AND to all L2PcInstance in the _KnownPlayers of the L2Character</li>
 * <li>Notify AI with EVT_READY_TO_ACT</li>
 * </ul>
 * @param target The L2Character targeted
 */
protected void doAttack(L2Character target)
{
	if ((target == null) || isAttackingDisabled() || !getEvents().onAttack(target))
	{
		return;
	}

	if (!isAlikeDead())
	{
		if ((isNpc() && target.isAlikeDead()) || !getKnownList().knowsObject(target))
		{
			getAI().setIntention(CtrlIntention.AI_INTENTION_ACTIVE);
			sendPacket(ActionFailed.STATIC_PACKET);
			return;
		}
		else if (isPl

 

Tho i think you dont know what super.doAttack(target); is on L2PcInstance and you dont see the actually method of doAttack in  L2Character.

 

So yeah you are probably better than L2DC and L2j too

 

dats L2Prim son, fack null checks, fack da rulles

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AHAHAHAH I WILL CRY NOW THEY PUT THAT CODE

 

ESI RE ELFO SE PARAKALW MIN PERNIS MEROS SE KOUBENTA PIGENE MA8E TI KANEI TO DOATTACK KAI TO DOCAST KAI META ELA NA BGALIS GNWMI.. AN LEW PSEMATA OTI TO ELEGES ROTAME KAI TRYSKEL..

 

OSO GIA AUTO TWRA MPIKE KAI PALI EINAI AXRISTO KAI DEN EINAI GIA TO L2PHX EINAI GIA TA MOBS!!!

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even phoinix which is coded from scratch has it on Playable.java

 

        Player player = getPlayer();

        if (player == null)

        {

            return;

        }

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Guest Elfocrash

AHAHAHAH I WILL CRY NOW THEY PUT THAT CODE

 

ESI RE ELFO SE PARAKALW MIN PERNIS MEROS SE KOUBENTA PIGENE MA8E TI KANEI TO DOATTACK KAI TO DOCAST KAI META ELA NA BGALIS GNWMI.. AN LEW PSEMATA OTI TO ELEGES ROTAME KAI TRYSKEL..

 

OSO GIA AUTO TWRA MPIKE KAI PALI EINAI AXRISTO KAI DEN EINAI GIA TO L2PHX EINAI GIA TA MOBS!!!

Caps. Caps everywhere. I was talking about the difference between doCast and doAttack nothing else. Just admit you are wrong. It is not bad.

Staying on something while veryone says it is wrong is tho

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CT2.5 l2j code...

 

 

// =========================================================
// Method - Private
/**
 * Launch a physical attack against a target (Simple, Bow, Pole or Dual).<BR><BR>
 *
 * <B><U> Actions</U> :</B><BR><BR>
 * <li>Get the active weapon (always equiped in the right hand) </li><BR><BR>
 * <li>If weapon is a bow, check for arrows, MP and bow re-use delay (if necessary, equip the L2PcInstance with arrows in left hand)</li>
 * <li>If weapon is a bow, consume MP and set the new period of bow non re-use </li><BR><BR>
 * <li>Get the Attack Speed of the L2Character (delay (in milliseconds) before next attack) </li>
 * <li>Select the type of attack to start (Simple, Bow, Pole or Dual) and verify if SoulShot are charged then start calculation</li>
 * <li>If the Server->Client packet Attack contains at least 1 hit, send the Server->Client packet Attack to the L2Character AND to all L2PcInstance in the _KnownPlayers of the L2Character</li>
 * <li>Notify AI with EVT_READY_TO_ACT</li><BR><BR>
 *
 * @param target The L2Character targeted
 *
 */
protected void doAttack(L2Character target)
{
	if (Config.DEBUG)
		_log.fine(getName()+" doAttack: target="+target);

	if (!isAlikeDead() && target != null)
	{
		if (this instanceof L2Npc && target.isAlikeDead()
				|| !getKnownList().knowsObject(target))
		{
			getAI().setIntention(CtrlIntention.AI_INTENTION_ACTIVE);
			sendPacket(ActionFailed.STATIC_PACKET);
			return;
		}
		else if (this instanceof L2PcInstance)
		{
			if (target.isDead())
			{
				getAI().setIntention(CtrlIntention.AI_INTENTION_ACTIVE);
				sendPacket(ActionFailed.STATIC_PACKET);
				return;
			}

			L2PcInstance actor = (L2PcInstance)this;
			/*
			 * Players riding wyvern or with special (flying) transformations can do melee attacks, only with skills
			 */
			if ((actor.isMounted() && actor.getMountNpcId() == 12621)
					|| (actor.isTransformed() && !actor.getTransformation().canDoMeleeAttack()))
			{
				sendPacket(ActionFailed.STATIC_PACKET);
				return;
			}
		}
	}

	if (isAttackingDisabled())
		return;

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Caps. Caps everywhere. I was talking about the difference between doCast and doAttack nothing else. Just admit you are wrong. It is not bad.

Staying on something while veryone says it is wrong is tho

 

 

Actualy you say remove null from doAttack and go cast prominence skills from sorcer class with out that cast.. :)

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CT2.5 l2j code...

 

 

	if (!isAlikeDead() && target != null)
	{

 

HAHAHAHAHAHAHHAHAHAHAHAHAHAA

 

return and if do the same job here moron

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CT2.5 l2j code...

 

 

// =========================================================
// Method - Private
/**
 * Launch a physical attack against a target (Simple, Bow, Pole or Dual).<BR><BR>
 *
 * <B><U> Actions</U> :</B><BR><BR>
 * <li>Get the active weapon (always equiped in the right hand) </li><BR><BR>
 * <li>If weapon is a bow, check for arrows, MP and bow re-use delay (if necessary, equip the L2PcInstance with arrows in left hand)</li>
 * <li>If weapon is a bow, consume MP and set the new period of bow non re-use </li><BR><BR>
 * <li>Get the Attack Speed of the L2Character (delay (in milliseconds) before next attack) </li>
 * <li>Select the type of attack to start (Simple, Bow, Pole or Dual) and verify if SoulShot are charged then start calculation</li>
 * <li>If the Server->Client packet Attack contains at least 1 hit, send the Server->Client packet Attack to the L2Character AND to all L2PcInstance in the _KnownPlayers of the L2Character</li>
 * <li>Notify AI with EVT_READY_TO_ACT</li><BR><BR>
 *
 * @param target The L2Character targeted
 *
 */
protected void doAttack(L2Character target)
{
	if (Config.DEBUG)
		_log.fine(getName()+" doAttack: target="+target);

	if (!isAlikeDead() && target != null)
	{
		if (this instanceof L2Npc && target.isAlikeDead()
				|| !getKnownList().knowsObject(target))
		{
			getAI().setIntention(CtrlIntention.AI_INTENTION_ACTIVE);
			sendPacket(ActionFailed.STATIC_PACKET);
			return;
		}
		else if (this instanceof L2PcInstance)
		{
			if (target.isDead())
			{
				getAI().setIntention(CtrlIntention.AI_INTENTION_ACTIVE);
				sendPacket(ActionFailed.STATIC_PACKET);
				return;
			}

			L2PcInstance actor = (L2PcInstance)this;
			/*
			 * Players riding wyvern or with special (flying) transformations can do melee attacks, only with skills
			 */
			if ((actor.isMounted() && actor.getMountNpcId() == 12621)
					|| (actor.isTransformed() && !actor.getTransformation().canDoMeleeAttack()))
			{
				sendPacket(ActionFailed.STATIC_PACKET);
				return;
			}
		}
	}

	if (isAttackingDisabled())
		return;

 

It's there dude.

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