Jump to content

Question

Posted

απορια για να αλλαξω τις πιθανοτητες να πιανει το bluff πειραζω αυτο ετσι? το θεμα ειναι τι αλλαζω?

/*
 * 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.l2jfrozen.gameserver.skills.effects;

import com.l2jfrozen.gameserver.model.L2Effect;
import com.l2jfrozen.gameserver.model.actor.instance.L2ArtefactInstance;
import com.l2jfrozen.gameserver.model.actor.instance.L2ControlTowerInstance;
import com.l2jfrozen.gameserver.model.actor.instance.L2EffectPointInstance;
import com.l2jfrozen.gameserver.model.actor.instance.L2FolkInstance;
import com.l2jfrozen.gameserver.model.actor.instance.L2SiegeFlagInstance;
import com.l2jfrozen.gameserver.model.actor.instance.L2SiegeSummonInstance;
import com.l2jfrozen.gameserver.network.serverpackets.BeginRotation;
import com.l2jfrozen.gameserver.network.serverpackets.StopRotation;
import com.l2jfrozen.gameserver.skills.Env;

/**
 * @author programmos, sword developers Implementation of the Bluff Effect
 */
public class EffectBluff extends L2Effect
{

	public EffectBluff(final Env env, final EffectTemplate template)
	{
		super(env, template);
	}

	@Override
	public EffectType getEffectType()
	{
		return EffectType.BLUFF;
	}

	@Override
	public boolean onActionTime()
	{
		return false;
	}

	/*@Override
	public void onExit()
	{
	    super.onExit();
	}*/

	/** Notify started */

	@Override
	public void onStart()
	{
		if(getEffected().isDead() || getEffected().isAfraid())
			return;

		if(getEffected() instanceof L2FolkInstance || getEffected() instanceof L2ControlTowerInstance || getEffected() instanceof L2ArtefactInstance || getEffected() instanceof L2EffectPointInstance || getEffected() instanceof L2SiegeFlagInstance || getEffected() instanceof L2SiegeSummonInstance)
			return;

		super.onStart();

		// break target
		getEffected().setTarget(null);
		// stop cast
		getEffected().breakCast();
		// stop attacking
		getEffected().breakAttack();
		// stop follow
		getEffected().getAI().stopFollow();
		// stop auto attack
		getEffected().getAI().clientStopAutoAttack();

		getEffected().broadcastPacket(new BeginRotation(getEffected(), getEffected().getHeading(), 1, 65535));
		getEffected().broadcastPacket(new StopRotation(getEffected(), getEffector().getHeading(), 65535));
		getEffected().setHeading(getEffector().getHeading());
		onActionTime();
	}
}

7 answers to this question

Recommended Posts

  • 0
Posted

 

απορια για να αλλαξω τις πιθανοτητες να πιανει το bluff πειραζω αυτο ετσι? το θεμα ειναι τι αλλαζω?

/*
 * 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.l2jfrozen.gameserver.skills.effects;

import com.l2jfrozen.gameserver.model.L2Effect;
import com.l2jfrozen.gameserver.model.actor.instance.L2ArtefactInstance;
import com.l2jfrozen.gameserver.model.actor.instance.L2ControlTowerInstance;
import com.l2jfrozen.gameserver.model.actor.instance.L2EffectPointInstance;
import com.l2jfrozen.gameserver.model.actor.instance.L2FolkInstance;
import com.l2jfrozen.gameserver.model.actor.instance.L2SiegeFlagInstance;
import com.l2jfrozen.gameserver.model.actor.instance.L2SiegeSummonInstance;
import com.l2jfrozen.gameserver.network.serverpackets.BeginRotation;
import com.l2jfrozen.gameserver.network.serverpackets.StopRotation;
import com.l2jfrozen.gameserver.skills.Env;

/**
 * @author programmos, sword developers Implementation of the Bluff Effect
 */
public class EffectBluff extends L2Effect
{

	public EffectBluff(final Env env, final EffectTemplate template)
	{
		super(env, template);
	}

	@Override
	public EffectType getEffectType()
	{
		return EffectType.BLUFF;
	}

	@Override
	public boolean onActionTime()
	{
		return false;
	}

	/*@Override
	public void onExit()
	{
	    super.onExit();
	}*/

	/** Notify started */

	@Override
	public void onStart()
	{
		if(getEffected().isDead() || getEffected().isAfraid())
			return;

		if(getEffected() instanceof L2FolkInstance || getEffected() instanceof L2ControlTowerInstance || getEffected() instanceof L2ArtefactInstance || getEffected() instanceof L2EffectPointInstance || getEffected() instanceof L2SiegeFlagInstance || getEffected() instanceof L2SiegeSummonInstance)
			return;

		super.onStart();

		// break target
		getEffected().setTarget(null);
		// stop cast
		getEffected().breakCast();
		// stop attacking
		getEffected().breakAttack();
		// stop follow
		getEffected().getAI().stopFollow();
		// stop auto attack
		getEffected().getAI().clientStopAutoAttack();

		getEffected().broadcastPacket(new BeginRotation(getEffected(), getEffected().getHeading(), 1, 65535));
		getEffected().broadcastPacket(new StopRotation(getEffected(), getEffector().getHeading(), 65535));
		getEffected().setHeading(getEffector().getHeading());
		onActionTime();
	}
}

μέσω xml πήγαινε, στα skills/ 0300-0399.xml ή 4500-4599.xml

δεν θυμάμαι ακριβώς. 

  • 0
Posted

Ψαξε στο αρχειο που ανεφεραν τα παιδια,και 'παιξε' με τις  πιθανοτητες  του skill.

  • 0
Posted

http://prntscr.com/21q19x

 

http://prntscr.com/21q1gz 

γιατι πιανει τοσο μονο :/

προφανώς το μείωσες..

την πιθανότητα του skill την προσαρμόζεις ανάλογα με το πως θες εσύ...

 

	<skill id="358" levels="1" name="Bluff">
		<set name="weaponsAllowed" val="16"/>
		<set name="mpConsume" val="35"/>
		<set name="power" val="40"/>
		<set name="saveVs" val="MEN"/>
		<set name="magicLvl" val="77"/>
		<set name="lvlDepend" val="1"/>
		<set name="target" val="TARGET_ONE"/>
		<set name="skillType" val="STUN"/>
		<set name="operateType" val="OP_ACTIVE"/>
		<set name="castRange" val="40"/>
		<set name="effectRange" val="400"/>
		<set name="reuseDelay" val="30000"/>
		<set name="hitTime" val="1000"/>
		<set name="isDebuff" val="true"/>

αν δεν το έχεις έτσι, τότε κάντο έτσι...είναι η καλύτερη επιλογή για μένα.. 

 

Guest
This topic is now closed to further replies.


  • Posts

    • 🔥 Apresentação I present to you a new fully customized DressMe system, developed for DreamV2, inspired by the best servers and enhanced with unique features that guarantee performance, customization and stunning visuals. ✨ Funcionalidades ✅ Aplicação de visual de armas e armaduras sem alterar o item real equipado. ✅ Compatível com qualquer tipo de arma/armadura (ex: skins de bow visíveis apenas com bows equipados). ✅ Remoção automática do visual quando parte do set real é desequipada. ✅ Efeitos visuais (skills) aplicados com suporte a: Aplicação única ou recorrente Intervalo configurável via XML Remoção automática ao desativar o visual ✅ Interface limpa e lógica modular, fácil de expandir com novos visuais ou efeitos.     <?xml version="1.0" encoding="UTF-8"?> <dressMeList> <dress skillId="9100" name="Draconic Armor" type="ARMOR" isVip="false" > <visualSet chest="6379" legs="0" gloves="6380" feet="6381" helmet="6841" /> <visualEffect skillId="445" level="1" recurring="true" interval="35" /> </dress> <dress skillId="9102" name="Cloak Style Armor" type="CLOAK" isVip="false"> <visualSet chest="7000" legs="0" gloves="0" feet="0" helmet="0" /> <visualEffect skillId="10005" level="1" recurring="false" /> </dress> <dress skillId="9103" name="Valakas Style Weapon" type="WEAPON" isVip="false"> <visualWep type="bow" rhand="7575" lhand="0" lrhand="0" /> <visualEffect skillId="10005" level="1" recurring="false" /> </dress> </dressMeList> 📸 Imagens & Vídeo 🛠️ Detalhes Técnicos Desenvolvido com base no L2J DreamV2 Integração direta com L2PcInstance, Inventory, ThreadPoolManager e SkillTable Sistema de gerenciamento central via DressMeEffectManager Agendamento e cancelamento seguro de efeitos recorrentes Totalmente thread-safe e compatível com jogadores offline 📂 Instalação A instalação é feita via patch e inclui: Classes: DressMeHolder, DressMeEffectManager, modificações em L2PcInstance XML de exemplo Suporte completo à expansão por armas, cloaks e visuais parciais 📎 Download https://pastebin.com/raw/7i843yKh 💬 Feedback & Sugestões Sinta-se à vontade para comentar abaixo com sugestões, dúvidas ou feedbacks. Toda contribuição é bem-vinda para futuras versões!
    • @Tinker123aa Guytis, I have nothing against you, but it's very clear to me who is behind this files. I'm talking about the one that came with the captcha anti-bot system. I personally bought it from the real owner, who was one of the administrators of L2Gold.cc. This can be confirmed by him if he wishes. 😊 Maybe you worked on the files, but they didn’t start from you.   To the people trying to buy the files I’m just advising you not to waste your money. This is 100% verified information.   I honestly don't know how people believe you. 🙂 I'll share the link to the guy's topic below.   ps  
    • Hello,  Anyone knows how I can communicate to purchase this emulator.  Nobody answered in the forum of eternity neither Kate neither lord winter.    Thanks in advance.
  • Topics

×
×
  • Create New...

AdBlock Extension Detected!

Our website is made possible by displaying online advertisements to our members.

Please disable AdBlock browser extension first, to be able to use our community.

I've Disabled AdBlock