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();
}
}
Messed with configs for hours, but nothing changed until I tried splitting the slots differently and testing with just a few items first. Kind of like checking what actually works before going full scale. Came across https://www.mega888reviews.com/ while taking a break, and reading through their simple, clear tips made me think maybe less complicated approaches often work best.
Question
DennisGR
απορια για να αλλαξω τις πιθανοτητες να πιανει το bluff πειραζω αυτο ετσι? το θεμα ειναι τι αλλαζω?
7 answers to this question
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