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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

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  • 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.. 

 

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