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Raidboss Return Back To The Spawn


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Posted

Hello...

 

How is possible to make raid bosses , return back to their starting respawn? i'm talking about costum rbs.. players take them far.. lurring rbs xD

 

Im using L2J Freya Latest rev.

 

 

 

Thank you in advance :)

3 answers to this question

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Posted

Find this method checkAndReturnToSpawn() in L2RaidBossInstance.java

 

you'll see this:

if (!isInCombat() && !isMovementDisabled())

 

remove !isInCombat() and rbs should now go back to their spawn point if lured too far away.

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Posted (edited)
/*
 * 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.l2jserver.gameserver.model.actor.instance;

import com.l2jserver.Config;
import com.l2jserver.gameserver.ThreadPoolManager;
import com.l2jserver.gameserver.instancemanager.RaidBossPointsManager;
import com.l2jserver.gameserver.instancemanager.RaidBossSpawnManager;
import com.l2jserver.gameserver.model.L2Skill;
import com.l2jserver.gameserver.model.L2Spawn;
import com.l2jserver.gameserver.model.actor.L2Character;
import com.l2jserver.gameserver.model.actor.L2Summon;
import com.l2jserver.gameserver.model.entity.Hero;
import com.l2jserver.gameserver.network.SystemMessageId;
import com.l2jserver.gameserver.network.serverpackets.SystemMessage;
import com.l2jserver.gameserver.templates.chars.L2NpcTemplate;
import com.l2jserver.util.Rnd;

/**
 * This class manages all RaidBoss.
 * In a group mob, there are one master called RaidBoss and several slaves called Minions.
 *
 * @version $Revision: 1.20.4.6 $ $Date: 2005/04/06 16:13:39 $
 */
public class L2RaidBossInstance extends L2MonsterInstance
{
	private static final int RAIDBOSS_MAINTENANCE_INTERVAL = 30000; // 30 sec
	
	private RaidBossSpawnManager.StatusEnum _raidStatus;
	private boolean _useRaidCurse = true;
	
	/**
	 * Constructor of L2RaidBossInstance (use L2Character and L2NpcInstance constructor).<BR><BR>
	 *
	 * <B><U> Actions</U> :</B><BR><BR>
	 * <li>Call the L2Character constructor to set the _template of the L2RaidBossInstance (copy skills from template to object and link _calculators to NPC_STD_CALCULATOR) </li>
	 * <li>Set the name of the L2RaidBossInstance</li>
	 * <li>Create a RandomAnimation Task that will be launched after the calculated delay if the server allow it </li><BR><BR>
	 *
	 * @param objectId Identifier of the object to initialized
	 * @param L2NpcTemplate Template to apply to the NPC
	 */
	public L2RaidBossInstance(int objectId, L2NpcTemplate template)
	{
		super(objectId, template);
		setInstanceType(InstanceType.L2RaidBossInstance);
		setIsRaid(true);
	}
	
	@Override
	public void onSpawn()
	{
		setIsNoRndWalk(true);
		super.onSpawn();
	}
	
	@Override
	protected int getMaintenanceInterval()
	{
		return RAIDBOSS_MAINTENANCE_INTERVAL;
	}
	
	@Override
	public boolean doDie(L2Character killer)
	{
		if (!super.doDie(killer))
			return false;
		
		L2PcInstance player = null;
		if (killer instanceof L2PcInstance)
			player = (L2PcInstance) killer;
		else if (killer instanceof L2Summon)
			player = ((L2Summon) killer).getOwner();
		
		if (player != null)
		{
			broadcastPacket(SystemMessage.getSystemMessage(SystemMessageId.RAID_WAS_SUCCESSFUL));
			if (player.getParty() != null)
			{
				for (L2PcInstance member : player.getParty().getPartyMembers())
				{
					RaidBossPointsManager.getInstance().addPoints(member, this.getNpcId(), (this.getLevel() / 2) + Rnd.get(-5, 5));
					if(member.isNoble())
						Hero.getInstance().setRBkilled(member.getObjectId(), this.getNpcId());
				}
			}
			else
			{
				RaidBossPointsManager.getInstance().addPoints(player, this.getNpcId(), (this.getLevel() / 2) + Rnd.get(-5, 5));
				if(player.isNoble())
					Hero.getInstance().setRBkilled(player.getObjectId(), this.getNpcId());
			}
		}
		
		RaidBossSpawnManager.getInstance().updateStatus(this, true);
		return true;
	}
	
	/**
	 * Spawn all minions at a regular interval Also if boss is too far from home
	 * location at the time of this check, teleport it home
	 * 
	 */
	@Override
	protected void startMaintenanceTask()
	{
		if (getTemplate().getMinionData() != null)
			getMinionList().spawnMinions();
		
		_maintenanceTask = ThreadPoolManager.getInstance().scheduleGeneralAtFixedRate(new Runnable() {
			public void run()
			{
				checkAndReturnToSpawn();
			}
		}, 60000, getMaintenanceInterval()+Rnd.get(5000));
	}
	
	protected void checkAndReturnToSpawn()
	{
		if (isDead() || isMovementDisabled())
			return;
		
		// Gordon does not have permanent spawn
		if (getNpcId() == 29095)
			return;
		
		final L2Spawn spawn = getSpawn();
		if (spawn == null)
			return;
		
		final int spawnX = spawn.getLocx();
		final int spawnY = spawn.getLocy();
		final int spawnZ = spawn.getLocz();
		
		if (!isInCombat() && !isMovementDisabled())
		{
			if (!isInsideRadius(spawnX, spawnY, spawnZ, Math.max(Config.MAX_DRIFT_RANGE, 200), true, false))
				teleToLocation(spawnX, spawnY, spawnZ, false);
		}
	}
	
	/**
	 * Reduce the current HP of the L2Attackable, update its _aggroList and launch the doDie Task if necessary.<BR><BR>
	 *
	 */
	@Override
	public void reduceCurrentHp(double damage, L2Character attacker, boolean awake, boolean isDOT, L2Skill skill)
	{
		super.reduceCurrentHp(damage, attacker, awake, isDOT, skill);
	}
	
	public void setRaidStatus (RaidBossSpawnManager.StatusEnum status)
	{
		_raidStatus = status;
	}
	
	public RaidBossSpawnManager.StatusEnum getRaidStatus()
	{
		return _raidStatus;
	}
	
	@Override
	public float getVitalityPoints(int damage)
	{
		return - super.getVitalityPoints(damage) / 100;
	}
	
	@Override
	public boolean useVitalityRate()
	{
		return false;
	}
	
	public void setUseRaidCurse(boolean val)
	{
		_useRaidCurse = val;
	}
	
	/* (non-Javadoc)
	 * @see com.l2jserver.gameserver.model.actor.L2Character#giveRaidCurse()
	 */
	@Override
	public boolean giveRaidCurse()
	{
		return _useRaidCurse;
	}
}

I See this one 

if (!isInsideRadius(spawnX, spawnY, spawnZ, Math.max(Config.MAX_DRIFT_RANGE, 200), true, false))

on npc.properties its

# Maximum distance mobs can randomly go from spawn point.
# DEFAULT NEEDS TO BE VERIFIED, MUST BE CHANGED HERE AND IN CONFIG.JAVA IF NOT CORRECT
# Default: 300
MaxDriftRange = 300

I change this

		if (!isMovementDisabled())
		{
			if (!isInsideRadius(spawnX, spawnY, spawnZ, Math.max(Config.MAX_DRIFT_RANGE, 200), true, false))
				teleToLocation(spawnX, spawnY, spawnZ, false);
		}
	}

Seems to working but , the range is too big , like 7-8 k range. Can we make it lower? maybe this must be lower in there? (Config.MAX_DRIFT_RANGE, 200)

Edited by ČυяŞŀŅğ

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