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Hpconsume Skills Doesn't Consume Hp (Freya)


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Posted

hello there. Like title saying all hpconsume skills dont consume any hp. For example sacrifice will heal without consuming any HP.
 
The skill in data/stats/skills XML file is just fine (checked more than 100 times)...
 
About L2Character.java hp consume, it is fine too.

// Consume HP if necessary and Send the Server->Client packet StatusUpdate with current HP and MP to all other L2PcInstance to inform
			if (skill.getHpConsume() > 0)
			{
				double consumeHp;
				
				consumeHp = calcStat(Stats.HP_CONSUME_RATE, skill.getHpConsume(), null, null);
				if ((consumeHp + 1) >= getCurrentHp())
				{
					consumeHp = getCurrentHp() - 1.0;
				}
				
				getStatus().reduceHp(consumeHp, this, true);
				
				su.addAttribute(StatusUpdate.CUR_HP, (int) getCurrentHp());
				isSendStatus = true;
			}

I checked every singe line to find any problems but nothing...everything seems normal

 

Im working on Freya client l2jserver. 
 

7 answers to this question

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  • 0
Posted

If you don't know how to use Eclipse debug mode, put a log into the if block, if it reaches it, it's a problem of calculation, if it doesn't reach it, you are blocked way before it reaches the method.

  • 0
Posted

I already did and works fine...All IF methods working properly...I used to have an old freya pack that those skills were working...I transfered all methods from there and still nothing

  • 0
Posted
public void reduceHp(double value, L2Character attacker, boolean isHpConsumption)
	{
		_log.warning("it goes here");
		reduceHp(value, attacker, true, false, isHpConsumption);
	}
	
	public void reduceHp(double value, L2Character attacker, boolean awake, boolean isDOT, boolean isHPConsumption)
	{
		_log.warning("wtf");
		if (getActiveChar().isDead())
		{
			return;
		}
		
		// invul handling
		if (getActiveChar().isInvul())
		{
			// other chars can't damage
			if (attacker != getActiveChar())
			{
				return;
			}
			
			// only DOT and HP consumption allowed for damage self
			if (!isDOT && !isHPConsumption)
			{
				return;
			}
		}
		
		if (attacker != null)
		{
			final L2PcInstance attackerPlayer = attacker.getActingPlayer();
			if ((attackerPlayer != null) && attackerPlayer.isGM() && !attackerPlayer.getAccessLevel().canGiveDamage())
			{
				return;
			}
		}
		
		if (!isDOT && !isHPConsumption)
		{
			getActiveChar().stopEffectsOnDamage(awake);
			if (getActiveChar().isStunned() && (Rnd.get(10) == 0))
			{
				getActiveChar().stopStunning(true);
			}
		}
		
		if (value > 0)
		{
			setCurrentHp(Math.max(getCurrentHp() - value, 0));
		}
		
		if ((getActiveChar().getCurrentHp() < 0.5) && getActiveChar().isMortal()) // Die
		{
			getActiveChar().abortAttack();
			getActiveChar().abortCast();
			
			if (Config.DEBUG)
			{
				_log.fine("char is dead.");
			}
			
			getActiveChar().doDie(attacker);
		}
	}

L2Character goes to the first method which it seems to working fine. After there, ti doesnt even go to the seconds reduceHp method...So _log.warning("wtf") doesnt appear on my console...It makes totally no sense

  • 0
Posted (edited)

Where is that code ? With what type of instance do you want to test it ?

 

You have to know, depending about your instance, than if a

public void reduceHp(double value, L2Character attacker, boolean awake, boolean isDOT, boolean isHPConsumption)

exists on a children, it will use it. So if you test a player, and put logs on L2Character, verify you got no overidden reduceHp on L2Playable and L2PcInstance. The only "wrong" thing about what I say is if children overidden method already uses "super.reduceHp". In that case, you're kinda screwed and I'm out of idea.

Edited by Tryskell
  • 0
Posted
public void reduceHp(double value, L2Character attacker, boolean isHpConsumption)
    {
        _log.warning("it goes here");
        reduceHp2(value, attacker, true, false, isHpConsumption);
    }
    
    public void reduceHp2(double value, L2Character attacker, boolean awake, boolean isDOT, boolean isHPConsumption)
    {
        _log.warning("wtf");
        if (getActiveChar().isDead())
        {
            return;
        }
        
        // invul handling
        if (getActiveChar().isInvul())
        {
            // other chars can't damage
            if (attacker != getActiveChar())
            {
                return;
            }
            
            // only DOT and HP consumption allowed for damage self
            if (!isDOT && !isHPConsumption)
            {
                return;
            }
        }
        
        if (attacker != null)
        {
            final L2PcInstance attackerPlayer = attacker.getActingPlayer();
            if ((attackerPlayer != null) && attackerPlayer.isGM() && !attackerPlayer.getAccessLevel().canGiveDamage())
            {
                return;
            }
        }
        
        if (!isDOT && !isHPConsumption)
        {
            getActiveChar().stopEffectsOnDamage(awake);
            if (getActiveChar().isStunned() && (Rnd.get(10) == 0))
            {
                getActiveChar().stopStunning(true);
            }
        }
        
        if (value > 0)
        {
            setCurrentHp(Math.max(getCurrentHp() - value, 0));
        }
        
        if ((getActiveChar().getCurrentHp() < 0.5) && getActiveChar().isMortal()) // Die
        {
            getActiveChar().abortAttack();
            getActiveChar().abortCast();
            
            if (Config.DEBUG)
            {
                _log.fine("char is dead.");
            }
            
            getActiveChar().doDie(attacker);
        }
    }

public void reduceHp(double value, L2Character attacker, boolean awake, boolean isDOT, boolean isHPConsumption)
    {
        _log.warning("wtf");
        if (getActiveChar().isDead())
        {
            return;
        }
        
        // invul handling
        if (getActiveChar().isInvul())
        {
            // other chars can't damage
            if (attacker != getActiveChar())
            {
                return;
            }
            
            // only DOT and HP consumption allowed for damage self
            if (!isDOT && !isHPConsumption)
            {
                return;
            }
        }
        
        if (attacker != null)
        {
            final L2PcInstance attackerPlayer = attacker.getActingPlayer();
            if ((attackerPlayer != null) && attackerPlayer.isGM() && !attackerPlayer.getAccessLevel().canGiveDamage())
            {
                return;
            }
        }
        
        if (!isDOT && !isHPConsumption)
        {
            getActiveChar().stopEffectsOnDamage(awake);
            if (getActiveChar().isStunned() && (Rnd.get(10) == 0))
            {
                getActiveChar().stopStunning(true);
            }
        }
        
        if (value > 0)
        {
            setCurrentHp(Math.max(getCurrentHp() - value, 0));
        }
        
        if ((getActiveChar().getCurrentHp() < 0.5) && getActiveChar().isMortal()) // Die
        {
            getActiveChar().abortAttack();
            getActiveChar().abortCast();
            
            if (Config.DEBUG)
            {
                _log.fine("char is dead.");
            }
            
            getActiveChar().doDie(attacker);
        }
    }

This worked for me

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