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Posted

Hello, i using this TvT Event on aCis re 362.

http://pastebin.com/GWcRXUXj

 

When i press SHIFT button i can target another players which are not participated at event....and players which don't participated at event can target with SHIFT button players wich are participated at event.

How i can fix it? :)

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  • 0
Posted

What you mean about this?

Do you have a better way?

 

http://imgur.com/a/jgLvX

Ok, the formatting probably confuses you, there is the formatted method:

/**
* Starts the TvTEvent fight<br>
* 1. Set state EventState.STARTING<br>
* 2. Close doors specified in configs<br>
* 3. Abort if not enought participants(return false)<br>
* 4. Set state EventState.STARTED<br>
* 5. Teleport all participants to team spot<br><br>
*
* @return boolean<br>
*/
public static boolean startFight()
{
    setState(EventState.STARTING);

    // not enought participants
    if (_teams[0].getParticipatedPlayerCount() < Config.TVT_EVENT_MIN_PLAYERS_IN_TEAMS || _teams[1].getParticipatedPlayerCount() < Config.TVT_EVENT_MIN_PLAYERS_IN_TEAMS)
    {
        setState(EventState.INACTIVE);
        _teams[0].cleanMe();
        _teams[1].cleanMe();
        return false;
    }

    closeDoors();
    setState(EventState.STARTED); // set state to STARTED here, so TvTEventTeleporter know to teleport to team spot

    // teleport all participants to there team spot
    for (TvTEventTeam team : _teams)
    {
        for (String playerName : team.getParticipatedPlayerNames())
        {
            L2PcInstance playerInstance = team.getParticipatedPlayers().get(playerName);

            if (playerInstance == null)
                continue;

            // implements Runnable and starts itself in constructor
            new TvTEventTeleporter(playerInstance, team.getCoordinates(), false, false);
        }
    }

    return true;
}

After applying your patch, the code should look something like this:

/**
* Starts the TvTEvent fight<br>
* 1. Set state EventState.STARTING<br>
* 2. Close doors specified in configs<br>
* 3. Abort if not enought participants(return false)<br>
* 4. Set state EventState.STARTED<br>
* 5. Teleport all participants to team spot<br><br>
*
* @return boolean<br>
*/
public static boolean startFight()
{
    setState(EventState.STARTING);

    // not enought participants
    if (_teams[0].getParticipatedPlayerCount() < Config.TVT_EVENT_MIN_PLAYERS_IN_TEAMS || _teams[1].getParticipatedPlayerCount() < Config.TVT_EVENT_MIN_PLAYERS_IN_TEAMS)
    {
        setState(EventState.INACTIVE);
        _teams[0].cleanMe();
        _teams[1].cleanMe();
        return false;
    }

    closeDoors();
    setState(EventState.STARTED); // set state to STARTED here, so TvTEventTeleporter know to teleport to team spot

    // teleport all participants to there team spot
    for (TvTEventTeam team : _teams)
    {
        for (String playerName : team.getParticipatedPlayerNames())
        {
            L2PcInstance playerInstance = team.getParticipatedPlayers().get(playerName);

            if (playerInstance == null)
                continue;

            // implements Runnable and starts itself in constructor
            new TvTEventTeleporter(playerInstance, team.getCoordinates(), false, false);
        }
    }
    
    // Remove player from his party
    for (TvTEventTeam team : _teams)
    {
        for (String playerName : team.getParticipatedPlayerNames())
        {
            L2PcInstance playerInstance = team.getParticipatedPlayers().get(playerName);
            final L2Party party = playerInstance.getParty();
            if (party != null)
                party.removePartyMember(playerInstance, MessageType.Expelled);
        }
    }
    
    return true;
}

Do you notice the problem here?

  • 0
Posted

You mean that?

/**
* Starts the TvTEvent fight<br>
* 1. Set state EventState.STARTING<br>
* 2. Close doors specified in configs<br>
* 3. Abort if not enought participants(return false)<br>
* 4. Set state EventState.STARTED<br>
* 5. Teleport all participants to team spot<br>
* <br>
* @return boolean<br>
*/
public static boolean startFight()
{
setState(EventState.STARTING);
 
// not enought participants
if (_teams[0].getParticipatedPlayerCount() < Config.TVT_EVENT_MIN_PLAYERS_IN_TEAMS || _teams[1].getParticipatedPlayerCount() < Config.TVT_EVENT_MIN_PLAYERS_IN_TEAMS)
{
setState(EventState.INACTIVE);
_teams[0].cleanMe();
_teams[1].cleanMe();
return false;
}
 
closeDoors();
setState(EventState.STARTED); // set state to STARTED here, so TvTEventTeleporter know to teleport to team spot
 
// teleport all participants to there team spot
for (TvTEventTeam team : _teams)
{
for (String playerName : team.getParticipatedPlayerNames())
{
L2PcInstance playerInstance = team.getParticipatedPlayers().get(playerName);
 
if (playerInstance == null)
continue;
 
// implements Runnable and starts itself in constructor
new TvTEventTeleporter(playerInstance, team.getCoordinates(), false, false);
 
// remove party
final L2Party party = playerInstance.getParty();
if (party != null)
party.removePartyMember(playerInstance, MessageType.Expelled);
}
}
 
return true;
}
  • 0
Posted

 

You mean that?

/**
* Starts the TvTEvent fight<br>
* 1. Set state EventState.STARTING<br>
* 2. Close doors specified in configs<br>
* 3. Abort if not enought participants(return false)<br>
* 4. Set state EventState.STARTED<br>
* 5. Teleport all participants to team spot<br>
* <br>
* @return boolean<br>
*/
public static boolean startFight()
{
setState(EventState.STARTING);
 
// not enought participants
if (_teams[0].getParticipatedPlayerCount() < Config.TVT_EVENT_MIN_PLAYERS_IN_TEAMS || _teams[1].getParticipatedPlayerCount() < Config.TVT_EVENT_MIN_PLAYERS_IN_TEAMS)
{
setState(EventState.INACTIVE);
_teams[0].cleanMe();
_teams[1].cleanMe();
return false;
}
 
closeDoors();
setState(EventState.STARTED); // set state to STARTED here, so TvTEventTeleporter know to teleport to team spot
 
// teleport all participants to there team spot
for (TvTEventTeam team : _teams)
{
for (String playerName : team.getParticipatedPlayerNames())
{
L2PcInstance playerInstance = team.getParticipatedPlayers().get(playerName);
 
if (playerInstance == null)
continue;
 
// implements Runnable and starts itself in constructor
new TvTEventTeleporter(playerInstance, team.getCoordinates(), false, false);
 
// remove party
final L2Party party = playerInstance.getParty();
if (party != null)
party.removePartyMember(playerInstance, MessageType.Expelled);
}
}
 
return true;
}

Well, that is better. :P

/**
* Starts the TvTEvent fight<br>
* 1. Set state EventState.STARTING<br>
* 2. Close doors specified in configs<br>
* 3. Abort if not enought participants(return false)<br>
* 4. Set state EventState.STARTED<br>
* 5. Teleport all participants to team spot<br><br>
*
* @return boolean<br>
*/
public static boolean startFight()
{
    setState(EventState.STARTING);

    // not enought participants
    if (_teams[0].getParticipatedPlayerCount() < Config.TVT_EVENT_MIN_PLAYERS_IN_TEAMS || _teams[1].getParticipatedPlayerCount() < Config.TVT_EVENT_MIN_PLAYERS_IN_TEAMS)
    {
        setState(EventState.INACTIVE);
        _teams[0].cleanMe();
        _teams[1].cleanMe();
        return false;
    }

    closeDoors();
    setState(EventState.STARTED); // set state to STARTED here, so TvTEventTeleporter know to teleport to team spot

    // teleport all participants to there team spot
    for (TvTEventTeam team : _teams)
    {
        for (String playerName : team.getParticipatedPlayerNames())
        {
            L2PcInstance playerInstance = team.getParticipatedPlayers().get(playerName);

            if (playerInstance == null)
                continue;

            // leave party
            playerInstance.leaveParty();

            // implements Runnable and starts itself in constructor
            new TvTEventTeleporter(playerInstance, team.getCoordinates(), false, false);
        }
    }

    return true;
}
  • 0
Posted

Bubu, you should use

 

 

if (activeChar.isInParty())
    activeChar.getParty().removePartyMember(activeChar, MessageType.Expelled);
  • 0
Posted (edited)

 

Bubu, you should use

if (activeChar.isInParty())
    activeChar.getParty().removePartyMember(activeChar, MessageType.Expelled);

Why? As I see, leaveParty() does exactly the same...  :lol:

Edited by Tessa
  • 0
Posted

 

Yes and no :D

_party.removePartyMember(this, MessageType.Disconnected);

I'm considering it "leaving by own will", because you can't be expelled if you are the party leader. :D

  • 0
Posted

you can't be expelled if you are the party leader. :D

Ohh you can, in such cases :D Anyway, not big deal what message you will see, who cares ^_^

  • 0
Posted

Ohh you can, in such cases :D Anyway, not big deal what message you will see, who cares ^_^

Technically you can, yes, of course. :D

  • 0
Posted

This man uses leaked aCis sources. You all ready to help everyone the cheap user who don't respect a work of another people?  :dat:

 

one my friend give it to me bcuz of my problems with money... :(

Anyway...that what i use is all ready shared at our russian forums :P so... 

  • 0
Posted

one my friend give it to me bcuz of my problems with money... :(

Anyway...that what i use is all ready shared at our russian forums :P so... 

No money for food  :(

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