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Posted (edited)

My first code 2 days work. 

so this is a L2Chaotic zone with change map, The maps is change

random and he teleport players in town before change map he can't

go or stay in old map becuase he teleport him in change map

maybe need more work. but i try  ;D So get it!

 

@author L2jLuna Dev.

Base: L2jFrozen

 

http://pastebin.com/HdZFXE8b

Edited by tazerman2
  • Upvote 1
Posted

My first code 2 days work. 

so this is a L2Chaotic zone with change map, The maps is change

random and he teleport players in town before change map he can't

go or stay in old map becuase he teleport him in change map

maybe need more work. but i try  ;D So get it!

 

@author L2jLuna Dev.

Base: L2jFrozen

 

http://pastebin.com/HdZFXE8b

 

Well first of all good for share (prefer next time a patch cause this way sucks and is hard even for a dev to read)

Second the code as code is pretty bad (but i'll ignore it cause you're learning).

 

You made it really static when you can make it in 1/3 of code or less and using dynamic methods such as xml or int[] and Array instead of load them from config e.t.c

But good.

Posted

You nailed it, you use getInstance() on a zone, putting everything static too. Meaning you can have only a single zone ever, with a single character.

 

Problems :

 

- ChaoticZone > ChaoticZoneManager (call a cat a cat). And refer to getInstance() everytime you use a variable out of it.

- Following got no use, it should be a List (and a List of L2PcInstance), until you want a single character being registered (which I doubt, until you got a 2 man server).

private static L2Character Zchar;

- all static keywords can be dropped, as you refer to getInstance().

- that chaotic1/2/3/4/5 scales extremely bad. What happens if you got 20 different maps ? You can simply check zone id instead of creating tons of zone type.

  • 4 weeks later...
  • 4 weeks later...
Posted (edited)

here we have two camps of idiots

and express their talents through language (I feel like throwing up)

Edited by valentin
  • 2 years later...
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