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Spawn Cordenadas Code


nortim

Question

 

Could someone create the code for the char to be born in the same area without changing the respawns?

Example, I hedge an area and in the .properties file I edit the coordinates of when the players die inside it ..

Could someone please do?

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default:
if (activeChar.getKarma() > 0 && Config.ALT_KARMA_TELEPORT_TO_FLORAN)
{
  loc = new Location(17836, 170178, -3507);// Floran Village
  break;
}
if (activeChar.isInsideZone(L2Character.ZONE_FLAG))
{
  Location[] flagLocations =
  {
   new Location(1,2,3),
   new Location(1,2,3),
   new Location(1,2,3),
   new Location(1,2,3),
   new Location(1,2,3)
   };
   loc = flagLocations[Rnd.get(5)];
   break;
}
loc = MapRegionData.getInstance().getTeleToLocation(activeChar, MapRegionData.TeleportWhereType.Town);
break;
}

Replace L2Character.ZONE_FLAG with the correct field name of the flag zone. (Just go to L2Character and see how FlagZone is named).

 

Or

write into the parenthesis L2Character. and press control + Space to see available zones.

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To make this straight, you want the following:

 

I die into flagzone, i click "To Village" and i respawn again into flag zone?

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To make this straight, you want the following:

 

I die into flagzone, i click "To Village" and i respawn again into flag zone?

Yes man,  again into flag zone.

Edited by nortim
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You could tell us what pack are you using...

 

RequestRestartPoint.java

 

find the line for the loc when pressing to vilage and add a check if is inside your zone and change the XYZ

				if (_player.isInsideZone(ZoneId.FLAG))
					loc = new Location(1,2,3);
				else
					loc = MapRegionTable.getInstance().getLocationToTeleport(_player, TeleportType.TOWN);

You can add also random spawns 

				if (_player.isInsideZone(ZoneId.FLAG))
				{
					Location[] flagLocations =
					{
						new Location(1,2,3),
						new Location(1,2,3),
						new Location(1,2,3),
						new Location(1,2,3),
						new Location(1,2,3)
					};
					loc = flagLocations[Rnd.get(5)];
				}
				else
					loc = MapRegionTable.getInstance().getLocationToTeleport(_player, TeleportType.TOWN);
Edited by melron
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You could tell us what pack are you using...

 

RequestRestartPoint.java

 

find the line for the loc when pressing to vilage and add a check if is inside your zone and change the XYZ

				if (_player.isInsideZone(ZoneId.FLAG))
					loc = new Location(1,2,3);
				else
					loc = MapRegionTable.getInstance().getLocationToTeleport(_player, TeleportType.TOWN);

You can add also random spawns 

				if (_player.isInsideZone(ZoneId.PVP))
				{
					Location[] flagLocations =
					{
						new Location(1,2,3),
						new Location(1,2,3),
						new Location(1,2,3),
						new Location(1,2,3),
						new Location(1,2,3)
					};
					loc = flagLocations[Rnd.get(5)];
				}
				else
					loc = MapRegionTable.getInstance().getLocationToTeleport(_player, TeleportType.TOWN);

I using jfrozen.

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You could tell us what pack are you using...

 

RequestRestartPoint.java

 

find the line for the loc when pressing to vilage and add a check if is inside your zone and change the XYZ

				if (_player.isInsideZone(ZoneId.FLAG))
					loc = new Location(1,2,3);
				else
					loc = MapRegionTable.getInstance().getLocationToTeleport(_player, TeleportType.TOWN);

You can add also random spawns 

				if (_player.isInsideZone(ZoneId.FLAG))
				{
					Location[] flagLocations =
					{
						new Location(1,2,3),
						new Location(1,2,3),
						new Location(1,2,3),
						new Location(1,2,3),
						new Location(1,2,3)
					};
					loc = flagLocations[Rnd.get(5)];
				}
				else
					loc = MapRegionTable.getInstance().getLocationToTeleport(_player, TeleportType.TOWN);
 
Could you tell me where to add and the line references?
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Could you tell me where to add and the line references?

 

Post here requestrestartpoint.java and we will make it for you. However, dont wait everything ready from us, you should try to do them by yourself...Especially when melron explained you exactly how u could do it.

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i im not using frozen but it should be in clientpackets with name RequestRestartPoint.java

 

search something similar to

loc = MapRegionTable.getInstance().getLocationToTeleport(_player, TeleportType.Town);

Edit:

 

its in line 210..

Edited by melron
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i im not using frozen but it should be in clientpackets with name RequestRestartPoint.java

 

search something similar to

loc = MapRegionTable.getInstance().getLocationToTeleport(_player, TeleportType.Town);

Edit:

 

its in line 210..

 

Sorry for the lack of wisdom, I'm starting now, and thank you very much for the attention! I'm going to study java from now on.

I am adding but I am with the following error (from the photo), I will post my request restart and if possible show me how to add.

20qci89.png

 

 

/*

 * L2jProject x - www.l2jprojectx.com 
 * 
 * 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 2, 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, write to the Free Software
 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
 * 02111-1307, USA.
 *
 */
package net.l2jpx.gameserver.network.clientpackets;
 
import org.apache.log4j.Logger;
 
import net.l2jpx.Config;
import net.l2jpx.gameserver.datatables.xml.MapRegionData;
import net.l2jpx.gameserver.managers.CastleManager;
import net.l2jpx.gameserver.managers.ClanHallManager;
import net.l2jpx.gameserver.managers.FortManager;
import net.l2jpx.gameserver.model.L2SiegeClan;
import net.l2jpx.gameserver.model.Location;
import net.l2jpx.gameserver.model.actor.instance.L2PcInstance;
import net.l2jpx.gameserver.model.entity.ClanHall;
import net.l2jpx.gameserver.model.entity.event.CTF;
import net.l2jpx.gameserver.model.entity.event.DM;
import net.l2jpx.gameserver.model.entity.event.TvT;
import net.l2jpx.gameserver.model.entity.siege.Castle;
import net.l2jpx.gameserver.model.entity.siege.Fort;
import net.l2jpx.gameserver.network.serverpackets.Revive;
import net.l2jpx.gameserver.thread.ThreadPoolManager;
import net.l2jpx.gameserver.util.IllegalPlayerAction;
import net.l2jpx.gameserver.util.Util;
 
/**
 * @author programmos
 */
public final class RequestRestartPoint extends L2GameClientPacket
{
private static Logger LOGGER = Logger.getLogger(RequestRestartPoint.class);
 
protected int _requestedPointType;
protected boolean _continuation;
 
@Override
protected void readImpl()
{
_requestedPointType = readD();
}
 
class DeathTask implements Runnable
{
L2PcInstance activeChar;
 
DeathTask(final L2PcInstance _activeChar)
{
activeChar = _activeChar;
}
 
@Override
public void run()
{
if ((activeChar._inEventTvT && TvT.is_started()) || (activeChar._inEventDM && DM.is_started()) || (activeChar._inEventCTF && CTF.is_started()))
{
activeChar.sendMessage("You can't restart in Event!");
return;
}
try
{
Location loc = null;
Castle castle = null;
Fort fort = null;
 
if (activeChar.isInJail())
{
_requestedPointType = 27;
}
else if (activeChar.isFestivalParticipant())
{
_requestedPointType = 4;
}
 
if (activeChar.isPhoenixBlessed())
activeChar.stopPhoenixBlessing(null);
 
switch (_requestedPointType)
{
case 1: // to clanhall
 
if (activeChar.getClan() != null)
{
 
if (activeChar.getClan().getHasHideout() == 0)
{
// cheater
activeChar.sendMessage("You may not use this respawn point!");
Util.handleIllegalPlayerAction(activeChar, "Player " + activeChar.getName() + " used respawn cheat.", IllegalPlayerAction.PUNISH_KICK);
return;
}
loc = MapRegionData.getInstance().getTeleToLocation(activeChar, MapRegionData.TeleportWhereType.ClanHall);
 
if (ClanHallManager.getInstance().getClanHallByOwner(activeChar.getClan()) != null && ClanHallManager.getInstance().getClanHallByOwner(activeChar.getClan()).getFunction(ClanHall.FUNC_RESTORE_EXP) != null)
{
activeChar.restoreExp(ClanHallManager.getInstance().getClanHallByOwner(activeChar.getClan()).getFunction(ClanHall.FUNC_RESTORE_EXP).getLvl());
}
 
break;
}
 
loc = MapRegionData.getInstance().getTeleToLocation(activeChar, MapRegionData.TeleportWhereType.Town);
break;
case 2: // to castle
Boolean isInDefense = false;
castle = CastleManager.getInstance().getCastle(activeChar);
fort = FortManager.getInstance().getFort(activeChar);
MapRegionData.TeleportWhereType teleportWhere = MapRegionData.TeleportWhereType.Town;
 
if (castle != null && castle.getSiege().getIsInProgress())
{
// siege in progress
if (castle.getSiege().checkIsDefender(activeChar.getClan()))
{
isInDefense = true;
}
}
 
if (fort != null && fort.getSiege().getIsInProgress())
{
// siege in progress
if (fort.getSiege().checkIsDefender(activeChar.getClan()))
{
isInDefense = true;
}
}
 
if (activeChar.getClan().getHasCastle() == 0 && activeChar.getClan().getHasFort() == 0 && !isInDefense)
{
// cheater
activeChar.sendMessage("You may not use this respawn point!");
Util.handleIllegalPlayerAction(activeChar, "Player " + activeChar.getName() + " used respawn cheat.", IllegalPlayerAction.PUNISH_KICK);
return;
}
 
if (CastleManager.getInstance().getCastleByOwner(activeChar.getClan()) != null)
teleportWhere = MapRegionData.TeleportWhereType.Castle;
else if (FortManager.getInstance().getFortByOwner(activeChar.getClan()) != null)
teleportWhere = MapRegionData.TeleportWhereType.Fortress;
 
loc = MapRegionData.getInstance().getTeleToLocation(activeChar, teleportWhere);
break;
 
case 3: // to siege HQ
L2SiegeClan siegeClan = null;
castle = CastleManager.getInstance().getCastle(activeChar);
fort = FortManager.getInstance().getFort(activeChar);
 
if (castle != null && castle.getSiege().getIsInProgress())
{
siegeClan = castle.getSiege().getAttackerClan(activeChar.getClan());
}
else if (fort != null && fort.getSiege().getIsInProgress())
{
siegeClan = fort.getSiege().getAttackerClan(activeChar.getClan());
}
 
if (siegeClan == null || siegeClan.getFlag().size() == 0)
{
// cheater
activeChar.sendMessage("You may not use this respawn point!");
Util.handleIllegalPlayerAction(activeChar, "Player " + activeChar.getName() + " used respawn cheat.", IllegalPlayerAction.PUNISH_KICK);
return;
}
 
loc = MapRegionData.getInstance().getTeleToLocation(activeChar, MapRegionData.TeleportWhereType.SiegeFlag);
break;
 
case 4: // Fixed or Player is a festival participant
if (!activeChar.isGM() && !activeChar.isFestivalParticipant())
{
// cheater
activeChar.sendMessage("You may not use this respawn point!");
Util.handleIllegalPlayerAction(activeChar, "Player " + activeChar.getName() + " used respawn cheat.", IllegalPlayerAction.PUNISH_KICK);
return;
}
 
loc = new Location(activeChar.getX(), activeChar.getY(), activeChar.getZ()); // spawn them where they died
break;
 
case 27: // to jail
if (!activeChar.isInJail())
return;
loc = new Location(-114356, -249645, -2984);
break;
 
default:
if (activeChar.getKarma() > 0 && Config.ALT_KARMA_TELEPORT_TO_FLORAN)
{
loc = new Location(17836, 170178, -3507);// Floran Village
break;
}
loc = MapRegionData.getInstance().getTeleToLocation(activeChar, MapRegionData.TeleportWhereType.Town);
break;
}
 
// Stand up and teleport, proof dvp video.
activeChar.setIsIn7sDungeon(false);
activeChar.setIsPendingRevive(true);
activeChar.teleToLocation(loc, true);
}
catch (final Throwable e)
{
e.printStackTrace();
// LOGGER.error( "", e);
}
}
}
 
@Override
protected void runImpl()
{
final L2PcInstance activeChar = getClient().getActiveChar();
 
if (activeChar == null)
return;
activeChar.setLastActionMillis(System.currentTimeMillis());
      
if (activeChar.isFakeDeath())
{
activeChar.stopFakeDeath(null);
activeChar.broadcastPacket(new Revive(activeChar));
return;
}
else if (!activeChar.isAlikeDead())
{
LOGGER.warn("Living player [" + activeChar.getName() + "] called RestartPointPacket! Ban this player!");
return;
}
 
final Castle castle = CastleManager.getInstance().getCastle(activeChar.getX(), activeChar.getY(), activeChar.getZ());
if (castle != null && castle.getSiege().getIsInProgress())
{
if (activeChar.getClan() != null && castle.getSiege().checkIsAttacker(activeChar.getClan()))
{
// Schedule respawn delay for attacker
ThreadPoolManager.getInstance().scheduleGeneral(new DeathTask(activeChar), castle.getSiege().getAttackerRespawnDelay());
activeChar.sendMessage("You will be re-spawned in " + castle.getSiege().getAttackerRespawnDelay() / 1000 + " seconds");
return;
}
}
// run immediately (no need to schedule)
new DeathTask(activeChar).run();
}
 
@Override
public String getType()
{
return "[C] 6d RequestRestartPoint";
}
}

Edited by nortim
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1st. delete the L2Character _player since is null and take the player with the correct name (maybe activeChar?)

 

2nd i cannot help you in this case cause i dont have frozen sources to check how the functions are written..

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@Solomun 

 

add else before 

loc = MapRegionData.getInstance().getTeleToLocation(activeChar, MapRegionData.TeleportWhereType.Town);

cause it will get the 2nd tp anyway :p

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@Solomun 

 

add else before 

loc = MapRegionData.getInstance().getTeleToLocation(activeChar, MapRegionData.TeleportWhereType.Town);

cause it will get the 2nd tp anyway :P

 

That's why "break;" stands for? 

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That's why "break;" stands for? 

Oops xD didnt see that ... cause frozen take _requestType in case :P

Edited by melron
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You should take some times to learn Java basics, or you will have to ask everytime every single thing. On your previous topic, someone helped you but the answer wasn't even correct, temporary objects created for nothing.

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default:
if (activeChar.getKarma() > 0 && Config.ALT_KARMA_TELEPORT_TO_FLORAN)
{
  loc = new Location(17836, 170178, -3507);// Floran Village
  break;
}
if (activeChar.isInsideZone(L2Character.ZONE_FLAG))
{
  Location[] flagLocations =
  {
   new Location(1,2,3),
   new Location(1,2,3),
   new Location(1,2,3),
   new Location(1,2,3),
   new Location(1,2,3)
   };
   loc = flagLocations[Rnd.get(5)];
   break;
}
loc = MapRegionData.getInstance().getTeleToLocation(activeChar, MapRegionData.TeleportWhereType.Town);
break;
}

Replace L2Character.ZONE_FLAG with the correct field name of the flag zone. (Just go to L2Character and see how FlagZone is named).

 

Or

write into the parenthesis L2Character. and press control + Space to see available zones.

 

 

1st. delete the L2Character _player since is null and take the player with the correct name (maybe activeChar?)

 

2nd i cannot help you in this case cause i dont have frozen sources to check how the functions are written..

 
I want to thank you sincerely for all my goodwill and patience with me, it worked perfectly! Thank you very much!
 
;D  ;D  ;D  ;D  ;D  ;D  ;D  ;D
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