Jump to content
  • 0

Bug Teleport Block Healers In Pvpzone


Question

Posted

Good morning, I am trying now not to find a forum needing help and I was very well attended. However, I am with a modless error that they have passed me .. The video will explain correctly what is happening, more is basically the following:

I put the area in flagzone, there blocks the healers, but when he returns to city of this bug there.

Can anyone help?

 

My Codes PvP Area:

      <zone type="FlagZone" shape="Cylinder" minZ="-11000" maxZ="-8000" rad="10000"><!-- Pagan Temple Pvp -->

  <node X="-16370" Y="-40782" />
</zone>

 

Link Post Block Healershttp://www.maxcheaters.com/topic/213502-block-bs-in-flagzone/

 

Code:

+if (character instanceof L2PcInstance)

+{
+    _player = (L2PcInstance)character;
+    final int[] supporters = {15,16,29,30,42,43,97,105,112,115,136,116}; // support classes ID's
+    for (int act : supporters)
+    if (_player.getActiveClass() == act)
+    {
+        _player.sendMessage("You can't enter in flag zone with a support class.");
+        _player.teleToLocation(83417 + Rnd.get(101) - 50, 149028 + Rnd.get(101) - 50, -3408);
+    }
+}

 

Video: https://youtu.be/d3vxJpvZT1g

 

Recommended Posts

  • 0
Posted (edited)

Ok friend.

 

onEnter:

 @Override

  protected void onEnter(L2Character character)
  {
    if ((character instanceof L2PcInstance))
    {
    if(character.getLevel() >= Config.ALLOW_FLAG_ZONE_MINILVL && character.getLevel() <= Config.ALLOW_FLAG_ZONE_MAXLVL)
    {
    ((L2PcInstance)character).teleToLocation(Config.ALLOW_FLAGl_ZONE_X, Config.ALLOW_FLAGl_ZONE_Y, Config.ALLOW_FLAGl_ZONE_Z);
    showHtmlLevel((L2PcInstance)character);
    return;
    }
    
    if (character instanceof L2PcInstance)
    {
    L2PcInstance _player = (L2PcInstance)character;
    final int[] supporters = {15,16,29,30,42,43,97,105,112,115,136,116}; // support classes ID's
    for (int act : supporters)
    if  (_player.getActiveClass() == act)
    {
    _player.sendMessage("You can't enter in flag zone with a support class.");
    _player.teleToLocation(83417 + Rnd.get(101) - 50, 149028 + Rnd.get(101) - 50, -3408);
    }
    }
    
      if (Config.RECEIVE_NOBLESSE)
      {
        this.noblesse.getEffects(character, character);
      }
      ((L2PcInstance)character).stopPvPFlag();
      ((L2PcInstance)character).updatePvPFlag(1);
      if (Config.MSG_ON_ENTER_FLAG)
      {
        ((L2PcInstance)character).sendMessage("[Wizard Zone]: " + Config.MESSAGE_ON_ENTER + ".");
      }
   
    
if (Config.ALLOW_FLAG_ZONE_TITLE)
{
  ((L2PcInstance)character).getAppearance().setTitleColor(Config.FLAG_ZONE_TITLE_COLOR);
}
   
if (Config.ALLOW_FLAG_ZONE_NAME)
{
  ((L2PcInstance)character).getAppearance().setNameColor(Config.FLAG_ZONE_NAME_COLOR);
}
 
    if(!_FlagZone && Config.ZONE_TOWN != 2)
{
character.setInsideZone(L2Character.ZONE_FLAGZONE, true);
}
    }
  }

 
onExit:

onExit:  @Override
protected void onExit(L2Character character)
  {
    if ((character instanceof L2PcInstance))
    {
      ((L2PcInstance)character).updatePvPFlag(0);
      if (Config.MSG_ON_ENTER_FLAG) {
        ((L2PcInstance)character).sendMessage("[Wizard Zone]: " + Config.MESSAGE_ON_EXIT + ".");
      }
    
if (Config.ALLOW_FLAG_ZONE_TITLE)
{
       ((L2PcInstance)character).getAppearance().setTitleColor(Config.NAME_COLOR);
}
if (Config.ALLOW_FLAG_ZONE_NAME)
{
       ((L2PcInstance)character).getAppearance().setNameColor(Config.TITLE_COLOR);
}
 
    if(!_FlagZone)
{
character.setInsideZone(L2Character.ZONE_FLAGZONE, false);
}
    }
  }
  
  @Override
  public void onDieInside(L2Character character) {}
  
  @Override
  public void onReviveInside(L2Character character)
  {
    onEnter(character);
    if (Config.RECEIVE_NOBLESSE)
    {
      this.noblesse.getEffects(character, character);
    }
  }

Edited by nortim
  • 0
Posted (edited)

Replace with these lines until nobless part

protected void onEnter(final L2Character character)
{
	if ((character instanceof L2PcInstance))
	{
		L2PcInstance player = (L2PcInstance) character;
		if (player.getLevel() < Config.ALLOW_FLAG_ZONE_MINILVL || player.getLevel() > Config.ALLOW_FLAG_ZONE_MAXLVL)
		{
			player.teleToLocation(Config.ALLOW_FLAGl_ZONE_X, Config.ALLOW_FLAGl_ZONE_Y, Config.ALLOW_FLAGl_ZONE_Z);
			showHtmlLevel(player);
			return;
		}
		final List<Integer> supportClasses = Arrays.asList(15, 16, 29, 30, 42, 43, 97, 105, 112, 115, 136, 116); // support classes ID's
		if (supportClasses.contains(player.getActiveClass()))
		{
			player.sendMessage("You can't enter in flag zone with a support class.");
			player.teleToLocation(83417 + Rnd.get(101) - 50, 149028 + Rnd.get(101) - 50, -3408);
                        return;
		}

for missing imports use ctrl shift O

 

i believe the first check should be as i did , check for lower / higher lvl than this zone requires.. i dont think u want to be teleport when u just entering in this zone? 

Edited by melron
  • 0
Posted (edited)

Replace with these lines until nobless part

protected void onEnter(final L2Character character)
{
	if ((character instanceof L2PcInstance))
	{
		L2PcInstance player = (L2PcInstance) character;
		if (player.getLevel() < Config.ALLOW_FLAG_ZONE_MINILVL || player.getLevel() > Config.ALLOW_FLAG_ZONE_MAXLVL)
		{
			player.teleToLocation(Config.ALLOW_FLAGl_ZONE_X, Config.ALLOW_FLAGl_ZONE_Y, Config.ALLOW_FLAGl_ZONE_Z);
			showHtmlLevel(player);
			return;
		}
		final List<Integer> supportClasses = Arrays.asList(15, 16, 29, 30, 42, 43, 97, 105, 112, 115, 136, 116); // support classes ID's
		if (supportClasses.contains(player.getActiveClass()))
		{
			player.sendMessage("You can't enter in flag zone with a support class.");
			player.teleToLocation(83417 + Rnd.get(101) - 50, 149028 + Rnd.get(101) - 50, -3408);
                        return;
		}

for missing imports use ctrl shift O

 

i believe the first check should be as i did , check for lower / higher lvl than this zone requires.. i dont think u want to be teleport when u just entering in this zone? 

 
Still giving the same error :(
 
3328ja1.png
Edited by nortim
  • 0
Posted (edited)

change both

player.teleToLocation(Config.ALLOW_FLAGl_ZONE_X, Config.ALLOW_FLAGl_ZONE_Y, Config.ALLOW_FLAGl_ZONE_Z);
player.teleToLocation(83417 + Rnd.get(101) - 50, 149028 + Rnd.get(101) - 50, -3408);

to

ThreadPoolManager.getInstance().executeTask(new KickPlayer(player);

add this too above the last } at the end of the file

private static final class KickPlayer implements Runnable
{
	private L2PcInstance _player;
	
	public KickPlayer(L2PcInstance player)
	{
		_player = player;
	}
	
	@Override
	public void run()
	{
		if (_player != null)
		{
			final L2Summon summon = _player.getPet();
			if (summon != null)
				summon.unSummon(_player);
			
			_player.teleToLocation(_player.teleToLocation(Config.ALLOW_FLAGl_ZONE_X, Config.ALLOW_FLAGl_ZONE_Y, Config.ALLOW_FLAGl_ZONE_Z););
			_player = null;
		}
	}
}
Edited by melron
  • 0
Posted (edited)

This was my code

+if (character instanceof L2PcInstance)
+{
+    _player = (L2PcInstance)character;
+    final int[] supporters = {15,16,29,30,42,43,97,105,112,115,136,116}; // support classes ID's
+    for (int act : supporters)
+    if (_player.getActiveClass() == act)
+    {
+        _player.sendMessage("You can't enter in flag zone with a support class.");
+        _player.teleToLocation(83417 + Rnd.get(101) - 50, 149028 + Rnd.get(101) - 50, -3408);
+    }
+}

Into onEnter moethod inside FlagZone code. I don't think missing the return statement would change anything at all since when player gets teleport onExit method is taking place. Plus he didn't make any changes (after the teleport) that would have to restore into onExit method

 

No clue about why it doesn't work on L2JFrozen, probably they miss some isTeleporting() check and everything is melting. Who knows. You're right about the return it's not needed here, but could be depending how you code it.

 

I wouldn't make all those things anyway, logical way is to restrict teleport from the beginning, not "teleport the dude, then teleport him again once he reached the spot to another location". You just waste ressources.

 

A simple

if (ArraysUtil.contains(classId, ARRAY_TO_CHECK))
{
    player.sendMessage("Blabla");
    return;
}

on 2 places (gatekeeper bypass and SummonFriend skillhandler) is enough to handle the problem.

Edited by Tryskell
  • 0
Posted

 

## Eclipse Workspace Patch 1.0

#P L2jFrozen_GameServer

Index: head-src/com/l2jfrozen/gameserver/model/L2Character.java

===================================================================

--- head-src/com/l2jfrozen/gameserver/model/L2Character.java (revision 1004)

+++ head-src/com/l2jfrozen/gameserver/model/L2Character.java (working copy)

@@ -311,8 +311,8 @@

/** The Constant ZONE_CLANHALL. */

public static final int ZONE_CLANHALL = 16;

 

- /** The Constant ZONE_UNUSED. */

- public static final int ZONE_UNUSED = 32;

+ /** The Constant ZONE_NO_HEALER. */

+ public static final int ZONE_NO_HEALER = 32;

 

/** The Constant ZONE_NOLANDING. */

public static final int ZONE_NOLANDING = 64;

Index: head-src/com/l2jfrozen/gameserver/model/zone/type/L2FlagZone.java

===================================================================

--- head-src/com/l2jfrozen/gameserver/model/zone/type/L2FlagZone.java (revision 0)

+++ head-src/com/l2jfrozen/gameserver/model/zone/type/L2FlagZone.java (working copy)

@@ -0,0 +1,257 @@

+/*

+ * 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.l2jfrozen.gameserver.model.zone.type;

+

+import java.util.List;

+import java.util.concurrent.Future;

+

+import javolution.util.FastList;

+

+import com.l2jfrozen.gameserver.datatables.SkillTable;

+import com.l2jfrozen.gameserver.model.L2Character;

+import com.l2jfrozen.gameserver.model.L2Skill;

+import com.l2jfrozen.gameserver.model.actor.instance.L2MonsterInstance;

+import com.l2jfrozen.gameserver.model.actor.instance.L2PcInstance;

+import com.l2jfrozen.gameserver.model.actor.instance.L2PlayableInstance;

+import com.l2jfrozen.gameserver.model.zone.L2ZoneType;

+import com.l2jfrozen.gameserver.thread.ThreadPoolManager;

+import com.l2jfrozen.util.random.Rnd;

+

+/**

+ * @author Strato

+ * @author Elfocrash (for the correction)

+ */

+public class L2FlagZone extends L2ZoneType

+{

+ private int _skillId;

+ private int _chance;

+ private int _initialDelay;

+ private int _skillLvl;

+ private int _reuse;

+ private boolean _enabled;

+ private String _target;

+ private Future<?> _task;

+ private static List<Integer> _forbiddenClasses = new FastList<Integer>();

+

+ public L2FlagZone(int id)

+ {

+ super(id);

+ _skillId = 1323;

+ _skillLvl = 1;

+ _chance = 100;

+ _initialDelay = 0;

+ _reuse = 30000;

+ _enabled = true;

+ _target = "pc";

+ }

+

+ @Override

+ public void setParameter(String name, String value)

+ {

+ if (name.equals("skillId"))

+ {

+ _skillId = Integer.parseInt(value);

+ }

+ else if (name.equals("skillLvl"))

+ {

+ _skillLvl = Integer.parseInt(value);

+ }

+ else if (name.equals("chance"))

+ {

+ _chance = Integer.parseInt(value);

+ }

+ else if (name.equals("initialDelay"))

+ {

+ _initialDelay = Integer.parseInt(value);

+ }

+ else if (name.equals("default_enabled"))

+ {

+ _enabled = Boolean.parseBoolean(value);

+ }

+ else if (name.equals("target"))

+ {

+ _target = String.valueOf(value);

+ }

+ else if (name.equals("reuse"))

+ {

+ _reuse = Integer.parseInt(value);

+ }

+ else if (name.equals("classes"))

+ {

+ String[] propertySplit = value.split(",");

+ for (String classId : propertySplit)

+ {

+ int classes = Integer.parseInt(classId);

+ _forbiddenClasses.add(classes);

+ }

+ }

+ else

+ {

+ super.setParameter(name, value);

+ }

+ }

+

+ @Override

+ protected void onEnter(L2Character character)

+ {

+ if (character instanceof L2PcInstance)

+ {

+ character.setInsideZone(L2Character.ZONE_NOSUMMONFRIEND, true);

+ character.setInsideZone(L2Character.ZONE_NO_HEALER, true);

+ if (isForbiddenClass(((L2PcInstance) character)))

+ {

+ for (L2Skill skill : character.getAllSkills())

+ {

+ switch (skill.getSkillType())

+ {

+ case HEAL:

+ case HEAL_PERCENT:

+ case BALANCE_LIFE:

+ case RESURRECT:

+ character.disableSkill(skill.getId());

+ break;

+ }

+ }

+ }

+

+ // Set pvp flag

+ ((L2PcInstance) character).setPvpFlag(1);

+ ((L2PcInstance) character).sendMessage("Zona Flag!!!");

+ ((L2PcInstance) character).broadcastUserInfo();

+ if ((character instanceof L2PlayableInstance && _target.equalsIgnoreCase("pc") || character instanceof L2PcInstance && _target.equalsIgnoreCase("pc_only") || character instanceof L2MonsterInstance && _target.equalsIgnoreCase("npc")) && _task == null)

+ {

+ _task = ThreadPoolManager.getInstance().scheduleGeneralAtFixedRate(new ApplySkill(/* this */), _initialDelay, _reuse);

+ }

+ }

+ }

+

+ @Override

+ protected void onExit(L2Character character)

+ {

+ if (character instanceof L2PcInstance)

+ {

+ character.setInsideZone(L2Character.ZONE_NOSUMMONFRIEND, false);

+ character.setInsideZone(L2Character.ZONE_NO_HEALER, false);

+ if (isForbiddenClass(((L2PcInstance) character)))

+ {

+ for (L2Skill skill : character.getAllSkills())

+ {

+ switch (skill.getSkillType())

+ {

+ case HEAL:

+ case HEAL_PERCENT:

+ case BALANCE_LIFE:

+ case RESURRECT:

+ character.enableSkill(skill.getId());

+ break;

+ }

+ }

+ }

+

+ ((L2PcInstance) character).setPvpFlag(0);

+ ((L2PcInstance) character).sendMessage("Zona no Flag!!");

+ ((L2PcInstance) character).broadcastUserInfo();

+ }

+ if (_characterList.isEmpty() && _task != null)

+ {

+ _task.cancel(true);

+ _task = null;

+ }

+ }

+

+ public L2Skill getSkill()

+ {

+ return SkillTable.getInstance().getInfo(_skillId, _skillLvl);

+ }

+

+ public String getTargetType()

+ {

+ return _target;

+ }

+

+ public boolean isEnabled()

+ {

+ return _enabled;

+ }

+

+ public int getChance()

+ {

+ return _chance;

+ }

+

+ public void setZoneEnabled(boolean val)

+ {

+ _enabled = val;

+ }

+

+ class ApplySkill implements Runnable

+ {

+ @Override

+ public void run()

+ {

+ if (isEnabled())

+ {

+ for (L2Character temp : _characterList.values())

+ {

+ if (temp != null && !temp.isDead())

+ {

+ if ((temp instanceof L2PlayableInstance && getTargetType().equalsIgnoreCase("pc") || temp instanceof L2PcInstance && getTargetType().equalsIgnoreCase("pc_only") || temp instanceof L2MonsterInstance && getTargetType().equalsIgnoreCase("npc")) && Rnd.get(100) < getChance())

+ {

+ L2Skill skill = null;

+ if ((skill = getSkill()) == null)

+ {

+ System.out.println("ATTENTION: error on zone with id " + getId());

+ System.out.println("Skill " + _skillId + "," + _skillLvl + " not present between skills");

+ }

+ else

+ skill.getEffects(temp, temp);

+ }

+ }

+ }

+ }

+ }

+ }

+

+ public static boolean isForbiddenClass(L2PcInstance player)

+ {

+ if (player.isGM())

+ return false;

+

+ if (_forbiddenClasses == null)

+ return false;

+

+ if (_forbiddenClasses.contains(player.getClassId().getId()))

+ return true;

+

+ return false;

+ }

+

+ public static List<Integer> getForbiddenClasses()

+ {

+ return _forbiddenClasses;

+ }

+

+ @Override

+ public void onDieInside(L2Character character)

+ {

+

+ }

+

+ @Override

+ public void onReviveInside(L2Character character)

+ {

+ onEnter(character);

+ }

+}

Index: head-src/com/l2jfrozen/gameserver/datatables/xml/ZoneData.java

===================================================================

--- head-src/com/l2jfrozen/gameserver/datatables/xml/ZoneData.java (revision 1004)

+++ head-src/com/l2jfrozen/gameserver/datatables/xml/ZoneData.java (working copy)

@@ -55,6 +55,7 @@

import com.l2jfrozen.gameserver.model.zone.type.L2DerbyTrackZone;

import com.l2jfrozen.gameserver.model.zone.type.L2EffectZone;

import com.l2jfrozen.gameserver.model.zone.type.L2FishingZone;

+import com.l2jfrozen.gameserver.model.zone.type.L2FlagZone;

import com.l2jfrozen.gameserver.model.zone.type.L2FortZone;

import com.l2jfrozen.gameserver.model.zone.type.L2JailZone;

import com.l2jfrozen.gameserver.model.zone.type.L2MotherTreeZone;

@@ -283,6 +284,10 @@

{

temp = new L2SwampZone(zoneId);

}

+ else if(zoneType.equals("FlagZone"))

+ {

+ temp = new L2FlagZone(zoneId);

+ }

 

// Check for unknown type

if(temp == null)

#P L2jFrozen_DataPack

Index: data/zones/zone.xml

===================================================================

--- data/zones/zone.xml (revision 1004)

+++ data/zones/zone.xml (working copy)

@@ -275,11 +275,12 @@

<spawn X='17577' Y='170128' Z='-3534'/>

<spawn X='19737' Y='170976' Z='-3583'/>

</zone>

-<zone id='11037' type='Town' shape='Cuboid' minZ='-3500' maxZ='-3400'>

+ <zone id='11037' type='FlagZone' shape='Cuboid' minZ='-3800' maxZ='-3100'>

<stat name='name' val='Primeval Isle'/>

<stat name='townId' val='19'/>

<stat name='taxById' val='8'/>

<stat name='noPeace' val='true'/>

+ <stat name='classes' val='97,105,112' />

<spawn X='10468' Y='-24569' Z='-3645'/>

<spawn X='10928' Y='-24641' Z='-3643'/>

<spawn X='8480' Y='-23706' Z='-3727'/>

 

 

I added this mod above (of the spoiler) and it worked, but when the char leaves the area the skill buga and has that of the rr, would like someone complement to when to leave the zone the skill to return to work?

  • 0
Posted

No clue about why it doesn't work on L2JFrozen, probably they miss some isTeleporting() check and everything is melting. Who knows. You're right about the return it's not needed here, but could be depending how you code it.

 

I wouldn't make all those things anyway, logical way is to restrict teleport from the beginning, not "teleport the dude, then teleport him again once he reached the spot to another location". You just waste ressources.

 

A simple

if (ArraysUtil.contains(classId, ARRAY_TO_CHECK))
{
    player.sendMessage("Blabla");
    return;
}

on 2 places (gatekeeper bypass and SummonFriend skillhandler) is enough to handle the problem.

 

You dont restrict the player to walk (with feet) into this zone though :(

  • 0
Posted (edited)

You dont restrict the player to walk (with feet) into this zone though :(

is simple example for how you can use return command on java ...

if you need more command add it before return ...
 
2 days for 1 return gj boys :)
Edited by pirama
  • 0
Posted (edited)

 

is simple example for how you can use return command on java ...

if you need more command add it before return ...
 
2 days for 1 return gj boys :)

 

Its not return problem as Solomun said ... When the player get teleport the method onExit is taking place.

 

Just frozens problem. i just tried it with the default teleport out (kick) , when a player go in oly arena without playing match.

player going in town but cant move... when i edited with my last example (as acis gots) worked fine.

 

Results: frozen sux

Edited by melron
  • 0
Posted

Its not return problem as Solomun said ... When the player get teleport the method onExit is taking place.

 

Just frozens problem. i just tried it with the default teleport out (kick) , when a player go in oly arena without playing match.

player going in town but cant move... when i edited with my last example (as acis gots) worked fine.

 

Results: frozen sux

code is shit without return ... you use this check for stop the enter on zone, but without return dont stop method onEnter and let it to start flag and other 

[gr] o codikas mpori se kapio pack na douleyh xoris ayto na simeni oti o codikas einai sosta gramenos

kai gia na sto dosw na to katalabis kai me paradigma einai san na min xrisimopihs break se for

public L2PcInstance getMe(L2PcInstance eimai)
{
L2PcInstance player = null;

 for(L2PcInstance egw : listplayers)
 {
   if(egw.equals(eimai)
     player = egw;
 }
 return player;
}

kai

public L2PcInstance getMe(L2PcInstance eimai)
{
L2PcInstance player = null;

 for(L2PcInstance egw : listplayers)
 {
   if(egw.equals(eimai)
   {
     player = egw;
     break;
   }
 }
 return player;
}

tha dosoun to idio apotelesma o sostos tropos einai o deyteros me to break

poso malon stis zone pou meta ton elenxo setaris kai alla ston paixti ... kai ksana lew mpori na douleyh opos les se allo pack ( alla ayto den simeni oti einai kai sosta gramenos o codikas )

  • 0
Posted (edited)

@Pirama

[gr] nai entaksei gia ta upoloipa mporeis na valeis return apla den ton enoiazei afto gia ta title ktlp apo oti eipe.. to movement kai to target skalwne

anyway sto thema teleport exei thema to frozen. Parafta me ton threadpool pou tou edwsa doulevei

 

edit: me return tou to eixa dwsei gia ton logo pou eipes apla to return den tha eftiaxne to provlhma tou

Edited by melron
  • 0
Posted

@Pirama

[gr] nai entaksei gia ta upoloipa mporeis na valeis return apla den ton enoiazei afto gia ta title ktlp apo oti eipe.. to movement kai to target skalwne

anyway sto thema teleport exei thema to frozen. Parafta me ton threadpool pou tou edwsa doulevei

[gr] an den kanw lathos kai me ActionFailed.STATIC_PACKET tha ksekolage ... tespa afoy sas doulepse etsi kai iste ikanopihmeni .. gj :)

  • 0
Posted

 

## Eclipse Workspace Patch 1.0

#P L2jFrozen_GameServer

Index: head-src/com/l2jfrozen/gameserver/model/L2Character.java

===================================================================

--- head-src/com/l2jfrozen/gameserver/model/L2Character.java (revision 1004)

+++ head-src/com/l2jfrozen/gameserver/model/L2Character.java (working copy)

@@ -311,8 +311,8 @@

/** The Constant ZONE_CLANHALL. */

public static final int ZONE_CLANHALL = 16;

 

- /** The Constant ZONE_UNUSED. */

- public static final int ZONE_UNUSED = 32;

+ /** The Constant ZONE_NO_HEALER. */

+ public static final int ZONE_NO_HEALER = 32;

 

/** The Constant ZONE_NOLANDING. */

public static final int ZONE_NOLANDING = 64;

Index: head-src/com/l2jfrozen/gameserver/model/zone/type/L2FlagZone.java

===================================================================

--- head-src/com/l2jfrozen/gameserver/model/zone/type/L2FlagZone.java (revision 0)

+++ head-src/com/l2jfrozen/gameserver/model/zone/type/L2FlagZone.java (working copy)

@@ -0,0 +1,257 @@

+/*

+ * 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.l2jfrozen.gameserver.model.zone.type;

+

+import java.util.List;

+import java.util.concurrent.Future;

+

+import javolution.util.FastList;

+

+import com.l2jfrozen.gameserver.datatables.SkillTable;

+import com.l2jfrozen.gameserver.model.L2Character;

+import com.l2jfrozen.gameserver.model.L2Skill;

+import com.l2jfrozen.gameserver.model.actor.instance.L2MonsterInstance;

+import com.l2jfrozen.gameserver.model.actor.instance.L2PcInstance;

+import com.l2jfrozen.gameserver.model.actor.instance.L2PlayableInstance;

+import com.l2jfrozen.gameserver.model.zone.L2ZoneType;

+import com.l2jfrozen.gameserver.thread.ThreadPoolManager;

+import com.l2jfrozen.util.random.Rnd;

+

+/**

+ * @author Strato

+ * @author Elfocrash (for the correction)

+ */

+public class L2FlagZone extends L2ZoneType

+{

+ private int _skillId;

+ private int _chance;

+ private int _initialDelay;

+ private int _skillLvl;

+ private int _reuse;

+ private boolean _enabled;

+ private String _target;

+ private Future<?> _task;

+ private static List<Integer> _forbiddenClasses = new FastList<Integer>();

+

+ public L2FlagZone(int id)

+ {

+ super(id);

+ _skillId = 1323;

+ _skillLvl = 1;

+ _chance = 100;

+ _initialDelay = 0;

+ _reuse = 30000;

+ _enabled = true;

+ _target = "pc";

+ }

+

+ @Override

+ public void setParameter(String name, String value)

+ {

+ if (name.equals("skillId"))

+ {

+ _skillId = Integer.parseInt(value);

+ }

+ else if (name.equals("skillLvl"))

+ {

+ _skillLvl = Integer.parseInt(value);

+ }

+ else if (name.equals("chance"))

+ {

+ _chance = Integer.parseInt(value);

+ }

+ else if (name.equals("initialDelay"))

+ {

+ _initialDelay = Integer.parseInt(value);

+ }

+ else if (name.equals("default_enabled"))

+ {

+ _enabled = Boolean.parseBoolean(value);

+ }

+ else if (name.equals("target"))

+ {

+ _target = String.valueOf(value);

+ }

+ else if (name.equals("reuse"))

+ {

+ _reuse = Integer.parseInt(value);

+ }

+ else if (name.equals("classes"))

+ {

+ String[] propertySplit = value.split(",");

+ for (String classId : propertySplit)

+ {

+ int classes = Integer.parseInt(classId);

+ _forbiddenClasses.add(classes);

+ }

+ }

+ else

+ {

+ super.setParameter(name, value);

+ }

+ }

+

+ @Override

+ protected void onEnter(L2Character character)

+ {

+ if (character instanceof L2PcInstance)

+ {

+ character.setInsideZone(L2Character.ZONE_NOSUMMONFRIEND, true);

+ character.setInsideZone(L2Character.ZONE_NO_HEALER, true);

+ if (isForbiddenClass(((L2PcInstance) character)))

+ {

+ for (L2Skill skill : character.getAllSkills())

+ {

+ switch (skill.getSkillType())

+ {

+ case HEAL:

+ case HEAL_PERCENT:

+ case BALANCE_LIFE:

+ case RESURRECT:

+ character.disableSkill(skill.getId());

+ break;

+ }

+ }

+ }

+

+ // Set pvp flag

+ ((L2PcInstance) character).setPvpFlag(1);

+ ((L2PcInstance) character).sendMessage("Zona Flag!!!");

+ ((L2PcInstance) character).broadcastUserInfo();

+ if ((character instanceof L2PlayableInstance && _target.equalsIgnoreCase("pc") || character instanceof L2PcInstance && _target.equalsIgnoreCase("pc_only") || character instanceof L2MonsterInstance && _target.equalsIgnoreCase("npc")) && _task == null)

+ {

+ _task = ThreadPoolManager.getInstance().scheduleGeneralAtFixedRate(new ApplySkill(/* this */), _initialDelay, _reuse);

+ }

+ }

+ }

+

+ @Override

+ protected void onExit(L2Character character)

+ {

+ if (character instanceof L2PcInstance)

+ {

+ character.setInsideZone(L2Character.ZONE_NOSUMMONFRIEND, false);

+ character.setInsideZone(L2Character.ZONE_NO_HEALER, false);

+ if (isForbiddenClass(((L2PcInstance) character)))

+ {

+ for (L2Skill skill : character.getAllSkills())

+ {

+ switch (skill.getSkillType())

+ {

+ case HEAL:

+ case HEAL_PERCENT:

+ case BALANCE_LIFE:

+ case RESURRECT:

+ character.enableSkill(skill.getId());

+ break;

+ }

+ }

+ }

+

+ ((L2PcInstance) character).setPvpFlag(0);

+ ((L2PcInstance) character).sendMessage("Zona no Flag!!");

+ ((L2PcInstance) character).broadcastUserInfo();

+ }

+ if (_characterList.isEmpty() && _task != null)

+ {

+ _task.cancel(true);

+ _task = null;

+ }

+ }

+

+ public L2Skill getSkill()

+ {

+ return SkillTable.getInstance().getInfo(_skillId, _skillLvl);

+ }

+

+ public String getTargetType()

+ {

+ return _target;

+ }

+

+ public boolean isEnabled()

+ {

+ return _enabled;

+ }

+

+ public int getChance()

+ {

+ return _chance;

+ }

+

+ public void setZoneEnabled(boolean val)

+ {

+ _enabled = val;

+ }

+

+ class ApplySkill implements Runnable

+ {

+ @Override

+ public void run()

+ {

+ if (isEnabled())

+ {

+ for (L2Character temp : _characterList.values())

+ {

+ if (temp != null && !temp.isDead())

+ {

+ if ((temp instanceof L2PlayableInstance && getTargetType().equalsIgnoreCase("pc") || temp instanceof L2PcInstance && getTargetType().equalsIgnoreCase("pc_only") || temp instanceof L2MonsterInstance && getTargetType().equalsIgnoreCase("npc")) && Rnd.get(100) < getChance())

+ {

+ L2Skill skill = null;

+ if ((skill = getSkill()) == null)

+ {

+ System.out.println("ATTENTION: error on zone with id " + getId());

+ System.out.println("Skill " + _skillId + "," + _skillLvl + " not present between skills");

+ }

+ else

+ skill.getEffects(temp, temp);

+ }

+ }

+ }

+ }

+ }

+ }

+

+ public static boolean isForbiddenClass(L2PcInstance player)

+ {

+ if (player.isGM())

+ return false;

+

+ if (_forbiddenClasses == null)

+ return false;

+

+ if (_forbiddenClasses.contains(player.getClassId().getId()))

+ return true;

+

+ return false;

+ }

+

+ public static List<Integer> getForbiddenClasses()

+ {

+ return _forbiddenClasses;

+ }

+

+ @Override

+ public void onDieInside(L2Character character)

+ {

+

+ }

+

+ @Override

+ public void onReviveInside(L2Character character)

+ {

+ onEnter(character);

+ }

+}

Index: head-src/com/l2jfrozen/gameserver/datatables/xml/ZoneData.java

===================================================================

--- head-src/com/l2jfrozen/gameserver/datatables/xml/ZoneData.java (revision 1004)

+++ head-src/com/l2jfrozen/gameserver/datatables/xml/ZoneData.java (working copy)

@@ -55,6 +55,7 @@

import com.l2jfrozen.gameserver.model.zone.type.L2DerbyTrackZone;

import com.l2jfrozen.gameserver.model.zone.type.L2EffectZone;

import com.l2jfrozen.gameserver.model.zone.type.L2FishingZone;

+import com.l2jfrozen.gameserver.model.zone.type.L2FlagZone;

import com.l2jfrozen.gameserver.model.zone.type.L2FortZone;

import com.l2jfrozen.gameserver.model.zone.type.L2JailZone;

import com.l2jfrozen.gameserver.model.zone.type.L2MotherTreeZone;

@@ -283,6 +284,10 @@

{

temp = new L2SwampZone(zoneId);

}

+ else if(zoneType.equals("FlagZone"))

+ {

+ temp = new L2FlagZone(zoneId);

+ }

 

// Check for unknown type

if(temp == null)

#P L2jFrozen_DataPack

Index: data/zones/zone.xml

===================================================================

--- data/zones/zone.xml (revision 1004)

+++ data/zones/zone.xml (working copy)

@@ -275,11 +275,12 @@

<spawn X='17577' Y='170128' Z='-3534'/>

<spawn X='19737' Y='170976' Z='-3583'/>

</zone>

-<zone id='11037' type='Town' shape='Cuboid' minZ='-3500' maxZ='-3400'>

+ <zone id='11037' type='FlagZone' shape='Cuboid' minZ='-3800' maxZ='-3100'>

<stat name='name' val='Primeval Isle'/>

<stat name='townId' val='19'/>

<stat name='taxById' val='8'/>

<stat name='noPeace' val='true'/>

+ <stat name='classes' val='97,105,112' />

<spawn X='10468' Y='-24569' Z='-3645'/>

<spawn X='10928' Y='-24641' Z='-3643'/>

<spawn X='8480' Y='-23706' Z='-3727'/>

 

 

I added this mod above (of the spoiler) and it worked, but when the char leaves the area the skill buga and has that of the rr, would like someone complement to when to leave the zone the skill to return to work?

 

Could anyone complement this code? So that when leaving the zone the skills come back to work ..

  • 0
Posted

[gr] an den kanw lathos kai me ActionFailed.STATIC_PACKET tha ksekolage ... tespa afoy sas doulepse etsi kai iste ikanopihmeni .. gj :)

 

@Pirama

[gr] nai entaksei gia ta upoloipa mporeis na valeis return apla den ton enoiazei afto gia ta title ktlp apo oti eipe.. to movement kai to target skalwne

anyway sto thema teleport exei thema to frozen. Parafta me ton threadpool pou tou edwsa doulevei

 

edit: me return tou to eixa dwsei gia ton logo pou eipes apla to return den tha eftiaxne to provlhma tou

 

code is shit without return ... you use this check for stop the enter on zone, but without return dont stop method onEnter and let it to start flag and other 

[gr] o codikas mpori se kapio pack na douleyh xoris ayto na simeni oti o codikas einai sosta gramenos

kai gia na sto dosw na to katalabis kai me paradigma einai san na min xrisimopihs break se for

public L2PcInstance getMe(L2PcInstance eimai)
{
L2PcInstance player = null;

 for(L2PcInstance egw : listplayers)
 {
   if(egw.equals(eimai)
     player = egw;
 }
 return player;
}

kai

public L2PcInstance getMe(L2PcInstance eimai)
{
L2PcInstance player = null;

 for(L2PcInstance egw : listplayers)
 {
   if(egw.equals(eimai)
   {
     player = egw;
     break;
   }
 }
 return player;
}

tha dosoun to idio apotelesma o sostos tropos einai o deyteros me to break

poso malon stis zone pou meta ton elenxo setaris kai alla ston paixti ... kai ksana lew mpori na douleyh opos les se allo pack ( alla ayto den simeni oti einai kai sosta gramenos o codikas )

 

 
The error still persists .. could anyone else help? (I.e.
Guest
This topic is now closed to further replies.



  • Posts

    • I fixed it now my friends can join too, with what do you want help with? Also can you upload the interlude client of gx-ext for c4? just to have it because i deleted the rar i just have the folder
    • me ayudas a montar ese pack por que no entiendo tanto es para tener de prueba
    • GX-C4 pack, its ok...just used it.
    • This post originally appeared on MmoGah. Arena Breakout: Infinite is a hardcore tactical extraction shooter that demands precision, patience, and strategy. This guide will walk you through everything a beginner needs to know—from gear and combat to survival and extraction.     What Is Arena Breakout: Infinite? Arena Breakout: Infinite (ABI) is a free-to-play online extraction shooter developed by MoreFun Studios and released on Steam in September 2025. Unlike traditional battle royales, ABI focuses on risk vs. reward rather than being the last one standing. Players enter instanced maps called "raids," where they must scavenge loot, survive enemy encounters, and extract safely.   Core Gameplay Mechanics 1. Raids and Extraction Each raid features 4–6 teams (solo or squad) dropped into a map. The goal is to loot valuable items and extract through designated points. Extraction is not exclusive—multiple teams can leave the map alive. 2. PvPvE Combat You'll face both human players and AI enemies. AI can be unpredictable and deadly, especially in high-tier zones. 3. No Hand-Holding ABI offers no tutorials or guidance. You learn by dying—and surviving.   Gear and Loadouts 1. Choose Wisely Your gear determines your survivability. Armor, helmets, and medical supplies are essential. Weapons vary in recoil, damage, and handling. Start with low-cost rifles like the AKS-74U or MP5. 2. Insurance System You can insure gear to recover it if you die and it isn't looted. Use insurance for expensive items, but don't rely on it blindly. 3. Backpacks and Storage Larger backpacks allow more loot but make you a bigger target. Organize your inventory to quickly access meds and ammo during combat.   Tactical Tips for Beginners 1. Know What to Loot Prioritize high-value items like weapon parts, medical kits, and rare electronics. Learn loot hotspots on each map—warehouses, bunkers, and military zones often yield better gear. 2. Sound Is Everything Footsteps, gunfire, and reloads are loud. Use headphones and move cautiously. Crouch-walking and slow peeking reduce noise and improve stealth. 3. Map Knowledge Study maps offline or in low-risk raids. Learn extraction points, choke zones, and sniper nests. 4. Stamina Management Sprinting drains stamina, which affects aim and movement. Rest in safe zones and avoid overexertion during firefights.   Combat and Survival 1. Engage Smartly Don't chase kills—survival and extraction are the real goals. Use cover, lean mechanics, and suppressive fire to control fights. 2. Healing and Damage ABI features a detailed health system: limbs can be fractured, bleeding, or disabled. Carry splints, bandages, and painkillers. Know how to treat each condition. 3. Death Is a Lesson You will die—a lot. Use each death to learn positioning, gear value, and enemy behavior.   Progression and Economy 1. Free-to-Play Friendly ABI is generous with starter gear and daily rewards. You can earn the currency Arena Breakout: Infinite Koens through successful raids and selling loot. 2. Marketplace Trade gear with other players or sell to vendors. Prices fluctuate—learn market trends to maximize profit. 3. No Skill Trees Unlike similar games, ABI doesn't use operator skills. Progression is gear-based and tactical, not RPG-style.   Settings and Optimization 1. Graphics and Performance Lower shadows and post-processing for better visibility. Use high FPS settings for smoother combat. 2. Keybinds Customize controls for quick access to healing, leaning, and inventory. Practice muscle memory in offline raids. 3. Audio Settings Maximize footstep and gunfire volume. Reduce ambient noise to focus on threats.   Beginner Loadout Recommendation Slot Item Notes Primary Gun AKS-74U or MP5 Low recoil, easy to handle Secondary Pistol (optional) Backup for emergencies Armor Basic Vest Better than nothing Helmet Light Helmet Protects against headshots Backpack Medium Balance between space and size Meds Bandages, Splints Treat bleeding and fractures Ammo 2–3 extra mags Always reload before fights         Final Advice for New Players Start slow: Don't rush into high-tier zones. Learn the basics in low-risk areas. Play with friends: Squad play improves survival and makes learning easier. Watch and learn: Study streamers and guides to understand advanced tactics. Don't hoard: Use your gear. Hoarding leads to stagnation and fear of loss. Extract often: Surviving and extracting builds confidence and resources. Arena Breakout: Infinite is brutal, but deeply rewarding. With patience and practice, you'll evolve from a terrified scavenger to a confident operator. Every raid is a story—make yours one of survival and triumph.
  • Topics

×
×
  • Create New...

AdBlock Extension Detected!

Our website is made possible by displaying online advertisements to our members.

Please disable AdBlock browser extension first, to be able to use our community.

I've Disabled AdBlock