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Posted (edited)
package net.sf.l2j.gameserver.scripting.scripts.ai.group;

import net.sf.l2j.gameserver.model.actor.Attackable;
import net.sf.l2j.gameserver.model.actor.Npc;
import net.sf.l2j.gameserver.model.actor.instance.Player;
import net.sf.l2j.gameserver.scripting.EventType;
import net.sf.l2j.gameserver.scripting.scripts.ai.L2AttackableAIScript;

/**
 * @author Reborn12
 *
 */
public class PartyZonePolymorph extends L2AttackableAIScript
{
		private static final int[] MONSTER_IDS =
		{
			1009, //Stage 1 spawn
			1010, //Stage 2 spawn
			1011, //Stage 3 spawn
		};
		
	public PartyZonePolymorph()
	{
		super("ai/group");
	}
	
	@Override
	protected void registerNpcs()
	{
		addEventIds(MONSTER_IDS, EventType.ON_KILL);
	}
	
	@Override
	public String onKill(Npc npc, Player killer, boolean isPet)
	{
	switch (npc.getNpcId())
		{
			case 1009:
			{
				final Attackable newNpc = (Attackable) addSpawn(1010, npc, true, 0, false);
				attack(newNpc, killer);
 			 break;
			}
			case 1010:
			{
				final Attackable newNpc = (Attackable) addSpawn(1011, npc, true, 0, false);
				attack(newNpc, killer);
  				break;
			}
				
		}
		return super.onKill(npc, killer, isPet);
	}
}

 

Edited by Reborn12
  • Thanks 2
Posted

Nice one reborn ;)

 

You could add a despawn in case they dont kill the next mob (this can be like the classic anti-bot protection where a mob appearing with 1kk p.def and 1kk p.atk :P )

 

finally you can write your onKill like this

 

	@Override
	public String onKill(Npc npc, Player killer, boolean isPet)
	{
		switch (npc.getNpcId())
		{
			case 1009:
			case 1010:
			{
				final Attackable newNpc = (Attackable) addSpawn(npc.getNpcId()+1, npc, true, 0, false);
				attack(newNpc, killer);
				break;
			}	
		}
		return super.onKill(npc, killer, isPet);
	}

 

Posted

So each time you make a case you will use repeatedly code? So if i use 100 cases i'll rewrite the variable over and over?

The whole code can be done in 2 lines.

Posted
1 minute ago, melron said:

Nice one reborn ;)

 

You could add a despawn in case they dont kill the next mob (this can be like the classic anti-bot protection where a mob appearing with 1kk p.def and 1kk p.atk :P )

 

finally you can write your onKill like this

 


	@Override
	public String onKill(Npc npc, Player killer, boolean isPet)
	{
		switch (npc.getNpcId())
		{
			case 1009:
			case 1010:
			{
				final Attackable newNpc = (Attackable) addSpawn(npc.getNpcId()+1, npc, true, 0, false);
				attack(newNpc, killer);
				break;
			}	
		}
		return super.onKill(npc, killer, isPet);
	}

 

anyone can take it and do it what he wants..i was liked this way and i did this way...i like retails :P

Posted
1 minute ago, Reborn12 said:

anyone can take it and do it what he wants..i was liked this way and i did this way...i like retails :P

Sure yeah. You will just receive some pms to add this thing for them :D

 

p.s move 'break' inside of cases

Posted
2 minutes ago, melron said:

Sure yeah. You will just receive some pms to add this thing for them :D

 

p.s move 'break' inside of cases

didnt noticed that :D

  • Haha 1
Posted
11 minutes ago, .Elfocrash said:

Oh my god you noticed an open-close principle violation. I'm proud of you! (Not sarcastic, seriously good job)

What your opinion about 

Arrays.asList(MONSTER_IDS).contains(npc.getId())

Enlight us :'(

Posted
1 minute ago, Kara` said:

What your opinion about 


Arrays.asList(MONSTER_IDS).contains(npc.getId())

Enlight us :'(

 

it is actually useless check since onKill function is called based on MONSTER_IDS ids . so its always true this line and we dont want it.

addEventIds(MONSTER_IDS, EventType.ON_KILL);

 

it can be in one line as you mentioned (i thought it too) but he wants to skip the MONSTER_ID[2] polymorph since it is the last morph :p

 

another struture of this function:

 

public String onKill(Npc npc, Player killer, boolean isPet)
{
	if (npc.getNpcId() == MONSTER_IDS[0] || npc.getNpcId() == MONSTER_IDS[1])
		attack((Attackable) addSpawn(npc.getNpcId()+1, npc, true, 0, false), killer);
	return super.onKill(npc, killer, isPet);
}

 

Posted (edited)
15 minutes ago, .Elfocrash said:

No reason for shitty switches and clunky if statements

 

You need if because if the mob with ID 1011 will die we dont want upgrade thats why i used my if and checking 2 ints

 

also i have two questions that i dont understand.

 

1) why you used poll since you get the head of the list

2) where do you spawn the next id based on the previous one?

 

p.s actually the 3rd id is useless to register it on kill case... and its about 2-3 lines the whole code

Edited by melron
Posted (edited)
9 minutes ago, .Elfocrash said:

The the queue is empty you don't spawn a new one

 

1) you get the head and you remove so you start from 1009 and you go to the next which is 1010 etc

2) poll will give you the head which is the next of the current one before it was polled in the previous kill

 

 

(I haven't checked if l2j treats L2AttackableAIScript as an instance per mob. If it doesn't then my code won't work. If it does, I see no reason why it wouldnt)

yeah it does as i checked with my script some days ago.

 

'I think'

Your code as code could work like that:

package net.sf.l2j;


import net.sf.l2j.gameserver.model.actor.Attackable;
import net.sf.l2j.gameserver.model.actor.Npc;
import net.sf.l2j.gameserver.model.actor.instance.Player;
import net.sf.l2j.gameserver.scripting.EventType;
import net.sf.l2j.gameserver.scripting.scripts.ai.L2AttackableAIScript;

import java.util.LinkedList;
import java.util.Queue;

/**
 * @author Reborn12
 *
 */
public class PartyZonePolymorph extends L2AttackableAIScript
{
    private final Queue<Integer> monsterIds = new LinkedList<>();

    public PartyZonePolymorph()
    {
        super("ai/group");
    }

    @Override
    protected void registerNpcs()
    {
        monsterIds.add(1009);
        monsterIds.add(1010);
        addEventIds(monsterIds, EventType.ON_KILL);
    }

    @Override
    public String onKill(Npc npc, Player killer, boolean isPet)
    {
        if(monsterIds.size() == 0)
            return super.onKill(npc, killer, isPet);

        Attackable newNpc = (Attackable) addSpawn(monsterIds.poll() +1, npc, true, 0, false);
        attack(newNpc, killer);
        return super.onKill(npc, killer, isPet);
    }
}

correct me if im wrong. The one you posted will spawn the same mob when a mob die (we need the next upgrade) +1

 

also the monsterIds.add(1011); is useless :P

Edited by melron

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