Jump to content
  • 0

Champion Aura


Question

Recommended Posts

  • 0
Posted

Well, Normal and CHampion have same aura with 

writeD(-1); // High Five NPCString ID
			writeS(_title);
			writeD(0x00);
			if (_npc.isChampion())
			{
				writeC(1);
			}
			else
			{
				writeC(0);
			}
			writeD(0x00); // pvp flag
			writeD(0x00); // karma
			

http://5SCSyI6.jpg

  • 0
Posted

Forget about the packet thing. The problem is with the 'Champion' system. Probably is broken or you just added the method by Ur self

  • 0
Posted

Or you simply edited wrong writeC, the comment says it's title color. Try editing this line writeC(_npc.getTeam().getId());

If you have it. Not sure what stands for getTeam for npc but you can try. 

  • 0
Posted (edited)

Ok SweeTs, i post now, all my code,

 

/*
 * Copyright (C) 2004-2015 L2J Server
 * 
 * This file is part of L2J Server.
 * 
 * L2J Server 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.
 * 
 * L2J Server 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.l2jserver.gameserver.network.serverpackets;

import com.l2jserver.Config;
import com.l2jserver.gameserver.data.sql.impl.ClanTable;
import com.l2jserver.gameserver.instancemanager.TownManager;
import com.l2jserver.gameserver.model.L2Clan;
import com.l2jserver.gameserver.model.PcCondOverride;
import com.l2jserver.gameserver.model.actor.L2Character;
import com.l2jserver.gameserver.model.actor.L2Npc;
import com.l2jserver.gameserver.model.actor.L2Summon;
import com.l2jserver.gameserver.model.actor.instance.L2MonsterInstance;
import com.l2jserver.gameserver.model.actor.instance.L2NpcInstance;
import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
import com.l2jserver.gameserver.model.actor.instance.L2TrapInstance;
import com.l2jserver.gameserver.model.skills.AbnormalVisualEffect;
import com.l2jserver.gameserver.model.zone.ZoneId;

public abstract class AbstractNpcInfo extends L2GameServerPacket
{
    protected int _x, _y, _z, _heading;
    protected int _idTemplate;
    protected boolean _isAttackable, _isSummoned;
    protected int _mAtkSpd, _pAtkSpd;
    protected final int _runSpd, _walkSpd;
    protected final int _swimRunSpd, _swimWalkSpd;
    protected final int _flyRunSpd, _flyWalkSpd;
    protected double _moveMultiplier;
    
    protected int _rhand, _lhand, _chest, _enchantEffect;
    protected double _collisionHeight, _collisionRadius;
    protected String _name = "";
    protected String _title = "";
    
    public AbstractNpcInfo(L2Character cha)
    {
        _isSummoned = cha.isShowSummonAnimation();
        _x = cha.getX();
        _y = cha.getY();
        _z = cha.getZ();
        _heading = cha.getHeading();
        _mAtkSpd = cha.getMAtkSpd();
        _pAtkSpd = cha.getPAtkSpd();
        _moveMultiplier = cha.getMovementSpeedMultiplier();
        _runSpd = (int) Math.round(cha.getRunSpeed() / _moveMultiplier);
        _walkSpd = (int) Math.round(cha.getWalkSpeed() / _moveMultiplier);
        _swimRunSpd = (int) Math.round(cha.getSwimRunSpeed() / _moveMultiplier);
        _swimWalkSpd = (int) Math.round(cha.getSwimWalkSpeed() / _moveMultiplier);
        _flyRunSpd = cha.isFlying() ? _runSpd : 0;
        _flyWalkSpd = cha.isFlying() ? _walkSpd : 0;
    }
    
    /**
     * Packet for Npcs
     */
    public static class NpcInfo extends AbstractNpcInfo
    {
        private final L2Npc _npc;
        private int _clanCrest = 0;
        private int _allyCrest = 0;
        private int _allyId = 0;
        private int _clanId = 0;
        private int _displayEffect = 0;
        
        public NpcInfo(L2Npc cha, L2Character attacker)
        {
            super(cha);
            _npc = cha;
            _idTemplate = cha.getTemplate().getDisplayId(); // On every subclass
            _rhand = cha.getRightHandItem(); // On every subclass
            _lhand = cha.getLeftHandItem(); // On every subclass
            _enchantEffect = cha.getEnchantEffect();
            _collisionHeight = cha.getCollisionHeight();// On every subclass
            _collisionRadius = cha.getCollisionRadius();// On every subclass
            _isAttackable = cha.isAutoAttackable(attacker);
            if (cha.getTemplate().isUsingServerSideName())
            {
                _name = cha.getName();// On every subclass
            }
            
            if (_npc.isInvisible())
            {
                _title = "Invisible";
            }
            else if (Config.L2JMOD_CHAMPION_ENABLE && cha.isChampion())
            {
                _title = (Config.L2JMOD_CHAMP_TITLE); // On every subclass
            }
            else if (cha.getTemplate().isUsingServerSideTitle())
            {
                _title = cha.getTemplate().getTitle(); // On every subclass
            }
            else
            {
                _title = cha.getTitle(); // On every subclass
            }
            
            if (Config.SHOW_NPC_LVL && (_npc instanceof L2MonsterInstance))
            {
                String t = "Lv " + cha.getLevel() + (cha.isAggressive() ? "*" : "");
                if (_title != null)
                {
                    t += " " + _title;
                }
                
                _title = t;
            }
            
            // npc crest of owning clan/ally of castle
            if ((cha instanceof L2NpcInstance) && cha.isInsideZone(ZoneId.TOWN) && (Config.SHOW_CREST_WITHOUT_QUEST || cha.getCastle().getShowNpcCrest()) && (cha.getCastle().getOwnerId() != 0))
            {
                int townId = TownManager.getTown(_x, _y, _z).getTownId();
                if ((townId != 33) && (townId != 22))
                {
                    L2Clan clan = ClanTable.getInstance().getClan(cha.getCastle().getOwnerId());
                    _clanCrest = clan.getCrestId();
                    _clanId = clan.getId();
                    _allyCrest = clan.getAllyCrestId();
                    _allyId = clan.getAllyId();
                }
            }
            
            _displayEffect = cha.getDisplayEffect();
        }
        
        @Override
        protected void writeImpl()
        {
            writeC(0x0c);
            writeD(_npc.getObjectId());
            writeD(_idTemplate + 1000000); // npctype id
            writeD(_isAttackable ? 1 : 0);
            writeD(_x);
            writeD(_y);
            writeD(_z);
            writeD(_heading);
            writeD(0x00);
            writeD(_mAtkSpd);
            writeD(_pAtkSpd);
            writeD(_runSpd);
            writeD(_walkSpd);
            writeD(_swimRunSpd);
            writeD(_swimWalkSpd);
            writeD(_flyRunSpd);
            writeD(_flyWalkSpd);
            writeD(_flyRunSpd);
            writeD(_flyWalkSpd);
            writeF(_moveMultiplier);
            writeF(_npc.getAttackSpeedMultiplier());
            writeF(_collisionRadius);
            writeF(_collisionHeight);
            writeD(_rhand); // right hand weapon
            writeD(_chest);
            writeD(_lhand); // left hand weapon
            writeC(1); // name above char 1=true ... ??
            writeC(_npc.isRunning() ? 1 : 0);
            writeC(_npc.isInCombat() ? 1 : 0);
            writeC(_npc.isAlikeDead() ? 1 : 0);
            writeC(_isSummoned ? 2 : 0); // invisible ?? 0=false 1=true 2=summoned (only works if model has a summon animation)
            writeD(-1); // High Five NPCString ID
            writeS(_name);
            writeD(-1); // High Five NPCString ID
            writeS(_title);
            writeD(0x00);
            writeD(0x00); // pvp flag
            writeD(0x00); // karma
            
            writeD(_npc.isInvisible() ? _npc.getAbnormalVisualEffects() | AbnormalVisualEffect.STEALTH.getMask() : _npc.getAbnormalVisualEffects());
            writeD(_clanId); // clan id
            writeD(_clanCrest); // crest id
            writeD(_allyId); // ally id
            writeD(_allyCrest); // all crest
            
            writeC(_npc.isInsideZone(ZoneId.WATER) ? 1 : _npc.isFlying() ? 2 : 0); // C2
            
            writeC(_npc.getTeam().getId());
            writeF(_collisionRadius);
            writeF(_collisionHeight);
            writeD(_enchantEffect); // C4
            writeD(_npc.isFlying() ? 1 : 0); // C6
            
            
            writeD(_npc.getColorEffect()); // CT1.5 Pet form and skills, Color effect
            writeC(_npc.isTargetable() ? 0x01 : 0x00);
            writeC(_npc.isShowName() ? 0x01 : 0x00);
            writeD(_npc.getAbnormalVisualEffectSpecial());
            writeD(_displayEffect);
        }
        
        /**
         * @param object
         */
    }
    
    public static class TrapInfo extends AbstractNpcInfo
    {
        private final L2TrapInstance _trap;
        
        public TrapInfo(L2TrapInstance cha, L2Character attacker)
        {
            super(cha);
            
            _trap = cha;
            _idTemplate = cha.getTemplate().getDisplayId();
            _isAttackable = cha.isAutoAttackable(attacker);
            _rhand = 0;
            _lhand = 0;
            _collisionHeight = _trap.getTemplate().getfCollisionHeight();
            _collisionRadius = _trap.getTemplate().getfCollisionRadius();
            if (cha.getTemplate().isUsingServerSideName())
            {
                _name = cha.getName();
            }
            _title = cha.getOwner() != null ? cha.getOwner().getName() : "";
        }
        
        @Override
        protected void writeImpl()
        {
            writeC(0x0c);
            writeD(_trap.getObjectId());
            writeD(_idTemplate + 1000000); // npctype id
            writeD(_isAttackable ? 1 : 0);
            writeD(_x);
            writeD(_y);
            writeD(_z);
            writeD(_heading);
            writeD(0x00);
            writeD(_mAtkSpd);
            writeD(_pAtkSpd);
            writeD(_runSpd);
            writeD(_walkSpd);
            writeD(_swimRunSpd);
            writeD(_swimWalkSpd);
            writeD(_flyRunSpd);
            writeD(_flyWalkSpd);
            writeD(_flyRunSpd);
            writeD(_flyWalkSpd);
            writeF(_moveMultiplier);
            writeF(_trap.getAttackSpeedMultiplier());
            writeF(_collisionRadius);
            writeF(_collisionHeight);
            writeD(_rhand); // right hand weapon
            writeD(_chest);
            writeD(_lhand); // left hand weapon
            writeC(1); // name above char 1=true ... ??
            writeC(1);
            writeC(_trap.isInCombat() ? 1 : 0);
            writeC(_trap.isAlikeDead() ? 1 : 0);
            writeC(_isSummoned ? 2 : 0); // invisible ?? 0=false 1=true 2=summoned (only works if model has a summon animation)
            writeD(-1); // High Five NPCString ID
            writeS(_name);
            writeD(-1); // High Five NPCString ID
            writeS(_title);
            writeD(0x01); // title color 0 = client default
            
            writeD(_trap.getPvpFlag());
            writeD(_trap.getKarma());
            
            writeD(_trap.isInvisible() ? _trap.getAbnormalVisualEffects() | AbnormalVisualEffect.STEALTH.getMask() : _trap.getAbnormalVisualEffects());
            writeD(0x00); // clan id
            writeD(0x00); // crest id
            writeD(0000); // C2
            writeD(0000); // C2
            writeC(0000); // C2
            
            writeC(_trap.getTeam().getId());
            
            writeF(_collisionRadius);
            writeF(_collisionHeight);
            writeD(0x00); // C4
            writeD(0x00); // C6
            writeD(0x00);
            writeD(0);// CT1.5 Pet form and skills
            writeC(0x01);
            writeC(0x01);
            writeD(0x00);
        }
    }
    
    /**
     * Packet for summons.
     */
    public static class SummonInfo extends AbstractNpcInfo
    {
        private final L2Summon _summon;
        private final int _form;
        private final int _val;
        
        public SummonInfo(L2Summon cha, L2Character attacker, int val)
        {
            super(cha);
            _summon = cha;
            _val = val;
            _form = cha.getFormId();
            
            _isAttackable = cha.isAutoAttackable(attacker);
            _rhand = cha.getWeapon();
            _lhand = 0;
            _chest = cha.getArmor();
            _enchantEffect = cha.getTemplate().getWeaponEnchant();
            _name = cha.getName();
            _title = (cha.getOwner() != null) && cha.getOwner().isOnline() ? cha.getOwner().getName() : "";
            _idTemplate = cha.getTemplate().getDisplayId();
            _collisionHeight = cha.getTemplate().getfCollisionHeight();
            _collisionRadius = cha.getTemplate().getfCollisionRadius();
            setInvisible(cha.isInvisible());
        }
        
        @Override
        protected void writeImpl()
        {
            boolean gmSeeInvis = false;
            if (isInvisible())
            {
                final L2PcInstance activeChar = getClient().getActiveChar();
                if ((activeChar != null) && activeChar.canOverrideCond(PcCondOverride.SEE_ALL_PLAYERS))
                {
                    gmSeeInvis = true;
                }
            }
            
            writeC(0x0c);
            writeD(_summon.getObjectId());
            writeD(_idTemplate + 1000000); // npctype id
            writeD(_isAttackable ? 1 : 0);
            writeD(_x);
            writeD(_y);
            writeD(_z);
            writeD(_heading);
            writeD(0x00);
            writeD(_mAtkSpd);
            writeD(_pAtkSpd);
            writeD(_runSpd);
            writeD(_walkSpd);
            writeD(_swimRunSpd);
            writeD(_swimWalkSpd);
            writeD(_flyRunSpd);
            writeD(_flyWalkSpd);
            writeD(_flyRunSpd);
            writeD(_flyWalkSpd);
            writeF(_moveMultiplier);
            writeF(_summon.getAttackSpeedMultiplier());
            writeF(_collisionRadius);
            writeF(_collisionHeight);
            writeD(_rhand); // right hand weapon
            writeD(_chest);
            writeD(_lhand); // left hand weapon
            writeC(0x01); // name above char 1=true ... ??
            writeC(0x01); // always running 1=running 0=walking
            writeC(_summon.isInCombat() ? 1 : 0);
            writeC(_summon.isAlikeDead() ? 1 : 0);
            writeC(_val); // invisible ?? 0=false 1=true 2=summoned (only works if model has a summon animation)
            writeD(-1); // High Five NPCString ID
            writeS(_name);
            writeD(-1); // High Five NPCString ID
            writeS(_title);
            
            writeD(_summon.getPvpFlag());
            writeD(_summon.getKarma());
            
            writeD(gmSeeInvis ? _summon.getAbnormalVisualEffects() | AbnormalVisualEffect.STEALTH.getMask() : _summon.getAbnormalVisualEffects());
            
            writeD(0x00); // clan id
            writeD(0x00); // crest id
            writeD(0x00); // C2
            writeD(0x00); // C2
            writeC(_summon.isInsideZone(ZoneId.WATER) ? 1 : _summon.isFlying() ? 2 : 0); // C2
            
            writeC(_summon.getTeam().getId());
            
            writeF(_collisionRadius);
            writeF(_collisionHeight);
            writeD(_enchantEffect); // C4
            writeD(0x00); // C6
            writeD(0x00);
            writeD(_form); // CT1.5 Pet form and skills
            writeC(0x01);
            writeC(0x01);
            writeD(_summon.getAbnormalVisualEffectSpecial());
        }
    }
}
 

 

 

 

And tell me exactly where i put 

 

 

if (_npc.isChampion())
			{
				writeC(0);
			}
			else
			{
				writeC(1);
			}

Help me this time, or give me a suggestion, I want to close this topic. And i want to solve it :((

Edited by InFocus
  • 0
Posted

try this

 

-			writeC(_npc.getTeam().getId());
+			writeC(_npc.isChampion? Config.CHAMPION_AURA_TYPE : _npc.getTeam().getId());

 

  • 0
Posted
15 hours ago, melron said:

try this

 


-			writeC(_npc.getTeam().getId());
+			writeC(_npc.isChampion? Config.CHAMPION_AURA_TYPE : _npc.getTeam().getId());

 

writeC(_npc.isChampion() ? Config.CHAMPION_AURA_TYPE : _npc.getTeam().getId());

and with this setting , 

http://DmF63w7.jpg

 

  • 0
Posted

This one is the correct. If it does not work then, either the config is not parsed or the method for champion is wrong

  • 0
Posted (edited)

And what i can do ? What i can modify?

This is in Config.java

CHAMPION_AURA_TYPE = NPC.getInt("ChampionAuraType", 0);

Edited by InFocus
  • 0
Posted

Eh, you are showing us monsters.. but the config is for CHAMPION. Does those mobs are champions?! NO, I don't think so. So, until you don't find a champion monster, you can't say if it's working or not. So, simply change the line to 1 or 2, to give aura for all monsters - if you see the aura, the line is LEGIT and your champion config sux balls, you are wasting our time showing normal monster. Which means, you are...

  • 0
Posted

When monster is a champion, you should see a title "Champion". Check champion settings, enable, chage chance, set proper level range. If it's broken, it's broken.

Guest
This topic is now closed to further replies.



  • Posts

    • Hello everyone, I am looking to purchase a Premium Lineage 2 High Five server pack. My main requirements are: Stability & Quality (Most Important): The pack must be highly stable with no system errors or major bugs. Custom Features: It must include ready-to-use custom features such as a fully functional Community Board, custom NPC Buffers, and Custom Item Sellers (GM Shops), etc. Complete Files: It is absolutely necessary that the full source code (src) and complete Geodata are included. If you are selling a pack that meets these criteria, please send me a PM or leave a reply with the following information: Brief details and key features of the pack Price Test server availability (I would like to test it before buying) Thank you!
    • L2jmobiusDevClon — Classic Interlude p110 Emulator L2jmobiusDevClon is actively developing a Lineage 2 Classic Interlude p110 emulator. Development is done in free time with a strong focus on: • Stability • Authentic Classic mechanics • Clean and optimized architecture The project is based on the L2jMobius source and is continuously evolving and improving. System Requirements: • Java 25 • MariaDB 12.0 • Client p110 Current Revision: 3.0 Development Status: Active Distribution: Free Official Website: https://www.l2jmobiusdevclon.pp.ua Discord Server: https://discord.gg/23a9S8g4Bn Contact: Telegram — @L2jmobiusDevClon Also available via private messages Project Goals: ✔ Improved stability ✔ Maximum Classic accuracy ✔ Core optimization We are currently looking for: • Testers • Server administrators Suggestions, bug reports, and ideas are always welcome. Contact us via: ✔ Discord ✔ Telegram ✔ Private Messages
    • i guess loading only the effects that are needed it will maybe work, like removing from reshade shader folder the ones that are not needed, depends on the pc also i guess, also limithing the game at 30fps can be better maybe
    • Up   SELL CHARACTERS L2 REBORN FRANZ x1     destroyer 74 lvl naked - 120 euro sws 71 lvl naked - 120 euro pp 66 skills - 120 euro se 64 lvl - 90 euro   Characters are legit with mail   i can wtt the characters for adena server franz   sell adena franz 250kk stock     add discord topeseller4081  
  • Topics

×
×
  • Create New...

Important Information

This community uses essential cookies to function properly. Non-essential cookies and third-party services are used only with your consent. Read our Privacy Policy and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..