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Celestial/Barrier Problem.


Question

Posted

L2jfrozen/1004 interlude.

If you have celestial on and you cast sonic barrier or another celestial type , after the first celestial worn out the second one doesn't continue  giving you invulnerability.

I guess is core sided so tell me what else I need to post.

EffectInvincible.java
 

/*
 * 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.
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 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
 * 02111-1307, USA.
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 */
package com.l2jfrozen.gameserver.skills.effects;

import com.l2jfrozen.gameserver.model.L2Effect;
import com.l2jfrozen.gameserver.skills.Env;

public class EffectInvincible extends L2Effect
{
	public EffectInvincible(Env env, EffectTemplate template)
	{
		super(env, template);
	}

	@Override
	public EffectType getEffectType()
	{
		return L2Effect.EffectType.INVINCIBLE;
	}

	@Override
	public void onStart()
	{
		getEffected().setIsInvul(true);
	}

	@Override
	public boolean onActionTime()
	{
		//Commented. But I'm not really sure about this, could cause some bugs.
		//getEffected().setIsInvul(false);
		return false;
	}

	@Override
	public void onExit()
	{
		getEffected().setIsInvul(false);
	}
}



 

6 answers to this question

Recommended Posts

  • 0
Posted

Not sure but shouldn't one buff override another? That would solve it.

Problem is the onExit, setting char false for invul. Not taking into consideration the second celestial.

  • 0
Posted

The structure is bad, but you can check the method onExit if the same skill type exists and if yes, simply don't remove the invul

  • 0
Posted
21 hours ago, SweeTs said:

Not sure but shouldn't one buff override another? That would solve it.

Problem is the onExit, setting char false for invul. Not taking into consideration the second celestial.

even when I add stacktypes and one overrides the other the problem still exists.

 

 

20 hours ago, melron said:

The structure is bad, but you can check the method onExit if the same skill type exists and if yes, simply don't remove the invul

How can I fix this??

I changed

public void onExit()
	{
		getEffected().setIsInvul(false);

to

public void onExit()
	{
		getEffected().setIsInvul(true);

and it does work even if another celestial is active but you stay invul even if the skill effect stop which is why is false I guess.

  • 0
Posted

Same stackType won't fix that if you think about. What's happening is 

 

Active skill, set invul true > cast new skill, set invul true > in the same time, old skill launches onExit which sets invul false.

 

I suppose.

 

Devilish code ]:->

 

So yeah, looping your active buffs, checking for still type is the way, easiest way so far.

  • 0
Posted
2 hours ago, SweeTs said:

Same stackType won't fix that if you think about. What's happening is 

 

Active skill, set invul true > cast new skill, set invul true > in the same time, old skill launches onExit which sets invul false.

 

I suppose.

 

Devilish code ]:->

 

So yeah, looping your active buffs, checking for still type is the way, easiest way so far.

And how do I do that?

  • 0
Posted
5 hours ago, SweeTs said:

Loop your active buffs, check for specific skill type

You can find several examples over sources. If you find skill, do nothing else set invul false.

 

Hint

for (L2Effect

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