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Hello MaxCheaters..i am new on java codes and i was wondering if it is possible to write a code when a party of 5+ players get into the party zone and 1-2 of them die (dont res  them and they press to village) and the party get lower than ex. 5 players to teleport them all back to teleport spot.. thanks in advance !

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Posted (edited)

Dimensional Rift already got that. See occurences of killRift().

 

On aCis I introduced Party#wipedOut for easy check.

 

Some tips :

  • If you don't have rooms to teleport in, you have to run it eventless, using a task (ThreadPool / ThreadPoolManager).
  • You  have to track party disband.
Edited by Tryskell
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Posted

Hello Tryskell..i am newbe on java codes and i dont know much ... i cant do the party check i asked..if you could help me somehow i would apreciate it..

On 6/20/2020 at 2:40 PM, Tryskell said:

Dimensional Rift already got that. See occurences of killRift().

 

On aCis I introduced Party#wipedOut for easy check.

 

Some tips :

  • If you don't have rooms to teleport in, you have to run it eventless, using a task (ThreadPool / ThreadPoolManager).
  • You  have to track party disband.

 

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Posted (edited)

Basically, on every player death (Player#doDie), you check, in the order

  • if he's in a party (Player#isInParty / getParty() != null) ;
  • if true, you interrogate your zone system (ZoneManager#getAllZones(ZoneType.class) to see if you're registered on such zone
  • if yes (!= null), you iterate getParty() members - since you checked before, you know it's already not null - and you count who is dead and who isn't.
  • For whatever condition you decide (I would say, party size() - 1 as dead people) you Player#teleportTo(TeleportType.TOWN).

 

As I said higher, you also have to check Party#disband and Party#removePartyMember

 

I traditionally don't share any code, only logic. If someone wants to code it for you for free, up to him :).

Edited by Tryskell
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Posted
On 6/29/2020 at 9:47 AM, Tryskell said:

Basically, on every player death (Player#doDie), you check, in the order

  • if he's in a party (Player#isInParty / getParty() != null) ;
  • if true, you interrogate your zone system (ZoneManager#getAllZones(ZoneType.class) to see if you're registered on such zone
  • if yes (!= null), you iterate getParty() members - since you checked before, you know it's already not null - and you count who is dead and who isn't.
  • For whatever condition you decide (I would say, party size() - 1 as dead people) you Player#teleportTo(TeleportType.TOWN).

 

As I said higher, you also have to check Party#disband and Party#removePartyMember

 

I traditionally don't share any code, only logic. If someone wants to code it for you for free, up to him :).

how much will it cost to do it? i will pay you for it. for interlude l2jfrozen 

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