Jump to content

Recommended Posts

Posted (edited)

As title says, simulating the damage u make vs the target. Currently works only for players (self too) . It's up to you if u want to add more creature instances. By default all simulations use ss/bss except bare hand hits.

 

Known Issues* Simulation for chargeable physical  (ex.tyrant,duelist) skills is not precise (auto hits,magical skills work fine).

 

Requirements: Your own menu + menu handlers ( i made a share for that).

If u use my menu handler add this to UsermenuHandler.java

+else if(command.startsWith("_menuSimulation") || command.startsWith("_menuSelectSkill") || +command.startsWith("_menuDoSim")){
+			DamageSimulator.getInstance().parseCmd(command, activeChar);
+}

 

DamageSimulation.java

DimSim.java

SimManager.java

simulation.html

 

Video with normal hits

Video with skills

Edited by LordPanic
  • Upvote 1
Posted

seus comando nada abre eu tentei refazer-lo mais nao adianto nao abre html nem funciona no st

 

DmgSim

package DamageSimulator;

import java.util.ArrayList;
import java.util.List;

import net.sf.l2j.commons.lang.StringUtil;

import net.sf.l2j.gameserver.communitybbs.manager.BaseBBSManager;
import net.sf.l2j.gameserver.data.cache.HtmCache;
import net.sf.l2j.gameserver.enums.items.WeaponType;
import net.sf.l2j.gameserver.enums.skills.ShieldDefense;
import net.sf.l2j.gameserver.model.actor.Player;
import net.sf.l2j.gameserver.skills.Formulas;
import net.sf.l2j.gameserver.skills.L2Skill;

/**
 * @author BAN L2JDEV
 *
 */
public class DmgSim
{
	private final List<L2Skill> _skills = new ArrayList<>();
	private int _skillID = 0;
	private Player _target = null;
	private String _attackType = "";
	protected static final String CB_PATH = "config/Dev/Html/";
	public DmgSim(){
		
	}
	
	public void showSimPage(Player player){
		getPlayerskills(player);
		final StringBuilder sb = new StringBuilder();
		int i = 0;
		
		StringUtil.append(sb, "<font color=b09979>Available Skills</font> <br><center><table width=260>");
		for(L2Skill skill : _skills){
			final boolean isNextLine = i % 6 == 0;
			if (isNextLine)
				sb.append("<tr>");
			StringUtil.append(sb,displayIcons(skill));
			if (isNextLine)
				sb.append("</tr>");
			i++;
		}
		StringUtil.append(sb, "</center></table><br>");
		StringUtil.append(sb, selectedSkill(_skillID));
		StringUtil.append(sb, "<table width=170><tr><td><center><font color=b09979>Target</font></center></td><td><font color=b09979>Attack Type</font></td></tr>" +
			"<tr><td><edit var=target width=80 height=10></td><td><combobox width=70 height=10 var=atktype list=AUTOHIT;MAGICAL;PHYSICAL</td></tr></table><br><br>");
		StringUtil.append(sb, damageDisplay(player,_target));
		StringUtil.append(sb, "<button value=\"Simulate\" action=\"bypass -h _menuDoSim ", _skillID, " $atktype $target\" width=55 height=15 back=\"sek.cbui94\" fore=\"sek.cbui92\">");
		
		String html = HtmCache.getInstance().getHtm(CB_PATH + "admin/simulation.htm");
		html = html.replaceAll("%simpage%", sb.toString());
		BaseBBSManager.separateAndSend(html, player);
	}
	
	
	private L2Skill idToSkillConv(int skillID){
		for(L2Skill skill : _skills){
			if(skill.getId() == skillID){
				return skill;
			}
		}
		return null;
	}
	
	private static String calcDamage(Player activePlayer,L2Skill skill,Player target,String atkType){
		String dmgMsg = "";
		int damage = 0;
		
		boolean pCrit = Formulas.calcCrit(activePlayer.getStatus().getCriticalHit(target, null));
		ShieldDefense shld = Formulas.calcShldUse(activePlayer, target, skill, true);
		boolean mCrit = Formulas.calcCrit(activePlayer.getStatus().getMCriticalHit(target, skill));
		final WeaponType weapon = activePlayer.getAttackType();
		
		
		switch(atkType){
			case "AUTOHIT":
				damage = getAutohitDmg(activePlayer,target,shld,pCrit, weapon);
				if(pCrit)
					dmgMsg = "<font color=b09979>You used</font> <font color=LEVEL>Normal Hit</font><br1> <font color=LEVEL> Critical</font> <font color=26BEF5>" + damage + "</font> <font color=b09979>damage to</font> <font color=26BEF5>" + target.getName() + "</font><br>";
				else if(shld != null)
					dmgMsg = "<font color=b09979>You used</font> <font color=LEVEL>Normal Hit</font><br1> <font color=D02B2B> Shield Block</font> <font color=26BEF5>" + damage + "</font> <font color=b09979>damage to</font> <font color=26BEF5>" + target.getName() + "</font><br>";
				else
					dmgMsg = "<font color=b09979>You used</font> <font color=LEVEL>Normal Hit</font><br1> <font color=26BEF5> " + damage + "</font> <font color=b09979>damage to</font> <font color=26BEF5>" + target.getName() + "</font><br>";
				break;
			case "MAGICAL":
				if(skill == null)
					dmgMsg = "<font color=b09979>You need to select a skill.</font><br>";
				else
					if(skill.isMagic()) {
						damage = getMagicalDmg(activePlayer,target,skill,shld,mCrit,weapon);
						if(mCrit)
							dmgMsg = "<font color=b09979>You used</font> <font color=LEVEL>" + skill.getName() + "</font><br1><font color=LEVEL> Critical</font> <font color=26BEF5>" + damage + "</font> <font color=b09979>damage to</font> <font color=26BEF5>" + target.getName() + "</font><br>";
						else if(shld != null)
							dmgMsg = "<font color=b09979>You used</font> <font color=LEVEL>" + skill.getName() + "</font><br1><font color=D02B2B> Shield Block</font> <font color=26BEF5>" + damage + "</font> <font color=b09979>damage to</font> <font color=26BEF5>" + target.getName() + "</font><br>";
						else
							dmgMsg = "<font color=b09979>You used</font> <font color=LEVEL>" + skill.getName() + "</font><br1><font color=26BEF5>" + damage + "</font> <font color=b09979>damage to</font> <font color=26BEF5>" + target.getName() + "</font><br>";
					}else
						dmgMsg = "<font color=b09979>Wrong type of skill.</font><br>";
				break;
			case "PHYSICAL":
				if(skill == null)
					dmgMsg = "<font color=b09979>You need to select a skill.</font><br>";
				else
					if(!skill.isMagic()) {
						damage = getPhysicalDmg(activePlayer,target,skill,shld,pCrit,weapon);
						if(pCrit)
							dmgMsg = "<font color=b09979>You used</font> <font color=LEVEL>" + skill.getName() + "</font><br1><font color=LEVEL> Critical</font> <font color=26BEF5> " + damage + "</font> <font color=b09979>damage to</font> <font color=26BEF5>" + target.getName() + "</font><br>";
						else if(shld != null)
							dmgMsg = "<font color=b09979>You used</font> <font color=LEVEL>" + skill.getName() + "</font><br1><font color=D02B2B> Shield Block</font> <font color=26BEF5> " + damage + "</font> <font color=b09979>damage to</font> <font color=26BEF5>" + target.getName() + "</font><br>";
						else
							dmgMsg = "<font color=b09979>You used</font> <font color=LEVEL>" + skill.getName() + "</font><br1><font color=26BEF5> " + damage + "</font> <font color=b09979>damage to</font> <font color=26BEF5>" + target.getName() + "</font><br>";
					}else
						dmgMsg = "<font color=b09979>Wrong type of skill.</font><br>";
				break;
		}
		return dmgMsg;
	}
	
	private void getPlayerskills(Player player){
		for(L2Skill skill : player.getSkills().values()){
			if(skillCondition(skill))
				_skills.add(skill);
		}
	}
	
	/**
	 * Calculate simple hits depending on worn weapon
	 * Currently checking naked hands, duals , dual fists
	 * @param attacker 
	 * @param target 
	 * @param shld 
	 * @param crit 
	 * @param wtype 
	 * @return damage
	 */
	private static int getAutohitDmg(Player attacker,Player target,ShieldDefense shld,boolean crit, WeaponType wtype){
		int damage = 0;
		
		switch(wtype){
			case DUAL:
			case DUALFIST:
				damage = (int) Formulas.calcPhysicalAttackDamage(attacker, target, shld, crit, true) / 2;
				break;
			case FIST:
				damage = (int) Formulas.calcPhysicalAttackDamage(attacker, target, shld, crit, true) / 2;
				break;
			default:
				damage = (int) Formulas.calcPhysicalAttackDamage(attacker, target, shld, crit, true);
				break;
		}
		return damage;
	}
	
	private static int getMagicalDmg(Player attacker,Player target,L2Skill skill,ShieldDefense shield,boolean crit, WeaponType wtype){
		int damage = 0;
		if(wtype == WeaponType.FIST)
			damage = (int) Formulas.calcPhysicalSkillDamage(attacker, target, skill, shield, crit, true);
		else
			damage = (int) Formulas.calcPhysicalSkillDamage(attacker, target, skill, shield, crit, true);
		
		return damage;
	}
	/**
	 * Todo Add condition checks for all physical skill usages ex. dagger for blow type skills etc..etc..
	 * @param attacker 
	 * @param target 
	 * @param skill 
	 * @param shield 
	 * @param crit 
	 * @param wtype 
	 * @return 
	 */
	private static int getPhysicalDmg(Player attacker,Player target,L2Skill skill,ShieldDefense shield,boolean crit, WeaponType wtype){
		int damage = 0;
		if(wtype == WeaponType.FIST)
			damage = 0;
		else
			damage = (int) Formulas.calcPhysicalSkillDamage(attacker, target, skill, shield, crit, true);
		
		return damage;
	}
	
	public String displayIcons(L2Skill skill){
		String tempHolder = "";
		if(skill.getId() < 10)
			tempHolder = "<td><button action=\"bypass -h _menuSelectSkill "+ skill.getId()+ "\" width=32 height=32 back=\"icon.skill000"+skill.getId()+"\" fore=\"icon.skill000"+skill.getId()+"\"></td>";
		else if(skill.getId() < 100)
			tempHolder = "<td><button action=\"bypass -h _menuSelectSkill "+ skill.getId()+ "\" width=32 height=32 back=\"icon.skill00"+skill.getId()+"\" fore=\"icon.skill00"+skill.getId()+"\"></td>";
		else if(skill.getId() < 1000)
			tempHolder = "<td><button action=\"bypass -h _menuSelectSkill "+ skill.getId()+ "\" width=32 height=32 back=\"icon.skill0"+skill.getId()+"\" fore=\"icon.skill0"+skill.getId()+"\"></td>";
		else
			tempHolder = "<td><button action=\"bypass -h _menuSelectSkill "+ skill.getId()+ "\" width=32 height=32 back=\"icon.skill"+skill.getId()+"\" fore=\"icon.skill"+skill.getId()+"\"></td>";
		
		return tempHolder;
	}
	
	/**
	 * Check for the selected skill to display, 0 for the default display msg which is word empty
	 * @param skillid to make the checks
	 * @return the message to display
	 */
	public String selectedSkill(int skillid){
		String result = "";
		if(skillid == 0)
			result = "<font color=b09979>Selected Skill</font> [Empty]<br1>";
		else
			result = "<font color=b09979>Selected Skill</font> [<font color=LEVEL>"+idToSkillConv(skillid).getName()+"</font>]<br1>";
		
		return result;
	}
	
	
	/**
	 * Simple checks for target
	 * @param attacker 
	 * @param target
	 * @return the damage to display if the field is not empty
	 */
	public String damageDisplay(Player attacker,Player target){
		String result = "";
		if(target != null && target instanceof Player){
			result = calcDamage(attacker,idToSkillConv(_skillID),target,_attackType);
		}else
			result = "<br1><font color=b09979>Target field is Empty.</font><br>";
		
		return result;
	}
	
	/**
	 * Which skills to allow for display
	 * @param skill to make checks on
	 * @return true or false
	 */
	public boolean skillCondition(L2Skill skill){
		boolean tempHolder = false;
		switch(skill.getSkillType()){
			case CHARGEDAM:
			case PDAM:
			case MDAM:
			case BLOW:
			case DRAIN:
			case DRAIN_SOUL:
				tempHolder = true;
				break;
			case BLEED:
			case MANADAM:
			case POISON:
			case PASSIVE:
			case DEBUFF:
			case BUFF:
			case WARRIOR_BANE:
			case MAGE_BANE:
			case CANCEL:
			case SUMMON:
			case EXTRACTABLE_FISH:
			case EXTRACTABLE:
			case CREATE_ITEM:
			case DWARVEN_CRAFT:
			case COMMON_CRAFT:
			case GIVE_SP:
			case MANAHEAL_PERCENT:
			case HEAL_PERCENT:
			case MANARECHARGE:
			case HEAL_STATIC:
			case BALANCE_LIFE:
			case MPHOT:
			case HOT:
			case COMBATPOINTHEAL:
			case MANAHEAL:
			case HEAL:
			case WEAKNESS:
			case PARALYZE:
			case MUTE:
			case SLEEP:
			case FEAR:
			case CONFUSION:
			case ROOT:
			case STUN:
				tempHolder = false;
				break;
		}
		return tempHolder;
	}
	
	public void setTarget(Player target){
		_target = target;
	}
	
	public void setAttackType(String atktyp){
		_attackType = atktyp;
	}
	public void setskillIDD(int skillid){
		_skillID = skillid;
	}
	
	public int getskillID(){
		return _skillID;
	}
	
	public Player getTarget(){
		return _target;
	}
	
}

fiz commando admin handler /  voiced handler byass

nada funciona

nao mostra erro em gs

Posted
  On 10/17/2021 at 1:39 PM, L2VANPER said:

seus comando nada abre eu tentei refazer-lo mais nao adianto nao abre html nem funciona no st

 

DmgSim

package DamageSimulator;

import java.util.ArrayList;
import java.util.List;

import net.sf.l2j.commons.lang.StringUtil;

import net.sf.l2j.gameserver.communitybbs.manager.BaseBBSManager;
import net.sf.l2j.gameserver.data.cache.HtmCache;
import net.sf.l2j.gameserver.enums.items.WeaponType;
import net.sf.l2j.gameserver.enums.skills.ShieldDefense;
import net.sf.l2j.gameserver.model.actor.Player;
import net.sf.l2j.gameserver.skills.Formulas;
import net.sf.l2j.gameserver.skills.L2Skill;

/**
 * @author BAN L2JDEV
 *
 */
public class DmgSim
{
	private final List<L2Skill> _skills = new ArrayList<>();
	private int _skillID = 0;
	private Player _target = null;
	private String _attackType = "";
	protected static final String CB_PATH = "config/Dev/Html/";
	public DmgSim(){
		
	}
	
	public void showSimPage(Player player){
		getPlayerskills(player);
		final StringBuilder sb = new StringBuilder();
		int i = 0;
		
		StringUtil.append(sb, "<font color=b09979>Available Skills</font> <br><center><table width=260>");
		for(L2Skill skill : _skills){
			final boolean isNextLine = i % 6 == 0;
			if (isNextLine)
				sb.append("<tr>");
			StringUtil.append(sb,displayIcons(skill));
			if (isNextLine)
				sb.append("</tr>");
			i++;
		}
		StringUtil.append(sb, "</center></table><br>");
		StringUtil.append(sb, selectedSkill(_skillID));
		StringUtil.append(sb, "<table width=170><tr><td><center><font color=b09979>Target</font></center></td><td><font color=b09979>Attack Type</font></td></tr>" +
			"<tr><td><edit var=target width=80 height=10></td><td><combobox width=70 height=10 var=atktype list=AUTOHIT;MAGICAL;PHYSICAL</td></tr></table><br><br>");
		StringUtil.append(sb, damageDisplay(player,_target));
		StringUtil.append(sb, "<button value=\"Simulate\" action=\"bypass -h _menuDoSim ", _skillID, " $atktype $target\" width=55 height=15 back=\"sek.cbui94\" fore=\"sek.cbui92\">");
		
		String html = HtmCache.getInstance().getHtm(CB_PATH + "admin/simulation.htm");
		html = html.replaceAll("%simpage%", sb.toString());
		BaseBBSManager.separateAndSend(html, player);
	}
	
	
	private L2Skill idToSkillConv(int skillID){
		for(L2Skill skill : _skills){
			if(skill.getId() == skillID){
				return skill;
			}
		}
		return null;
	}
	
	private static String calcDamage(Player activePlayer,L2Skill skill,Player target,String atkType){
		String dmgMsg = "";
		int damage = 0;
		
		boolean pCrit = Formulas.calcCrit(activePlayer.getStatus().getCriticalHit(target, null));
		ShieldDefense shld = Formulas.calcShldUse(activePlayer, target, skill, true);
		boolean mCrit = Formulas.calcCrit(activePlayer.getStatus().getMCriticalHit(target, skill));
		final WeaponType weapon = activePlayer.getAttackType();
		
		
		switch(atkType){
			case "AUTOHIT":
				damage = getAutohitDmg(activePlayer,target,shld,pCrit, weapon);
				if(pCrit)
					dmgMsg = "<font color=b09979>You used</font> <font color=LEVEL>Normal Hit</font><br1> <font color=LEVEL> Critical</font> <font color=26BEF5>" + damage + "</font> <font color=b09979>damage to</font> <font color=26BEF5>" + target.getName() + "</font><br>";
				else if(shld != null)
					dmgMsg = "<font color=b09979>You used</font> <font color=LEVEL>Normal Hit</font><br1> <font color=D02B2B> Shield Block</font> <font color=26BEF5>" + damage + "</font> <font color=b09979>damage to</font> <font color=26BEF5>" + target.getName() + "</font><br>";
				else
					dmgMsg = "<font color=b09979>You used</font> <font color=LEVEL>Normal Hit</font><br1> <font color=26BEF5> " + damage + "</font> <font color=b09979>damage to</font> <font color=26BEF5>" + target.getName() + "</font><br>";
				break;
			case "MAGICAL":
				if(skill == null)
					dmgMsg = "<font color=b09979>You need to select a skill.</font><br>";
				else
					if(skill.isMagic()) {
						damage = getMagicalDmg(activePlayer,target,skill,shld,mCrit,weapon);
						if(mCrit)
							dmgMsg = "<font color=b09979>You used</font> <font color=LEVEL>" + skill.getName() + "</font><br1><font color=LEVEL> Critical</font> <font color=26BEF5>" + damage + "</font> <font color=b09979>damage to</font> <font color=26BEF5>" + target.getName() + "</font><br>";
						else if(shld != null)
							dmgMsg = "<font color=b09979>You used</font> <font color=LEVEL>" + skill.getName() + "</font><br1><font color=D02B2B> Shield Block</font> <font color=26BEF5>" + damage + "</font> <font color=b09979>damage to</font> <font color=26BEF5>" + target.getName() + "</font><br>";
						else
							dmgMsg = "<font color=b09979>You used</font> <font color=LEVEL>" + skill.getName() + "</font><br1><font color=26BEF5>" + damage + "</font> <font color=b09979>damage to</font> <font color=26BEF5>" + target.getName() + "</font><br>";
					}else
						dmgMsg = "<font color=b09979>Wrong type of skill.</font><br>";
				break;
			case "PHYSICAL":
				if(skill == null)
					dmgMsg = "<font color=b09979>You need to select a skill.</font><br>";
				else
					if(!skill.isMagic()) {
						damage = getPhysicalDmg(activePlayer,target,skill,shld,pCrit,weapon);
						if(pCrit)
							dmgMsg = "<font color=b09979>You used</font> <font color=LEVEL>" + skill.getName() + "</font><br1><font color=LEVEL> Critical</font> <font color=26BEF5> " + damage + "</font> <font color=b09979>damage to</font> <font color=26BEF5>" + target.getName() + "</font><br>";
						else if(shld != null)
							dmgMsg = "<font color=b09979>You used</font> <font color=LEVEL>" + skill.getName() + "</font><br1><font color=D02B2B> Shield Block</font> <font color=26BEF5> " + damage + "</font> <font color=b09979>damage to</font> <font color=26BEF5>" + target.getName() + "</font><br>";
						else
							dmgMsg = "<font color=b09979>You used</font> <font color=LEVEL>" + skill.getName() + "</font><br1><font color=26BEF5> " + damage + "</font> <font color=b09979>damage to</font> <font color=26BEF5>" + target.getName() + "</font><br>";
					}else
						dmgMsg = "<font color=b09979>Wrong type of skill.</font><br>";
				break;
		}
		return dmgMsg;
	}
	
	private void getPlayerskills(Player player){
		for(L2Skill skill : player.getSkills().values()){
			if(skillCondition(skill))
				_skills.add(skill);
		}
	}
	
	/**
	 * Calculate simple hits depending on worn weapon
	 * Currently checking naked hands, duals , dual fists
	 * @param attacker 
	 * @param target 
	 * @param shld 
	 * @param crit 
	 * @param wtype 
	 * @return damage
	 */
	private static int getAutohitDmg(Player attacker,Player target,ShieldDefense shld,boolean crit, WeaponType wtype){
		int damage = 0;
		
		switch(wtype){
			case DUAL:
			case DUALFIST:
				damage = (int) Formulas.calcPhysicalAttackDamage(attacker, target, shld, crit, true) / 2;
				break;
			case FIST:
				damage = (int) Formulas.calcPhysicalAttackDamage(attacker, target, shld, crit, true) / 2;
				break;
			default:
				damage = (int) Formulas.calcPhysicalAttackDamage(attacker, target, shld, crit, true);
				break;
		}
		return damage;
	}
	
	private static int getMagicalDmg(Player attacker,Player target,L2Skill skill,ShieldDefense shield,boolean crit, WeaponType wtype){
		int damage = 0;
		if(wtype == WeaponType.FIST)
			damage = (int) Formulas.calcPhysicalSkillDamage(attacker, target, skill, shield, crit, true);
		else
			damage = (int) Formulas.calcPhysicalSkillDamage(attacker, target, skill, shield, crit, true);
		
		return damage;
	}
	/**
	 * Todo Add condition checks for all physical skill usages ex. dagger for blow type skills etc..etc..
	 * @param attacker 
	 * @param target 
	 * @param skill 
	 * @param shield 
	 * @param crit 
	 * @param wtype 
	 * @return 
	 */
	private static int getPhysicalDmg(Player attacker,Player target,L2Skill skill,ShieldDefense shield,boolean crit, WeaponType wtype){
		int damage = 0;
		if(wtype == WeaponType.FIST)
			damage = 0;
		else
			damage = (int) Formulas.calcPhysicalSkillDamage(attacker, target, skill, shield, crit, true);
		
		return damage;
	}
	
	public String displayIcons(L2Skill skill){
		String tempHolder = "";
		if(skill.getId() < 10)
			tempHolder = "<td><button action=\"bypass -h _menuSelectSkill "+ skill.getId()+ "\" width=32 height=32 back=\"icon.skill000"+skill.getId()+"\" fore=\"icon.skill000"+skill.getId()+"\"></td>";
		else if(skill.getId() < 100)
			tempHolder = "<td><button action=\"bypass -h _menuSelectSkill "+ skill.getId()+ "\" width=32 height=32 back=\"icon.skill00"+skill.getId()+"\" fore=\"icon.skill00"+skill.getId()+"\"></td>";
		else if(skill.getId() < 1000)
			tempHolder = "<td><button action=\"bypass -h _menuSelectSkill "+ skill.getId()+ "\" width=32 height=32 back=\"icon.skill0"+skill.getId()+"\" fore=\"icon.skill0"+skill.getId()+"\"></td>";
		else
			tempHolder = "<td><button action=\"bypass -h _menuSelectSkill "+ skill.getId()+ "\" width=32 height=32 back=\"icon.skill"+skill.getId()+"\" fore=\"icon.skill"+skill.getId()+"\"></td>";
		
		return tempHolder;
	}
	
	/**
	 * Check for the selected skill to display, 0 for the default display msg which is word empty
	 * @param skillid to make the checks
	 * @return the message to display
	 */
	public String selectedSkill(int skillid){
		String result = "";
		if(skillid == 0)
			result = "<font color=b09979>Selected Skill</font> [Empty]<br1>";
		else
			result = "<font color=b09979>Selected Skill</font> [<font color=LEVEL>"+idToSkillConv(skillid).getName()+"</font>]<br1>";
		
		return result;
	}
	
	
	/**
	 * Simple checks for target
	 * @param attacker 
	 * @param target
	 * @return the damage to display if the field is not empty
	 */
	public String damageDisplay(Player attacker,Player target){
		String result = "";
		if(target != null && target instanceof Player){
			result = calcDamage(attacker,idToSkillConv(_skillID),target,_attackType);
		}else
			result = "<br1><font color=b09979>Target field is Empty.</font><br>";
		
		return result;
	}
	
	/**
	 * Which skills to allow for display
	 * @param skill to make checks on
	 * @return true or false
	 */
	public boolean skillCondition(L2Skill skill){
		boolean tempHolder = false;
		switch(skill.getSkillType()){
			case CHARGEDAM:
			case PDAM:
			case MDAM:
			case BLOW:
			case DRAIN:
			case DRAIN_SOUL:
				tempHolder = true;
				break;
			case BLEED:
			case MANADAM:
			case POISON:
			case PASSIVE:
			case DEBUFF:
			case BUFF:
			case WARRIOR_BANE:
			case MAGE_BANE:
			case CANCEL:
			case SUMMON:
			case EXTRACTABLE_FISH:
			case EXTRACTABLE:
			case CREATE_ITEM:
			case DWARVEN_CRAFT:
			case COMMON_CRAFT:
			case GIVE_SP:
			case MANAHEAL_PERCENT:
			case HEAL_PERCENT:
			case MANARECHARGE:
			case HEAL_STATIC:
			case BALANCE_LIFE:
			case MPHOT:
			case HOT:
			case COMBATPOINTHEAL:
			case MANAHEAL:
			case HEAL:
			case WEAKNESS:
			case PARALYZE:
			case MUTE:
			case SLEEP:
			case FEAR:
			case CONFUSION:
			case ROOT:
			case STUN:
				tempHolder = false;
				break;
		}
		return tempHolder;
	}
	
	public void setTarget(Player target){
		_target = target;
	}
	
	public void setAttackType(String atktyp){
		_attackType = atktyp;
	}
	public void setskillIDD(int skillid){
		_skillID = skillid;
	}
	
	public int getskillID(){
		return _skillID;
	}
	
	public Player getTarget(){
		return _target;
	}
	
}

fiz commando admin handler /  voiced handler byass

nada funciona

nao mostra erro em gs

Expand  

Talk in English please

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.



  • Posts

    • Changeset 410 (3371)   Makers, NpcAi / Desires, Cursed Weapon rework, Bugfixes, Admincommands, Movement, Organization   Makers Fix ghost corpses. Introduce task manager for MultiSpawn spawn schedule. Introduce task managers for Npc respawn and despawn tasks. Add missing random treasurebox maker. NpcAi / Desires AttackableAttack > NpcAttack, allowing ATTACK_FINISHED event over Npc. Merge all reduceWeight from NpcAI operations. Don't broadcast MoveToPawn packet for cast hold scenarii. CH and CP managers use hold cast. Probably way more to add. Rework DesireQueue#addOrUpdate to avoid to generate a List. Drop _isInHitAnimation, avoid twice runAI calls upon attack end animation, save a ThreadPool. Implement Desire#isInvalid, used over the main loop to clean invalid Desires. All sided getDesires().removeIf are dropped, notably over AggroList/HateList. Cursed Weapon rework Fix potential task scheduling issues, reworking the whole layers. Reduce code by 1/3. Use L2OFF formulas/data for item drop rate, staging process. CW end duration now decreases when killing other Players. Bugfixes Revert schedule part from ThreadPool. Fix Pet inventory IU. Ty Denzel for the report. Fix Pet item timestamp reuse delay. Ty artemis for the fix. Disable automatic beastshots when his owner dies. Ty Root for the report. Player cannot craft while casting a skill, nor trade. Ty Root for the report. Add missing weight checks for player/summon pickup, and player craft. Ty Root for the report. Implement /graduatelist command, which displays a list of clan academy graduates for the past week. Ty RooT for the report. Fix PLAYING_FOR_LONG_TIME concept ; rest message is server related, not Player related. Ty RooT for the report. Player should stop movement when opening store. Fix Q351 occurences of itemId 4310 by 4407 one + slight fix. Fix Q365 missing memoState + poison skillId. Ty Root for the report. Fix Q417 Torai despawn over cond 11. Fix Q216 4 missing npcIds. Ty Karudin for the report. Fix the invalid comment of DeleteCharAfterDays Config. Fix NPC drop penalty level calculation. Ty Bandnentans for the report. Items are now dropped in a 30/45 donut shape around dropper. Ty Bandnentans for the report. PartyMatch fixes Don't show Party members or CW holder as available waiting members. You can't show overall List or join a PartyMatch room as CW holder. CW owner, upon acquisition, leave PartyMatch system. PartyMatch window is now automatically closed upon Player#removeMeFromPartyMatch. Remove Player from PartyMatch if Player and newly joined Party leader PartyMatch rooms differ. You can't join or be invited in a PartyMatch room if already partying/CW holding. Fix ShowLicence config when set to false. Ty artemis for the fix. Fix maximum number of macros. Ty artemis for the fix. Fix invalid IU update over //enchant. Ty artemis for the fix. Fix Castle Mass Gatekeeper HTMs. Ty kingNik0n for the fix. Drop _disabledItems implementation. Won't be used by next refactors. Ty artemis for the report. Fix loading handlers under debug. Ty Keku for the fix. Fix character_macroses table structure (commands = 12x32 chars minimum). Admincommands Merge all old spawn admincommands (//list_spawns, //spawn, //unspawnall, //respawnall, //delete) to //spawn and //unspawn (previously //delete). Generate //help. //unspawn works over all ASpawn. Merge all old fence admincommands (//spawnfence, //deletefence, //listfence) to //fence [add|remove], generate AdminFence. They now use proper Pagination. You can also teleport to it. Implementation of //show manor. Implementation of //set quest <id> [cond]. Related items must be hand-given. Implementation of //set henna [page] [add|remove symbolId]. The hennas are still bound to game logic (slots, canBeUsedBy). Movement - Ty LaRoja, Bandnentans Fix Boats IOOBE. Adapt getHeight logic from L2OFF. Introduce back WASD movement, handle boat board/unboard. Fix WATER/FLY movement logic. Avoid to pathfind diagonal cells with detected obstacle. Organization Addition of QuestVars class, holding all related variables from quests (itemIds, npcIds, questNames, sounds, etc), allowing to reduce length of each script while reusing variables. 100+ cloned variables were deleted. Refactor geometry package and Territory. Territory is now a unique 3D shape, holding any type of 2D geometry.  Remove few useless Location#clone uses. Implementation of ItemContainer#forEachItem. Clean many unused FrequentSkill. The whole enum is questionable. Drop MathUtil#checkIfInRange, implement WorldObject#isInStrictRadius (involve collision of that WorldObject, and potential WorldObject parameter). WorldObject#isIn2DRadius parameter is now a Point2D, not a Location (since a Location inherits Point2D, Location are still usable as parameter). Rework Pagination#generatePages to handle page number > 1000. Use Pagination over Tryskell SchemeBuffer. Ty CUCU23 for the share.
    • It's a custom instance used as Event not retail - like. You can re-create it easily.
    • GRAND OPENING TODAY !!! FROM - 16/05/2025, FRIDAY, 20:00 +3 GMT !
  • Topics

×
×
  • Create New...