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[Request] Quake system (alternative)


Question

Posted

Here is the main code PvP Quake system:

 switch(quakeSystem) {
       	case 4:
       		 Announcements.getInstance().announceToAll("" + this.getName()+ " is Dominating!");
       		 break;
       	case 6:
       		Announcements.getInstance().announceToAll("" + this.getName()+ " is on a Rampage!");
       		break;
       	case 8:
       		Announcements.getInstance().announceToAll("" + this.getName()+ " is on a Killing Spree!");
       		break;
       	case 10:
       		Announcements.getInstance().announceToAll("" + this.getName()+ " is on a Monster Kill!");
       		break;
       	case 12:
       		Announcements.getInstance().announceToAll("" + this.getName()+ " is Unstoppable!");
       		break;
       	case 14:
       		Announcements.getInstance().announceToAll("" + this.getName()+ " is on an Ultra Kill!");
       		break;
       	case 16:
       		Announcements.getInstance().announceToAll("" + this.getName()+ " is Godlike");
       		break;
       	case 18:
       		Announcements.getInstance().announceToAll("" + this.getName()+ " is Wicked Sick!");
       		break;
       	case 20:
       		Announcements.getInstance().announceToAll("" + this.getName()+ " is on a Ludricrous Kill!");
       		break;
       	case 24:
       		Announcements.getInstance().announceToAll("" + this.getName()+ " is on a Holy Shit!");
       		 default:
       			 ;
       }

i searched for it and there was no answers about this reques...i want the alternative one...when a player has a killing spree and a enemy kills him, then an announce appears saying: player x stoped player's y (killig spree,monster kill,wicked sick etc.) with x kills... pls share the java code ty :)

3 answers to this question

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  • 0
Posted

public boolean doDie(L2Character killer)
                  ...
	if (killer != null)
	{   	
                   ...
switch(quakeSystem) {
       	case 4:
       		 Announcements.getInstance().announceToAll("" killer.getName()+ " stoped" + this.getName()+ "'s Dominating!");
       		 break;
       	case 6:
       		Announcements.getInstance().announceToAll("" + this.getName()+ " is on a Rampage!");
       		break;
       	case 8:
       		Announcements.getInstance().announceToAll("" + this.getName()+ " is on a Killing Spree!");
       		break;
       	case 10:
       		Announcements.getInstance().announceToAll("" + this.getName()+ " is on a Monster Kill!");
       		break;
       	case 12:
       		Announcements.getInstance().announceToAll("" + this.getName()+ " is Unstoppable!");
       		break;
       	case 14:
       		Announcements.getInstance().announceToAll("" + this.getName()+ " is on an Ultra Kill!");
       		break;
       	case 16:
       		Announcements.getInstance().announceToAll("" + this.getName()+ " is Godlike");
       		break;
       	case 18:
       		Announcements.getInstance().announceToAll("" + this.getName()+ " is Wicked Sick!");
       		break;
       	case 20:
       		Announcements.getInstance().announceToAll("" + this.getName()+ " is on a Ludricrous Kill!");
       		break;
       	case 24:
       		Announcements.getInstance().announceToAll("" + this.getName()+ " is on a Holy Shit!");
       		 default:
       			 ;
       }
       //quakesystem=0;
...
}
...
}

 

change all the announcements and controll to reset the quakesystem however you want to do it

  • 0
Posted

i repeat you that you must take care with restart quake count after the announce, but after the

if (killer != null){

...

}

because, if you restart before the announce, you will never show that "some1 stop the strike". But if you restart it inside the if (killer) then if mobs kill the player the count will not go back to 0

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