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[Request] Sum Damage effect on mobs


Question

Posted

In this topic http://www.maxcheaters.com/forum/index.php?topic=136826.0 . The drop protection system is active for the users which last attacker.

It means the last attacker will have items dropped from mobs.

 

Now, i want to make a system can sum damage in mobs so that the items can drop for player which has the most damage in mobs.

 

 

This patch from neo1993k.

 

===================================================================

--- java/com/l2jserver/gameserver/model/actor/L2Attackable.java (revision 3728)

+++ java/com/l2jserver/gameserver/model/actor/L2Attackable.java (working copy)

@@ -527,18 +527,12 @@

if (getAggroList().isEmpty())

return;

 

- // Manage Base, Quests and Sweep drops of the L2Attackable

- doItemDrop(lastAttacker);

-

- // Manage drop of Special Events created by GM for a defined period

- doEventDrop(lastAttacker);

-

- if (!getMustRewardExpSP())

- return;

-

int damage;

L2Character attacker, ddealer;

RewardInfo reward;

+

+ L2PcInstance maxDealer = null;

+ int maxDamage = 0;

 

// While Interating over This Map Removing Object is Not Allowed

synchronized (getAggroList())

@@ -576,9 +570,25 @@

reward.addDamage(damage);

 

rewards.put(ddealer, reward);

+

+ if (ddealer.getActingPlayer() != null && reward._dmg > maxDamage)

+ {

+ maxDealer = ddealer.getActingPlayer();

+ maxDamage = reward._dmg;

+ }

}

}

}

+

+ // Manage Base, Quests and Sweep drops of the L2Attackable

+ doItemDrop(maxDealer != null && maxDealer.isOnline() > 1 ? maxDealer : lastAttacker);

+

+ // Manage drop of Special Events created by GM for a defined period

+ doEventDrop(lastAttacker);

+

+ if (!getMustRewardExpSP())

+ return;

+

if (!rewards.isEmpty())

{

L2Party attackerParty;

 

I guest I must edit in here :P

3 answers to this question

Recommended Posts

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Posted

Haha, funny : http://forum.ragezone.com/f325/damage-gets-drops-635769/

 

I didn't analyze this one, but if this is the same thing, you have to study the way of shared XP (when you kill a mob). The mob give xxxxx XP amount, but XP is shared equally to damage inflicted. Must be something similar, except instead cutting total damages in little portions, you have to pick up the biggest little portion and put the drop true for him.

 

Dunno if it's really clear, but anyway House code was experience, and it still isn't implemented on regular L2J (anyway, it isn't on DropProtection.java).

 

Search on L2J forum, because if you think House posts here, you're wrong :P.

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