Jump to content

Recommended Posts

Posted

Read section rules.

 

Edit your thread and add proper [TAG] in your topic title.

 

Otherwise I will lock it.

Posted

Everything is fine but when I type it .bhreg does nothing

: S

Any solution?

 

I add the line

VoicedCommandHandler.getInstance().registerVoicedCommandHandler(new castle());

to MasterHandlers.java but when i run gameserver this file give error :(

 

Posted

Hi I have a question because I can not carry this code

 

I changed to test the transformation "Zombie" and adds custom skill to increase the HP of the transformation.

but there is a problem the character is transformed increases hp example: 100k hp but is low for example if the character has 5000 hp and transform instantly adds hp 100000 of the character continues with 5000 hp and lacks 95000 hp regenerate other to have full hp.

my question is whether it is possible and how to fix that transform the character to heal all the hp.

 

I leave here I think my code in place that highlight have to modify the code and I think I needed some import.

 

Greetings.

 

/*
* 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 3 of the License, 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.
* 
* You should have received a copy of the GNU General Public License along with
* this program. If not, see <http://www.gnu.org/licenses/>.
*/
package com.l2jserver.gameserver.model.entity;

import java.util.Calendar;
import java.util.logging.Logger;

import javolution.util.FastSet;
import com.l2jserver.gameserver.Announcements;
import com.l2jserver.gameserver.instancemanager.TransformationManager;
import com.l2jserver.gameserver.model.L2World;
import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
import com.l2jserver.gameserver.model.olympiad.Olympiad;
import com.l2jserver.gameserver.network.serverpackets.PlaySound;
import com.l2jserver.gameserver.util.Broadcast;
import com.l2jserver.util.Rnd;

/**
* @author Laikeriz update Pixi
*/
public class Biohazard
{
enum EventState
{
	INACTIVE,
	INACTIVATING,
	REGISTERING,
	STARTED,
	REWARDING
}

   private final static Logger _log = Logger.getLogger(Biohazard.class.getName());
private static EventState _state = EventState.INACTIVE;

public static FastSet<L2PcInstance> _participants = new FastSet<L2PcInstance>();
public static FastSet<L2PcInstance> _infected = new FastSet<L2PcInstance>();
public static FastSet<L2PcInstance> _notInfected = new FastSet<L2PcInstance>();

public static boolean isStarted()
{
	if (_state == EventState.STARTED)
		return true;
	return false;
}

public static boolean isRegistering()
{
	if (_state == EventState.REGISTERING)
		return true;
	return false;
}

public static void startRegistering()
{
	if (_state == EventState.REGISTERING || _state == EventState.STARTED)
		return;
	Announcements.getInstance().announceToAll("Biohazard: Registration is open.");
	Announcements.getInstance().announceToAll("Biohazard: Type \".bhreg\" to register to event.");
	Announcements.getInstance().announceToAll("Biohazard: Type \".bhunreg\" to unregister from event.");
	_state = EventState.REGISTERING;
	int step = 0;
	int after = 0;
	for (int i = 40; i > 0; i-=10)
	{
		switch(i)
		{
			case 40:
				step = 5;
				after = 15;
				break;
			case 30:
				step = 5;
				after = 10;
				break;
			case 20:
				step = 4;
				after = 5;
				break;
			case 10:
				step = 1;
				after = 1;
				break;
		}
		if (_state == EventState.INACTIVE)
			return;
		Announcements.getInstance().announceToAll("Biohazard: Registration will be closed in "  after  " minute(s).");
		try{Thread.sleep(step*60000);}catch (Exception e){}
	}
	//sound = "";
	try{Thread.sleep(60000);}catch (Exception e){}
	if (_state == EventState.INACTIVE)
		return;
	if (_participants.size() >= 2)
	{
		Announcements.getInstance().announceToAll("Biohazard: Teleporting players in 20 seconds.");
		try{Thread.sleep(20000);}catch (Exception e){}
		_state = EventState.STARTED;
		startEventAndTelePl();
	}
	else
		Announcements.getInstance().announceToAll("Biohazard: Event aborted due to lack of participants.");
}

public static void addParticipant(L2PcInstance player)
{
	if (TvTEvent.isPlayerParticipant(player.getObjectId()))
	{
		player.sendMessage("You cannot register because of registration in another event");
		return;
	}
	if (_state == EventState.REGISTERING && !_participants.contains(player))
	{
		_participants.add(player);
		player.sendMessage("You have successfully registered to this event");
	}
	else
		player.sendMessage("You are already registered or it's not registration time.");
}

public static void removeParticipant(L2PcInstance player)
{
	if (_state == EventState.REGISTERING)
	{
		if (_participants.contains(player))
			_participants.remove(player);
		else
			player.sendMessage("You aren't registered in this event.");
		player.setIsInBiohazard(false);
	}
	else
		player.sendMessage("It's not registration time.");
}
public static void startEventAndTelePl()
{
	if (_state == EventState.INACTIVE)
		return;
	synchronized(_participants)
	{
		for (L2PcInstance pl : _participants)
			if (pl.isOnlineInt() == 1)
			{
				_notInfected.add(pl);
				pl._oldX = pl.getX();
				pl._oldY = pl.getY();
				pl._oldZ = pl.getZ();
				pl.teleToLocation(-17507,143206,-3911);
				pl.setTeam(0);
				pl.setIsInBiohazard(true);
				pl.untransform();
			}
	}
Announcements.getInstance().announceToAll("Biohazard: Teleportion done.");
Announcements.getInstance().announceToAll("Biohazard: One player was infected by untreatable virus!");
Announcements.getInstance().announceToAll("Biohazard: In about one minute virus will take over his body and he will become zombie!");
try{Thread.sleep(60000);}catch (Exception e){}
int num = Math.round(Rnd.get(_notInfected.size()-1));
L2PcInstance infectFirst = ((L2PcInstance[])getAllNotInfected())[num];
infectPlayer(infectFirst);
Announcements.getInstance().announceToAll("Biohazard: Virus took over "  infectFirst.getName()  " body and he wants to infect everybody else!");
}
[color=red]//I think this is the part of code that needs to be modify[/color]
public static void infectPlayer(L2PcInstance zombie)
{
	if (_state == EventState.INACTIVE)
		return;
	if (zombie.isTransformed())
		zombie.untransform();
	zombie.setIsZombie(true);
	_notInfected.remove(zombie);
	_infected.add(zombie);
	TransformationManager.getInstance().transformPlayer(303, zombie);
	if (_notInfected.size() == 0)
		zombiesWin();
}

public static void onLogout(L2PcInstance playerInstance)
{
	if (_state == EventState.REGISTERING)
		removeParticipant(playerInstance);
	else if (_state == EventState.STARTED)
	{
		playerInstance.setXYZ(playerInstance._oldX,playerInstance._oldY,playerInstance._oldZ);
		if (!playerInstance.isZombie())
			_notInfected.remove(playerInstance);
		else if (playerInstance.isZombie())
			_infected.remove(playerInstance);
		if (_notInfected.size() == 0)
			zombiesWin();
		if (_infected.size() == 0)
			playersWin();
	}
}

public static void zombiesWin()
{
	if (_state == EventState.INACTIVE)
		return;
	Announcements.getInstance().announceToAll("Biohazard: Zombies won.");
	Announcements.getInstance().announceToAll("Biohazard: Rewarding and teleporting participants back to village in 20 seconds.");
	_state = EventState.REWARDING;
	try{Thread.sleep(20000);}catch (Exception e){}
	synchronized(_infected)
	{
		for (L2PcInstance pl : _infected)
			if (pl.isOnlineInt() == 1)
				pl.addItem("Biohazard", 6673, 1, pl, true);
	}
	synchronized(_participants)
	{
		for (L2PcInstance pl : _participants)
			if (pl.isOnlineInt() == 1)
			{
				pl.teleToLocation(pl._oldX,pl._oldY,pl._oldZ);
				pl.setIsInBiohazard(false);
				if (pl.isTransformed())
					try{Thread.sleep(5000);}catch (Exception e){}
					pl.untransform();
			}
	}
	_participants.clear();
	_infected.clear();
	_notInfected.clear();
	_state = EventState.INACTIVE;
}

public static void playersWin()
{
	Announcements.getInstance().announceToAll("Biohazard: Players won.");
	Announcements.getInstance().announceToAll("Biohazard: Rewarding and teleporting participants back to village in 20 seconds.");
	_state = EventState.REWARDING;
	try{Thread.sleep(20000);}catch (Exception e){}
	synchronized(_notInfected)
	{
		for (L2PcInstance pl : _notInfected)
			if (pl.isOnlineInt() == 1)
			{
				pl.addItem("Biohazard", 6673, 1, pl, true);
			}
	}
	synchronized(_participants)
	{
		for (L2PcInstance pl : _participants)
			if (pl.isOnlineInt() == 1)
			{
				pl.teleToLocation(pl._oldX,pl._oldY,pl._oldZ);
				pl.setIsInBiohazard(false);
//					if (pl.inWorld() == 1)
//						pl.setTeam(pl.getFactionId());
				if (pl.isTransformed())
					try{Thread.sleep(5000);}catch (Exception e){}
					pl.untransform();
			}
	}
	_participants.clear();
	_infected.clear();
	_notInfected.clear();
	_state = EventState.INACTIVE;
}

public static L2PcInstance[] getAllNotInfected()
{
	synchronized(_notInfected)
	{
		return _notInfected.toArray(new L2PcInstance[_notInfected.size()]);
	}
}

public static void abortEvent()
{
	_state = EventState.INACTIVE;
	_participants.clear();
	_notInfected.clear();
	_infected.clear();
	Announcements.getInstance().announceToAll("Biohazard: Event aborted.");
}
}
\ No newline at end of file

 

//I think this is the part of code that needs to be modify

public static void infectPlayer(L2PcInstance zombie)

{

if (_state == EventState.INACTIVE)

return;

if (zombie.isTransformed())

zombie.untransform();

zombie.setIsZombie(true);

_notInfected.remove(zombie);

_infected.add(zombie);

TransformationManager.getInstance().transformPlayer(303, zombie);

if (_notInfected.size() == 0)

zombiesWin();

}

Guest
This topic is now closed to further replies.



  • Posts

    • Migrating a legacy Interlude server to PostgreSQL while adding real observability is basically forcing 2006 MMO engineering to attend a 2026 infrastructure conference at gunpoint. PS: which revision of aCis? PS: 🧻what was broken during this whatever you call it.    AAC Guard beign asked to adapt to this be like: - Creating bugs since early 2018
    • OH MY LORDDDDDDDDDDDDDDDDDDDDD   FINALLY
    • TG Support: https://t.me/buyingproxysup | Channel: https://t.me/buyingproxycom Discord support: #buyingproxy | Server: Join the BuyingProxy Discord Server!  Create your free account here
    • I came out of my cave as I do once every 5 years. By now, I know nobody really cares about L2, but I still find it fun to experiment. Everything you see here will be free and open source. I have no interest in selling anything.   Long story short, I like to revisit Interlude and apply what I've learned to see how far I can push it. Here's Outerlude, a public fork of aCis for the modern age.   Video demo:   Work that has been done:   Redone the netcode from scratch to be async The NPC AI was completely redone based on Finite State Machines Moved to PostgreSQL and using some of its cool features Lots of config that should be hot reloadable has moved to the database OpenTelemetry instrumentation, where it makes sense, and a Grafana dashboard A built-in REST API for server management A built-in MCP Server for LLMs Nidrah AI, an AI Agent to make managing the server easier Real-time server map view Chat auditing and live snooping A new Fake Players Engine with a Node logic system and a new LLM planner for any behavior Just watch the video   If there is interest in this and I'm happy with it, or I get bored (which I always do), I will open-source it. Let me know what you think and if there is some feature you'd like me to implement.
  • Topics

×
×
  • Create New...

Important Information

This community uses essential cookies to function properly. Non-essential cookies and third-party services are used only with your consent. Read our Privacy Policy and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..