-ThrowHorizontal effect implementation.
-Done skills 10015 Chain Strike & 10016 Chain Hydra. Contributed by NviX.
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parent
8a2faf6afc
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@ -189,6 +189,7 @@ public final class EffectMasterHandler
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TargetMeProbability.class,
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TargetMeProbability.class,
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Teleport.class,
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Teleport.class,
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TeleportToTarget.class,
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TeleportToTarget.class,
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ThrowHorizontal.class,
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ThrowUp.class,
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ThrowUp.class,
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TransferDamage.class,
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TransferDamage.class,
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TransferHate.class,
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TransferHate.class,
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99
trunk/dist/game/data/scripts/handlers/effecthandlers/ThrowHorizontal.java
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99
trunk/dist/game/data/scripts/handlers/effecthandlers/ThrowHorizontal.java
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@ -0,0 +1,99 @@
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/*
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* Copyright (C) 2004-2015 L2J DataPack
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*
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* This file is part of L2J DataPack.
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*
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* L2J DataPack is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* L2J DataPack is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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package handlers.effecthandlers;
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import com.l2jserver.gameserver.GeoData;
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import com.l2jserver.gameserver.model.Location;
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import com.l2jserver.gameserver.model.StatsSet;
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import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
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import com.l2jserver.gameserver.model.conditions.Condition;
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import com.l2jserver.gameserver.model.effects.AbstractEffect;
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import com.l2jserver.gameserver.model.effects.EffectFlag;
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import com.l2jserver.gameserver.model.skills.BuffInfo;
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import com.l2jserver.gameserver.network.SystemMessageId;
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import com.l2jserver.gameserver.network.serverpackets.FlyToLocation;
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import com.l2jserver.gameserver.network.serverpackets.FlyToLocation.FlyType;
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import com.l2jserver.gameserver.network.serverpackets.ValidateLocation;
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/**
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* Throw Horizontal effect implementation.
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*/
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public final class ThrowHorizontal extends AbstractEffect
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{
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public ThrowHorizontal(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
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{
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super(attachCond, applyCond, set, params);
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}
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@Override
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public int getEffectFlags()
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{
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return EffectFlag.STUNNED.getMask();
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}
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@Override
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public boolean isInstant()
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{
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return true;
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}
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@Override
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public void onStart(BuffInfo info)
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{
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// Get current position of the L2Character
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final int curX = info.getEffected().getX();
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final int curY = info.getEffected().getY();
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// Calculate distance between effector and effected current position
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double dx = info.getEffector().getX() - curX;
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double dy = info.getEffector().getY() - curY;
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double distance = Math.sqrt((dx * dx) + (dy * dy));
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if (distance > 2000)
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{
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_log.info("EffectThrow was going to use invalid coordinates for characters, getEffected: " + curX + "," + curY + " and getEffector: " + info.getEffector().getX() + "," + info.getEffector().getY());
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return;
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}
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// If no distance
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if (distance < 1)
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{
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return;
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}
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int x = info.getEffector().getX();
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int y = info.getEffector().getY();
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int z = info.getEffected().getZ();
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// Prevent using skill with this effect on NPC that not monster
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if (!(info.getEffected().isMonster() || info.getEffected().isRaidMinion() || info.getEffected().isMinion() || info.getEffected().isSummon() || info.getEffected().isPlayer()))
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{
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L2PcInstance effector = (L2PcInstance) info.getEffector();
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effector.sendPacket(SystemMessageId.INVALID_TARGET);
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return;
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}
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final Location destination = GeoData.getInstance().moveCheck(info.getEffected().getX(), info.getEffected().getY(), info.getEffected().getZ(), x, y, z, info.getEffected().getInstanceId());
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info.getEffected().abortAttack();
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info.getEffected().abortCast();
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info.getEffected().broadcastPacket(new FlyToLocation(info.getEffected(), destination, FlyType.THROW_HORIZONTAL, 1000, 1, 1000));
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// TODO: Review.
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info.getEffected().setXYZ(destination);
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info.getEffected().broadcastPacket(new ValidateLocation(info.getEffected()));
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}
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}
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@ -690,55 +690,56 @@
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</effect>
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</effect>
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</for>
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</for>
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</skill>
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</skill>
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<skill id="10015" levels="6" name="Chain Strike">
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<skill id="10015" levels="6" name="Chain Strike" enchantGroup1="10">
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<table name="#mpConsume">58 61 63 66 69 72</table>
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<table name="#mpConsume">58 61 63 66 69 72</table>
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<table name="#ench1addAttack">1000 1100 1200 1300 1400 1500 1600 1700 1800 1900 2000</table>
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<table name="#ench1Power">1000 1100 1200 1300 1400 1500 1600 1700 1800 1900 2000</table>
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<table name="#magicLvl">85 87 90 93 96 99</table>
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<table name="#magicLvl">85 87 90 93 96 99</table>
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<table name="#power">700 750 800 850 900 950</table>
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<set name="hitTime" val="500" />
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<set name="hitTime" val="500" />
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<set name="coolTime" val="1000" />
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<set name="coolTime" val="1000" />
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<set name="castRange" val="600" />
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<set name="castRange" val="600" />
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<set name="reuseDelay" val="10000" />
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<set name="reuseDelay" val="10000" />
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<set name="effectPoint" val="-1" />
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<set name="rideState" val="NONE" />
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<set name="effectPoint" val="-1" /> <!-- temp fix -->
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<set name="mpConsume" val="#mpConsume" />
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<set name="mpConsume" val="#mpConsume" />
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<set name="magicLvl" val="#magicLvl" />
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<set name="magicLvl" val="#magicLvl" />
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<set name="power" val="#power" />
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<set name="targetType" val="ONE" />
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<set name="targetType" val="ONE" />
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<set name="operateType" val="ACTIVE_CONTINUOUS" />
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<set name="operateType" val="ACTIVE_CONTINUOUS" />
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<set name="flySpeed" val="600" />
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<set name="flyRadius" val="600" />
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<set name="flyDelay" val="600" />
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<set name="effectRange" val="600" />
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<set name="effectRange" val="600" />
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<set name="isDebuff" val="true" />
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<set name="isDebuff" val="true" />
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<enchant1 name="power" val="#ench1addAttack" />
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<enchant1 name="power" val="#ench1Power" />
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<enchant1 name="skillType" val="PDAM" />
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<enchant1 name="skillType" val="PDAM" />
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<cond msgId="113" addName="1">
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<cond msgId="113" addName="1">
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<using kind="SHIELD" />
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<and>
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<using kind="SHIELD" />
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<target mindistance="200" />
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</and>
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</cond>
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</cond>
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<for>
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<for>
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<effect name="PhysicalAttack" />
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<effect name="ThrowHorizontal" />
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<effect name="GetAgro" />
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</for>
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</for>
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<enchant1for>
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<effect name="ThrowHorizontal" />
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<effect name="PhysicalAttack" />
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<effect name="GetAgro" />
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</enchant1for>
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</skill>
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</skill>
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<skill id="10016" levels="6" name="Chain Hydra">
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<skill id="10016" levels="6" name="Chain Hydra" enchantGroup1="10">
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<table name="#mpConsume">123 127 132 136 140 144</table>
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<table name="#mpConsume">123 127 132 136 140 144</table>
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<table name="#ench1CastRange">620 640 660 680 700 720 740 760 780 800</table>
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<table name="#ench1CastRange">620 640 660 680 700 720 740 760 780 800</table>
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<table name="#magicLvl">89 91 93 95 97 99</table>
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<table name="#magicLvl">89 91 93 95 97 99</table>
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<table name="#power">65000 67000 69000 71000 73000 75000</table>
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<set name="hitTime" val="500" />
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<set name="hitTime" val="500" />
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<set name="coolTime" val="1000" />
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<set name="coolTime" val="1000" />
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<set name="castRange" val="600" />
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<set name="castRange" val="600" />
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<set name="reuseDelay" val="45000" />
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<set name="reuseDelay" val="45000" />
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<set name="effectPoint" val="-1" />
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<set name="rideState" val="NONE" />
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<set name="effectPoint" val="-1" /> <!-- temp fix -->
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<set name="mpConsume" val="#mpConsume" />
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<set name="mpConsume" val="#mpConsume" />
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<set name="magicLvl" val="#magicLvl" />
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<set name="magicLvl" val="#magicLvl" />
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<set name="power" val="#power" />
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<set name="targetType" val="AREA" />
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<set name="targetType" val="AREA" />
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<set name="operateType" val="ACTIVE_CONTINUOUS" />
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<set name="operateType" val="ACTIVE_INSTANT" />
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<set name="skillRadius" val="600" />
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<set name="skillRadius" val="600" />
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<set name="effectRange" val="600" />
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<set name="effectRange" val="600" />
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<set name="flyRadius" val="600" />
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<set name="flySpeed" val="600" />
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<set name="flyDelay" val="600" />
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<set name="isDebuff" val="true" />
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<set name="isDebuff" val="true" />
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<enchant1 name="effectRange" val="#ench1CastRange" />
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<enchant1 name="effectRange" val="#ench1CastRange" />
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<enchant1 name="skillRadius" val="#ench1CastRange" />
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<enchant1 name="skillRadius" val="#ench1CastRange" />
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@ -747,7 +748,8 @@
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<using kind="SHIELD" />
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<using kind="SHIELD" />
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</cond>
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</cond>
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<for>
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<for>
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<effect name="PhysicalAttack" />
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<effect name="ThrowHorizontal" />
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<effect name="GetAgro" />
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</for>
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</for>
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</skill>
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</skill>
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<skill id="10017" levels="4" name="Final Ultimate Defense" enchantGroup1="10" enchantGroup2="10" enchantGroup3="10" enchantGroup4="10" enchantGroup9="10">
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<skill id="10017" levels="4" name="Final Ultimate Defense" enchantGroup1="10" enchantGroup2="10" enchantGroup3="10" enchantGroup4="10" enchantGroup9="10">
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