Unified javadoc format and related cleanups.

This commit is contained in:
MobiusDevelopment 2020-03-03 23:04:44 +00:00
parent 6d8addc784
commit 18b3e6d3f2
1830 changed files with 14879 additions and 14883 deletions

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@ -114,7 +114,7 @@ public class ListenerTest extends AbstractNpcAI
}
/**
* Prioritized event notification <br>
* Prioritized event notification<br>
* This method will be invoked as soon as creature from level range between 1 and 10 dies.<br>
* This listener is registered into individual npcs container.
* @param event

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@ -26,18 +26,15 @@ import org.l2jmobius.gameserver.model.actor.instance.PlayerInstance;
public class ArtefactInstanceAction implements IActionHandler
{
/**
* Manage actions when a player click on the ArtefactInstance.<BR>
* <BR>
* <B><U> Actions</U> :</B><BR>
* <BR>
* Manage actions when a player click on the ArtefactInstance.<br>
* <br>
* <b><u>Actions</u>:</b><br>
* <li>Set the NpcInstance as target of the PlayerInstance player (if necessary)</li>
* <li>Send a Server->Client packet MyTargetSelected to the PlayerInstance player (display the select window)</li>
* <li>Send a Server->Client packet ValidateLocation to correct the NpcInstance position and heading on the client</li><BR>
* <BR>
* <B><U> Example of use </U> :</B><BR>
* <BR>
* <li>Client packet : Action, AttackRequest</li><BR>
* <BR>
* <li>Send a Server->Client packet ValidateLocation to correct the NpcInstance position and heading on the client</li><br>
* <br>
* <b><u>Example of use</u>:</b><br>
* <li>Client packet : Action, AttackRequest</li>
*/
@Override
public boolean action(PlayerInstance player, WorldObject target, boolean interact)

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@ -36,27 +36,22 @@ import org.l2jmobius.gameserver.network.serverpackets.MoveToPawn;
public class NpcAction implements IActionHandler
{
/**
* Manage actions when a player click on the Npc.<BR>
* <BR>
* <B><U> Actions on first click on the Npc (Select it)</U> :</B><BR>
* <BR>
* Manage actions when a player click on the Npc.<br>
* <br>
* <b><u>Actions on first click on the Npc (Select it)</u>:</b><br>
* <li>Set the Npc as target of the PlayerInstance player (if necessary)</li>
* <li>Send a Server->Client packet MyTargetSelected to the PlayerInstance player (display the select window)</li>
* <li>If Npc is autoAttackable, send a Server->Client packet StatusUpdate to the PlayerInstance in order to update Npc HP bar</li>
* <li>Send a Server->Client packet ValidateLocation to correct the Npc position and heading on the client</li><BR>
* <BR>
* <B><U> Actions on second click on the Npc (Attack it/Intercat with it)</U> :</B><BR>
* <BR>
* <li>Send a Server->Client packet ValidateLocation to correct the Npc position and heading on the client</li><br>
* <br>
* <b><u>Actions on second click on the Npc (Attack it/Intercat with it)</u>:</b><br>
* <li>Send a Server->Client packet MyTargetSelected to the PlayerInstance player (display the select window)</li>
* <li>If Npc is autoAttackable, notify the PlayerInstance AI with AI_INTENTION_ATTACK (after a height verification)</li>
* <li>If Npc is NOT autoAttackable, notify the PlayerInstance AI with AI_INTENTION_INTERACT (after a distance verification) and show message</li><BR>
* <BR>
* <FONT COLOR=#FF0000><B> <U>Caution</U> : Each group of Server->Client packet must be terminated by a ActionFailed packet in order to avoid that client wait an other packet</B></FONT><BR>
* <BR>
* <B><U> Example of use </U> :</B><BR>
* <BR>
* <li>Client packet : Action, AttackRequest</li><BR>
* <BR>
* <li>If Npc is NOT autoAttackable, notify the PlayerInstance AI with AI_INTENTION_INTERACT (after a distance verification) and show message</li><br>
* <font color=#FF0000><b><u>Caution</u>: Each group of Server->Client packet must be terminated by a ActionFailed packet in order to avoid that client wait an other packet</b></font><br>
* <br>
* <b><u>Example of use</u>:</b><br>
* <li>Client packet : Action, AttackRequest</li><br>
* @param player The PlayerInstance that start an action on the Npc
*/
@Override

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@ -31,25 +31,20 @@ public class PlayerInstanceAction implements IActionHandler
private static final int CURSED_WEAPON_VICTIM_MIN_LEVEL = 21;
/**
* Manage actions when a player click on this PlayerInstance.<BR>
* <BR>
* <B><U> Actions on first click on the PlayerInstance (Select it)</U> :</B><BR>
* <BR>
* Manage actions when a player click on this PlayerInstance.<br>
* <br>
* <b><u>Actions on first click on the PlayerInstance (Select it)</u>:</b><br>
* <li>Set the target of the player</li>
* <li>Send a Server->Client packet MyTargetSelected to the player (display the select window)</li><BR>
* <BR>
* <B><U> Actions on second click on the PlayerInstance (Follow it/Attack it/Intercat with it)</U> :</B><BR>
* <BR>
* <li>Send a Server->Client packet MyTargetSelected to the player (display the select window)</li><br>
* <br>
* <b><u>Actions on second click on the PlayerInstance (Follow it/Attack it/Intercat with it)</u>:</b><br>
* <li>Send a Server->Client packet MyTargetSelected to the player (display the select window)</li>
* <li>If target PlayerInstance has a Private Store, notify the player AI with AI_INTENTION_INTERACT</li>
* <li>If target PlayerInstance is autoAttackable, notify the player AI with AI_INTENTION_ATTACK</li> <BR>
* <BR>
* <li>If target PlayerInstance is NOT autoAttackable, notify the player AI with AI_INTENTION_FOLLOW</li><BR>
* <BR>
* <B><U> Example of use </U> :</B><BR>
* <BR>
* <li>Client packet : Action, AttackRequest</li><BR>
* <BR>
* <li>If target PlayerInstance is autoAttackable, notify the player AI with AI_INTENTION_ATTACK</li>
* <li>If target PlayerInstance is NOT autoAttackable, notify the player AI with AI_INTENTION_FOLLOW</li><br>
* <br>
* <b><u>Example of use</u>:</b><br>
* <li>Client packet : Action, AttackRequest</li><br>
* @param player The player that start an action on target PlayerInstance
*/
@Override

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@ -29,7 +29,7 @@ public class PlayerInstanceActionShift implements IActionShiftHandler
{
if (player.isGM())
{
// Check if the gm already target this l2pcinstance
// Check if the GM already target this l2pcinstance
if (player.getTarget() != target)
{
// Set the target of the PlayerInstance player

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@ -86,13 +86,13 @@ public class AdminAdmin implements IAdminCommandHandler
else if (command.startsWith("admin_gmliston"))
{
AdminData.getInstance().showGm(activeChar);
BuilderUtil.sendSysMessage(activeChar, "Registered into gm list.");
BuilderUtil.sendSysMessage(activeChar, "Registered into GM list.");
AdminHtml.showAdminHtml(activeChar, "gm_menu.htm");
}
else if (command.startsWith("admin_gmlistoff"))
{
AdminData.getInstance().hideGm(activeChar);
BuilderUtil.sendSysMessage(activeChar, "Removed from gm list.");
BuilderUtil.sendSysMessage(activeChar, "Removed from GM list.");
AdminHtml.showAdminHtml(activeChar, "gm_menu.htm");
}
else if (command.startsWith("admin_silence"))

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@ -486,7 +486,7 @@ public class AdminEventEngine implements IAdminCommandHandler
sb.append("<td><edit var=\"event_npcid\" width=100 height=20></td></tr>");
sb.append("<tr><td><button value=\"Set number of teams\" action=\"bypass -h admin_event_change_teams_number $event_teams_number\" width=140 height=32 back=\"L2UI_ct1.button_df\" fore=\"L2UI_ct1.button_df\"></td>");
sb.append("<td><edit var=\"event_teams_number\" width=100 height=20></td></tr>");
sb.append("</table><br><center> <br><br>");
sb.append("</table><br><center><br><br>");
sb.append("<font color=\"LEVEL\">Teams' names:</font><br><table width=100% cellspacing=8>");
for (int i = 1; (i - 1) < teamnumbers; i++) // Team names params
{

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@ -31,7 +31,7 @@ import org.l2jmobius.gameserver.network.SystemMessageId;
import org.l2jmobius.gameserver.network.serverpackets.NpcHtmlMessage;
/**
* This class handles following admin commands: - gm = turns gm mode on/off
* This class handles following admin commands: - GM = turns GM mode on/off
* @version $Revision: 1.1.2.1 $ $Date: 2005/03/15 21:32:48 $
*/
public class AdminFightCalculator implements IAdminCommandHandler

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@ -22,7 +22,7 @@ import org.l2jmobius.gameserver.model.actor.instance.PlayerInstance;
import org.l2jmobius.gameserver.util.BuilderUtil;
/**
* This class handles following admin commands: - gm = turns gm mode off
* This class handles following admin commands: - GM = turns GM mode off
* @version $Revision: 1.2.4.4 $ $Date: 2005/04/11 10:06:06 $
*/
public class AdminGm implements IAdminCommandHandler

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@ -33,7 +33,7 @@ import org.l2jmobius.gameserver.network.serverpackets.NpcHtmlMessage;
import org.l2jmobius.gameserver.util.BuilderUtil;
/**
* This class handles commands for gm to forge packets
* This class handles commands for GM to forge packets
* @author Maktakien, HorridoJoho
*/
public class AdminPForge implements IAdminCommandHandler

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@ -30,14 +30,14 @@ import org.l2jmobius.gameserver.network.serverpackets.SystemMessage;
import org.l2jmobius.gameserver.util.BuilderUtil;
/**
* <B>Pledge Manipulation:</B><BR>
* <LI>With target in a character without clan:<BR>
* <b>Pledge Manipulation:</b><br>
* <li>With target in a character without clan:<br>
* //pledge create clanname
* <LI>With target in a clan leader:<BR>
* //pledge info<BR>
* //pledge dismiss<BR>
* //pledge setlevel level<BR>
* //pledge rep reputation_points<BR>
* <li>With target in a clan leader:<br>
* //pledge info<br>
* //pledge dismiss<br>
* //pledge setlevel level<br>
* //pledge rep reputation_points
*/
public class AdminPledge implements IAdminCommandHandler
{

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@ -78,8 +78,9 @@ public class QuestLink implements IBypassHandler
/**
* Open a choose quest window on client with all quests available of the NpcInstance.<br>
* <br>
* <b><u>Actions</u>:</b><br>
* <li>Send a Server->Client NpcHtmlMessage containing the text of the NpcInstance to the PlayerInstance</li>
* <li>Send a Server->Client NpcHtmlMessage containing the text of the NpcInstance to the PlayerInstance</li><br>
* @param player The PlayerInstance that talk with the NpcInstance
* @param npc The table containing quests of the NpcInstance
* @param quests
@ -231,6 +232,7 @@ public class QuestLink implements IBypassHandler
/**
* Open a quest window on client with the text of the NpcInstance.<br>
* <br>
* <b><u>Actions</u>:</b><br>
* <ul>
* <li>Get the text of the quest state in the folder data/scripts/quests/questId/stateId.htm</li>

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@ -38,7 +38,7 @@ import org.l2jmobius.gameserver.util.Util;
* <li>Fly Radius means the distance between starting point and final point, it must be an integer.</li>
* <li>Fly Course means the movement direction: imagine a compass above player's head, making north player's heading. So if fly course is 180, player will go backwards (good for blink, e.g.).</li>
* </ul>
* By the way, if flyCourse = 360 or 0, player will be moved in in front of him. <br>
* By the way, if flyCourse = 360 or 0, player will be moved in in front of him.<br>
* If target is effector, put in XML self="1", this will make _actor = getEffector(). This, combined with target type, allows more complex actions like flying target's backwards or player's backwards.
* @author DrHouse
*/

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@ -29,7 +29,7 @@ import org.l2jmobius.gameserver.network.serverpackets.ValidateLocation;
/**
* This Blink effect switches the location of the caster and the target.<br>
* This effect is totally done based on client description. <br>
* This effect is totally done based on client description.<br>
* Assume that geodata checks are done on the skill cast and not needed to repeat here.
* @author Nik
*/

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@ -22,7 +22,7 @@ import org.l2jmobius.gameserver.model.effects.EffectFlag;
import org.l2jmobius.gameserver.model.effects.EffectType;
/**
* An effect that blocks the player (NPC?) control. <br>
* An effect that blocks the player (NPC?) control.<br>
* It prevents moving, casting, social actions, etc.
* @author Nik
*/

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@ -21,7 +21,7 @@ import org.l2jmobius.gameserver.model.effects.AbstractEffect;
import org.l2jmobius.gameserver.model.effects.EffectFlag;
/**
* Effect that blocks damage and heals to HP/MP. <BR>
* Effect that blocks damage and heals to HP/MP.<br>
* Regeneration or DOT shouldn't be blocked, Vampiric Rage and Balance Life as well.
* @author Nik
*/

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@ -26,7 +26,7 @@ import org.l2jmobius.gameserver.model.stats.Stat;
/**
* An effect that changes damage taken from an attack.<br>
* The retail implementation seems to be altering whatever damage is taken after the attack has been done and not when attack is being done. <br>
* The retail implementation seems to be altering whatever damage is taken after the attack has been done and not when attack is being done.<br>
* Exceptions for this effect appears to be DOT effects and terrain damage, they are unaffected by this stat.<br>
* As for example in retail this effect does reduce reflected damage taken (because it is received damage), as well as it does not decrease reflected damage done,<br>
* because reflected damage is being calculated with the original attack damage and not this altered one.<br>

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@ -34,10 +34,10 @@ import org.l2jmobius.gameserver.model.stats.Formulas;
import org.l2jmobius.gameserver.model.stats.Stat;
/**
* Physical Attack effect implementation. <br>
* Current formulas were tested to be the best matching retail, damage appears to be identical: <br>
* For melee skills: 70 * graciaSkillBonus1.10113 * (patk * lvlmod + power) * crit * ss * skillpowerbonus / pdef <br>
* For ranged skills: 70 * (patk * lvlmod + power + patk + power) * crit * ss * skillpower / pdef <br>
* Physical Attack effect implementation.<br>
* Current formulas were tested to be the best matching retail, damage appears to be identical:<br>
* For melee skills: 70 * graciaSkillBonus1.10113 * (patk * lvlmod + power) * crit * ss * skillpowerbonus / pdef<br>
* For ranged skills: 70 * (patk * lvlmod + power + patk + power) * crit * ss * skillpower / pdef<br>
* @author Nik
*/
public class PhysicalAttack extends AbstractEffect

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@ -29,7 +29,7 @@ import org.l2jmobius.gameserver.model.stats.Formulas;
import org.l2jmobius.gameserver.model.stats.Stat;
/**
* Physical Attack effect implementation. <br>
* Physical Attack effect implementation.<br>
* <b>Note</b>: Initial formula taken from PhysicalAttack.
* @author Adry_85, Nik
*/

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@ -33,7 +33,7 @@ import org.l2jmobius.gameserver.model.stats.Formulas;
import org.l2jmobius.gameserver.model.stats.Stat;
/**
* Physical Attack effect implementation. <br>
* Physical Attack effect implementation.<br>
* <b>Note</b>: Initial formula taken from PhysicalAttack.
* @author Adry_85, Nik
*/

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@ -27,7 +27,7 @@ import org.l2jmobius.gameserver.model.zone.ZoneId;
/**
* Not Friend affect object implementation. Based on Gracia Final retail tests.<br>
* Such are considered flagged/karma players (except party/clan/ally). Doesn't matter if in command channel.<br>
* In arena such are considered clan/ally/command channel (except party). <br>
* In arena such are considered clan/ally/command channel (except party).<br>
* In peace zone such are considered monsters.<br>
* Monsters consider such all players, npcs (Citizens, Guild Masters, Merchants, Guards, etc. except monsters). Doesn't matter if in peace zone or arena.
* @author Nik

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@ -62,7 +62,7 @@ public abstract class AbstractInstance extends AbstractNpcAI
}
/**
* Get instance world associated with {@code player}.<br>
* Get instance world associated with {@code player}.
* @param player player who wants get instance world
* @return instance world if found, otherwise null
*/
@ -229,8 +229,7 @@ public abstract class AbstractInstance extends AbstractNpcAI
}
/**
* Sets instance to finish state. <br>
* See {@link Instance#finishInstance()} for more details.
* Sets instance to finish state.<br>
* @param player player used for determine current instance world
*/
protected void finishInstance(PlayerInstance player)
@ -244,7 +243,6 @@ public abstract class AbstractInstance extends AbstractNpcAI
/**
* Sets instance to finish state.<br>
* See {@link Instance#finishInstance(int)} for more details.
* @param player player used for determine current instance world
* @param delay finish delay in minutes
*/

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@ -1232,8 +1232,7 @@ public class BlowfishEngine
/**
* Method to encrypt the block at the given index.<br>
* The encrypted block goes to the destination array at the given index.<br>
* <br>
* The encrypted block goes to the destination array at the given index.
* @param src source array with the plain data
* @param srcIndex index where the block to encrypt is located
* @param dst destination array the encryption will go to

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@ -118,10 +118,13 @@ public class GameTimeController extends Thread
}
/**
* Move all Creatures contained in movingObjects of GameTimeController.<BR>
* <B><U> Concept</U> :</B><BR>
* All Creature in movement are identified in <B>movingObjects</B> of GameTimeController.<BR>
* <B><U> Actions</U> :</B><BR>
* Move all Creatures contained in movingObjects of GameTimeController.<br>
* <br>
* <b><u>Concept</u>:</b><br>
* <br>
* All Creature in movement are identified in <b>movingObjects</b> of GameTimeController.<br>
* <br>
* <b><u>Actions</u>:</b><br>
* <ul>
* <li>Update the position of each Creature</li>
* <li>If movement is finished, the Creature is removed from movingObjects</li>

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@ -93,7 +93,6 @@ public class LoginServerThread extends Thread
* The BlowFish engine used to encrypt packets<br>
* It is first initialized with a unified key:<br>
* "_;v.]05-31!|+-%xT!^[$\00"<br>
* <br>
* and then after handshake, with a new key sent by<br>
* login server during the handshake. This new key is stored<br>
* in blowfishKey

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@ -232,7 +232,7 @@ public class Shutdown extends Thread
}
else
{
// gm shutdown: send warnings and then call exit to start shutdown sequence
// GM shutdown: send warnings and then call exit to start shutdown sequence
countdown();
// last point where logging is operational :(
LOGGER.warning("GM shutdown countdown is over. " + MODE_TEXT[_shutdownMode] + " NOW!");
@ -538,7 +538,7 @@ public class Shutdown extends Thread
}
/**
* Get the shutdown-hook instance the shutdown-hook instance is created by the first call of this function, but it has to be registered externally.<br>
* Get the shutdown-hook instance the shutdown-hook instance is created by the first call of this function, but it has to be registered externally.
* @return instance of Shutdown, to be used as shutdown hook
*/
public static Shutdown getInstance()

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@ -45,7 +45,7 @@ import org.l2jmobius.gameserver.taskmanager.AttackStanceTaskManager;
/**
* Mother class of all objects AI in the world.<br>
* AbastractAI :<br>
* AbastractAI:<br>
* <li>CreatureAI</li>
*/
public abstract class AbstractAI implements Ctrl
@ -126,10 +126,10 @@ public abstract class AbstractAI implements Ctrl
/**
* Set the Intention of this AbstractAI.<br>
* <FONT COLOR=#FF0000><B> <U>Caution</U> : This method is USED by AI classes</B></FONT><B><U><br>
* Overridden in </U> : </B><BR>
* <B>AttackableAI</B> : Create an AI Task executed every 1s (if necessary)<BR>
* <B>L2PlayerAI</B> : Stores the current AI intention parameters to later restore it if necessary.
* <font color=#FF0000><b><u>Caution</u>: This method is USED by AI classes</b></font><b><u><br>
* Overridden in</u>:</b><br>
* <b>AttackableAI</b> : Create an AI Task executed every 1s (if necessary)<br>
* <b>L2PlayerAI</b> : Stores the current AI intention parameters to later restore it if necessary.
* @param intention The new Intention to set to the AI
* @param args The first parameter of the Intention
*/
@ -141,7 +141,7 @@ public abstract class AbstractAI implements Ctrl
/**
* Launch the CreatureAI onIntention method corresponding to the new Intention.<br>
* <FONT COLOR=#FF0000><B> <U>Caution</U> : Stop the FOLLOW mode if necessary</B></FONT>
* <font color=#FF0000><b><u>Caution</u>: Stop the FOLLOW mode if necessary</b></font>
* @param intention The new Intention to set to the AI
*/
@Override
@ -152,7 +152,7 @@ public abstract class AbstractAI implements Ctrl
/**
* Launch the CreatureAI onIntention method corresponding to the new Intention.<br>
* <FONT COLOR=#FF0000><B> <U>Caution</U> : Stop the FOLLOW mode if necessary</B></FONT>
* <font color=#FF0000><b><u>Caution</u>: Stop the FOLLOW mode if necessary</b></font>
* @param intention The new Intention to set to the AI
* @param args The first parameters of the Intention (optional target)
*/
@ -225,7 +225,7 @@ public abstract class AbstractAI implements Ctrl
/**
* Launch the CreatureAI onEvt method corresponding to the Event.<br>
* <FONT COLOR=#FF0000><B> <U>Caution</U> : The current general intention won't be change (ex : If the character attack and is stunned, he will attack again after the stunned period)</B></FONT>
* <font color=#FF0000><b><u>Caution</u>: The current general intention won't be change (ex : If the character attack and is stunned, he will attack again after the stunned period)</b></font>
* @param evt The event whose the AI must be notified
*/
@Override
@ -235,7 +235,7 @@ public abstract class AbstractAI implements Ctrl
}
/**
* Launch the CreatureAI onEvt method corresponding to the Event. <FONT COLOR=#FF0000><B> <U>Caution</U> : The current general intention won't be change (ex : If the character attack and is stunned, he will attack again after the stunned period)</B></FONT>
* Launch the CreatureAI onEvt method corresponding to the Event. <font color=#FF0000><b><u>Caution</u>: The current general intention won't be change (ex : If the character attack and is stunned, he will attack again after the stunned period)</b></font>
* @param evt The event whose the AI must be notified
* @param arg0 The first parameter of the Event (optional target)
*/
@ -246,7 +246,7 @@ public abstract class AbstractAI implements Ctrl
}
/**
* Launch the CreatureAI onEvt method corresponding to the Event. <FONT COLOR=#FF0000><B> <U>Caution</U> : The current general intention won't be change (ex : If the character attack and is stunned, he will attack again after the stunned period)</B></FONT>
* Launch the CreatureAI onEvt method corresponding to the Event. <font color=#FF0000><b><u>Caution</u>: The current general intention won't be change (ex : If the character attack and is stunned, he will attack again after the stunned period)</b></font>
* @param evt The event whose the AI must be notified
* @param arg0 The first parameter of the Event (optional target)
* @param arg1 The second parameter of the Event (optional target)
@ -419,7 +419,7 @@ public abstract class AbstractAI implements Ctrl
protected abstract void onEvtFinishCasting();
/**
* Cancel action client side by sending Server->Client packet ActionFailed to the PlayerInstance actor. <FONT COLOR=#FF0000><B> <U>Caution</U> : Low level function, used by AI subclasses</B></FONT>
* Cancel action client side by sending Server->Client packet ActionFailed to the PlayerInstance actor. <font color=#FF0000><b><u>Caution</u>: Low level function, used by AI subclasses</b></font>
*/
protected void clientActionFailed()
{
@ -430,8 +430,8 @@ public abstract class AbstractAI implements Ctrl
}
/**
* Move the actor to Pawn server side AND client side by sending Server->Client packet MoveToPawn <I>(broadcast)</I>.<br>
* <FONT COLOR=#FF0000><B> <U>Caution</U> : Low level function, used by AI subclasses</B></FONT>
* Move the actor to Pawn server side AND client side by sending Server->Client packet MoveToPawn <i>(broadcast)</i>.<br>
* <font color=#FF0000><b><u>Caution</u>: Low level function, used by AI subclasses</b></font>
* @param pawn
* @param offset
*/
@ -514,8 +514,8 @@ public abstract class AbstractAI implements Ctrl
}
/**
* Move the actor to Location (x,y,z) server side AND client side by sending Server->Client packet CharMoveToLocation <I>(broadcast)</I>.<br>
* <FONT COLOR=#FF0000><B> <U>Caution</U> : Low level function, used by AI subclasses</B></FONT>
* Move the actor to Location (x,y,z) server side AND client side by sending Server->Client packet CharMoveToLocation <i>(broadcast)</i>.<br>
* <font color=#FF0000><b><u>Caution</u>: Low level function, used by AI subclasses</b></font>
* @param x
* @param y
* @param z
@ -542,8 +542,8 @@ public abstract class AbstractAI implements Ctrl
}
/**
* Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation <I>(broadcast)</I>.<br>
* <FONT COLOR=#FF0000><B> <U>Caution</U> : Low level function, used by AI subclasses</B></FONT>
* Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation <i>(broadcast)</i>.<br>
* <font color=#FF0000><b><u>Caution</u>: Low level function, used by AI subclasses</b></font>
* @param loc
*/
public void clientStopMoving(Location loc)
@ -591,8 +591,8 @@ public abstract class AbstractAI implements Ctrl
}
/**
* Start the actor Auto Attack client side by sending Server->Client packet AutoAttackStart <I>(broadcast)</I>.<br>
* <FONT COLOR=#FF0000><B> <U>Caution</U> : Low level function, used by AI subclasses</B></FONT>
* Start the actor Auto Attack client side by sending Server->Client packet AutoAttackStart <i>(broadcast)</i>.<br>
* <font color=#FF0000><b><u>Caution</u>: Low level function, used by AI subclasses</b></font>
*/
public void clientStartAutoAttack()
{
@ -632,8 +632,8 @@ public abstract class AbstractAI implements Ctrl
}
/**
* Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop <I>(broadcast)</I>.<br>
* <FONT COLOR=#FF0000><B> <U>Caution</U> : Low level function, used by AI subclasses</B></FONT>
* Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop <i>(broadcast)</i>.<br>
* <font color=#FF0000><b><u>Caution</u>: Low level function, used by AI subclasses</b></font>
*/
void clientStopAutoAttack()
{
@ -661,8 +661,8 @@ public abstract class AbstractAI implements Ctrl
}
/**
* Kill the actor client side by sending Server->Client packet AutoAttackStop, StopMove/StopRotation, Die <I>(broadcast)</I>.<br>
* <FONT COLOR=#FF0000><B> <U>Caution</U> : Low level function, used by AI subclasses</B></FONT>
* Kill the actor client side by sending Server->Client packet AutoAttackStop, StopMove/StopRotation, Die <i>(broadcast)</i>.<br>
* <font color=#FF0000><b><u>Caution</u>: Low level function, used by AI subclasses</b></font>
*/
protected void clientNotifyDead()
{
@ -679,7 +679,7 @@ public abstract class AbstractAI implements Ctrl
/**
* Update the state of this actor client side by sending Server->Client packet MoveToPawn/CharMoveToLocation and AutoAttackStart to the PlayerInstance player.<br>
* <FONT COLOR=#FF0000><B> <U>Caution</U> : Low level function, used by AI subclasses</B></FONT>
* <font color=#FF0000><b><u>Caution</u>: Low level function, used by AI subclasses</b></font>
* @param player The PlayerIstance to notify with state of this Creature
*/
public void describeStateToPlayer(PlayerInstance player)

View File

@ -212,7 +212,7 @@ public class AttackableAI extends CreatureAI
/**
* Set the Intention of this CreatureAI and create an AI Task executed every 1s (call onEvtThink method) for this Attackable.<br>
* <FONT COLOR=#FF0000><B> <U>Caution</U> : If actor _knowPlayer isn't EMPTY, AI_INTENTION_IDLE will be change in AI_INTENTION_ACTIVE</B></FONT>
* <font color=#FF0000><b><u>Caution</u>: If actor _knowPlayer isn't EMPTY, AI_INTENTION_IDLE will be change in AI_INTENTION_ACTIVE</b></font>
* @param intention The new Intention to set to the AI
* @param args The first parameter of the Intention
*/
@ -317,7 +317,7 @@ public class AttackableAI extends CreatureAI
}
/**
* Manage AI standard thinks of a Attackable (called by onEvtThink). <B><U> Actions</U> :</B>
* Manage AI standard thinks of a Attackable (called by onEvtThink). <b><u>Actions</u>:</b>
* <ul>
* <li>Update every 1s the _globalAggro counter to come close to 0</li>
* <li>If the actor is Aggressive and can attack, add all autoAttackable Creature in its Aggro Range to its _aggroList, chose a target and order to attack it</li>
@ -612,7 +612,7 @@ public class AttackableAI extends CreatureAI
}
/**
* Manage AI attack thinks of a Attackable (called by onEvtThink). <B><U> Actions</U> :</B>
* Manage AI attack thinks of a Attackable (called by onEvtThink). <b><u>Actions</u>:</b>
* <ul>
* <li>Update the attack timeout if actor is running</li>
* <li>If target is dead or timeout is expired, stop this attack and set the Intention to AI_INTENTION_ACTIVE</li>
@ -1237,7 +1237,8 @@ public class AttackableAI extends CreatureAI
/**
* Launch actions corresponding to the Event Attacked.<br>
* <B><U> Actions</U> :</B>
* <br>
* <b><u>Actions</u>:</b>
* <ul>
* <li>Init the attack : Calculate the attack timeout, Set the _globalAggro to 0, Add the attacker to the actor _aggroList</li>
* <li>Set the Creature movement type to run and send Server->Client packet ChangeMoveType to all others PlayerInstance</li>
@ -1301,7 +1302,8 @@ public class AttackableAI extends CreatureAI
/**
* Launch actions corresponding to the Event Aggression.<br>
* <B><U> Actions</U> :</B>
* <br>
* <b><u>Actions</u>:</b>
* <ul>
* <li>Add the target to the actor _aggroList or update hate if already present</li>
* <li>Set the actor Intention to AI_INTENTION_ATTACK (if actor is GuardInstance check if it isn't too far from its home location)</li>

View File

@ -139,7 +139,8 @@ public class CreatureAI extends AbstractAI
/**
* Manage the Idle Intention : Stop Attack, Movement and Stand Up the actor.<br>
* <B><U> Actions</U> :</B>
* <br>
* <b><u>Actions</u>:</b>
* <ul>
* <li>Set the AI Intention to AI_INTENTION_IDLE</li>
* <li>Init cast and attack target</li>
@ -164,7 +165,8 @@ public class CreatureAI extends AbstractAI
/**
* Manage the Active Intention : Stop Attack, Movement and Launch Think Event.<br>
* <B><U> Actions</U> : <I>if the Intention is not already Active</I></B>
* <br>
* <b><u>Actions</u> : <i>if the Intention is not already Active</i></b>
* <ul>
* <li>Set the AI Intention to AI_INTENTION_ACTIVE</li>
* <li>Init cast and attack target</li>
@ -195,7 +197,8 @@ public class CreatureAI extends AbstractAI
/**
* Manage the Rest Intention.<br>
* <B><U> Actions</U> : </B>
* <br>
* <b><u>Actions</u> : </b>
* <ul>
* <li>Set the AI Intention to AI_INTENTION_IDLE</li>
* </ul>
@ -209,7 +212,8 @@ public class CreatureAI extends AbstractAI
/**
* Manage the Attack Intention : Stop current Attack (if necessary), Start a new Attack and Launch Think Event.<br>
* <B><U> Actions</U> : </B>
* <br>
* <b><u>Actions</u> : </b>
* <ul>
* <li>Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop (broadcast)</li>
* <li>Set the Intention of this AI to AI_INTENTION_ATTACK</li>
@ -217,7 +221,8 @@ public class CreatureAI extends AbstractAI
* <li>Start the actor Auto Attack client side by sending Server->Client packet AutoAttackStart (broadcast)</li>
* <li>Launch the Think Event</li>
* </ul>
* <B><U> Overridden in</U> :</B>
* <br>
* <b><u>Overridden in</u>:</b>
* <ul>
* <li>AttackableAI : Calculate attack timeout</li>
* </ul>
@ -281,7 +286,8 @@ public class CreatureAI extends AbstractAI
/**
* Manage the Cast Intention : Stop current Attack, Init the AI in order to cast and Launch Think Event.<br>
* <B><U> Actions</U> : </B>
* <br>
* <b><u>Actions</u> : </b>
* <ul>
* <li>Set the AI cast target</li>
* <li>Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop (broadcast)</li>
@ -331,7 +337,8 @@ public class CreatureAI extends AbstractAI
/**
* Manage the Move To Intention : Stop current Attack and Launch a Move to Location Task.<br>
* <B><U> Actions</U> : </B>
* <br>
* <b><u>Actions</u> : </b>
* <ul>
* <li>Stop the actor auto-attack server side AND client side by sending Server->Client packet AutoAttackStop (broadcast)</li>
* <li>Set the Intention of this AI to AI_INTENTION_MOVE_TO</li>
@ -370,7 +377,8 @@ public class CreatureAI extends AbstractAI
/**
* Manage the Follow Intention : Stop current Attack and Launch a Follow Task.<br>
* <B><U> Actions</U> : </B>
* <br>
* <b><u>Actions</u> : </b>
* <ul>
* <li>Stop the actor auto-attack server side AND client side by sending Server->Client packet AutoAttackStop (broadcast)</li>
* <li>Set the Intention of this AI to AI_INTENTION_FOLLOW</li>
@ -427,7 +435,8 @@ public class CreatureAI extends AbstractAI
/**
* Manage the PickUp Intention : Set the pick up target and Launch a Move To Pawn Task (offset=20).<br>
* <B><U> Actions</U> : </B>
* <br>
* <b><u>Actions</u> : </b>
* <ul>
* <li>Set the AI pick up target</li>
* <li>Set the Intention of this AI to AI_INTENTION_PICK_UP</li>
@ -476,7 +485,8 @@ public class CreatureAI extends AbstractAI
/**
* Manage the Interact Intention : Set the interact target and Launch a Move To Pawn Task (offset=60).<br>
* <B><U> Actions</U> : </B>
* <br>
* <b><u>Actions</u> : </b>
* <ul>
* <li>Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop (broadcast)</li>
* <li>Set the AI interact target</li>
@ -537,7 +547,8 @@ public class CreatureAI extends AbstractAI
/**
* Launch actions corresponding to the Event Stunned then onAttacked Event.<br>
* <B><U> Actions</U> :</B>
* <br>
* <b><u>Actions</u>:</b>
* <ul>
* <li>Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop (broadcast)</li>
* <li>Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast)</li>
@ -565,7 +576,8 @@ public class CreatureAI extends AbstractAI
/**
* Launch actions corresponding to the Event Rooted.<br>
* <B><U> Actions</U> :</B>
* <br>
* <b><u>Actions</u>:</b>
* <ul>
* <li>Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast)</li>
* <li>Launch actions corresponding to the Event onAttacked</li>
@ -588,7 +600,8 @@ public class CreatureAI extends AbstractAI
/**
* Launch actions corresponding to the Event Confused.<br>
* <B><U> Actions</U> :</B>
* <br>
* <b><u>Actions</u>:</b>
* <ul>
* <li>Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast)</li>
* <li>Launch actions corresponding to the Event onAttacked</li>
@ -606,7 +619,8 @@ public class CreatureAI extends AbstractAI
/**
* Launch actions corresponding to the Event Muted.<br>
* <B><U> Actions</U> :</B>
* <br>
* <b><u>Actions</u>:</b>
* <ul>
* <li>Break a cast and send Server->Client ActionFailed packet and a System Message to the Creature</li>
* </ul>
@ -629,7 +643,8 @@ public class CreatureAI extends AbstractAI
/**
* Launch actions corresponding to the Event ReadyToAct.<br>
* <B><U> Actions</U> :</B>
* <br>
* <b><u>Actions</u>:</b>
* <ul>
* <li>Launch actions corresponding to the Event Think</li>
* </ul>
@ -643,7 +658,8 @@ public class CreatureAI extends AbstractAI
/**
* Launch actions corresponding to the Event Arrived.<br>
* <B><U> Actions</U> :</B>
* <br>
* <b><u>Actions</u>:</b>
* <ul>
* <li>If the Intention was AI_INTENTION_MOVE_TO, set the Intention to AI_INTENTION_ACTIVE</li>
* <li>Launch actions corresponding to the Event Think</li>
@ -686,7 +702,8 @@ public class CreatureAI extends AbstractAI
/**
* Launch actions corresponding to the Event ArrivedRevalidate.<br>
* <B><U> Actions</U> :</B>
* <br>
* <b><u>Actions</u>:</b>
* <ul>
* <li>Launch actions corresponding to the Event Think</li>
* </ul>
@ -700,7 +717,8 @@ public class CreatureAI extends AbstractAI
/**
* Launch actions corresponding to the Event ArrivedBlocked.<br>
* <B><U> Actions</U> :</B>
* <br>
* <b><u>Actions</u>:</b>
* <ul>
* <li>Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast)</li>
* <li>If the Intention was AI_INTENTION_MOVE_TO, set the Intention to AI_INTENTION_ACTIVE</li>
@ -725,7 +743,8 @@ public class CreatureAI extends AbstractAI
/**
* Launch actions corresponding to the Event ForgetObject.<br>
* <B><U> Actions</U> :</B>
* <br>
* <b><u>Actions</u>:</b>
* <ul>
* <li>If the object was targeted and the Intention was AI_INTENTION_INTERACT or AI_INTENTION_PICK_UP, set the Intention to AI_INTENTION_ACTIVE</li>
* <li>If the object was targeted to attack, stop the auto-attack, cancel target and set the Intention to AI_INTENTION_ACTIVE</li>
@ -781,7 +800,8 @@ public class CreatureAI extends AbstractAI
/**
* Launch actions corresponding to the Event Cancel.<br>
* <B><U> Actions</U> :</B>
* <br>
* <b><u>Actions</u>:</b>
* <ul>
* <li>Stop an AI Follow Task</li>
* <li>Launch actions corresponding to the Event Think</li>
@ -806,7 +826,8 @@ public class CreatureAI extends AbstractAI
/**
* Launch actions corresponding to the Event Dead.<br>
* <B><U> Actions</U> :</B>
* <br>
* <b><u>Actions</u>:</b>
* <ul>
* <li>Stop an AI Follow Task</li>
* <li>Kill the actor client side by sending Server->Client packet AutoAttackStop, StopMove/StopRotation, Die (broadcast)</li>
@ -829,7 +850,8 @@ public class CreatureAI extends AbstractAI
/**
* Launch actions corresponding to the Event Fake Death.<br>
* <B><U> Actions</U> :</B>
* <br>
* <b><u>Actions</u>:</b>
* <ul>
* <li>Stop an AI Follow Task</li>
* </ul>
@ -910,13 +932,15 @@ public class CreatureAI extends AbstractAI
/**
* Manage the Move to Pawn action in function of the distance and of the Interact area.<br>
* <B><U> Actions</U> :</B>
* <br>
* <b><u>Actions</u>:</b>
* <ul>
* <li>Get the distance between the current position of the Creature and the target (x,y)</li>
* <li>If the distance > offset+20, move the actor (by running) to Pawn server side AND client side by sending Server->Client packet MoveToPawn (broadcast)</li>
* <li>If the distance <= offset+20, Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast)</li>
* </ul>
* <B><U> Example of use </U> :</B>
* <br>
* <b><u>Example of use</u>:</b>
* <ul>
* <li>PLayerAI, SummonAI</li>
* </ul>
@ -1017,13 +1041,15 @@ public class CreatureAI extends AbstractAI
/**
* Modify current Intention and actions if the target is lost or dead.<br>
* <B><U> Actions</U> : <I>If the target is lost or dead</I></B>
* <br>
* <b><u>Actions</u> : <i>If the target is lost or dead</i></b>
* <ul>
* <li>Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop (broadcast)</li>
* <li>Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast)</li>
* <li>Set the Intention of this AbstractAI to AI_INTENTION_ACTIVE</li>
* </ul>
* <B><U> Example of use </U> :</B>
* <br>
* <b><u>Example of use</u>:</b>
* <ul>
* <li>PLayerAI, SummonAI</li>
* </ul>
@ -1050,13 +1076,15 @@ public class CreatureAI extends AbstractAI
/**
* Modify current Intention and actions if the target is lost.<br>
* <B><U> Actions</U> : <I>If the target is lost</I></B>
* <br>
* <b><u>Actions</u> : <i>If the target is lost</i></b>
* <ul>
* <li>Stop the actor auto-attack client side by sending Server->Client packet AutoAttackStop (broadcast)</li>
* <li>Stop the actor movement server side AND client side by sending Server->Client packet StopMove/StopRotation (broadcast)</li>
* <li>Set the Intention of this AbstractAI to AI_INTENTION_ACTIVE</li>
* </ul>
* <B><U> Example of use </U> :</B>
* <br>
* <b><u>Example of use</u>:</b>
* <ul>
* <li>PLayerAI, SummonAI</li>
* </ul>

View File

@ -90,7 +90,8 @@ public class PlayerAI extends PlayableAI
/**
* Launch actions corresponding to the Event ReadyToAct.<br>
* <B><U> Actions</U> :</B>
* <br>
* <b><u>Actions</u>:</b>
* <ul>
* <li>Launch actions corresponding to the Event Think</li>
* </ul>
@ -109,7 +110,8 @@ public class PlayerAI extends PlayableAI
/**
* Launch actions corresponding to the Event Cancel.<br>
* <B><U> Actions</U> :</B>
* <br>
* <b><u>Actions</u>:</b>
* <ul>
* <li>Stop an AI Follow Task</li>
* <li>Launch actions corresponding to the Event Think</li>
@ -124,7 +126,7 @@ public class PlayerAI extends PlayableAI
/**
* Finalize the casting of a skill. This method overrides CreatureAI method.<br>
* <B>What it does:</B><br>
* <b>What it does:</b><br>
* Check if actual intention is set to CAST and, if so, retrieves latest intention before the actual CAST and set it as the current intention for the player.
*/
@Override
@ -197,7 +199,8 @@ public class PlayerAI extends PlayableAI
/**
* Manage the Move To Intention : Stop current Attack and Launch a Move to Location Task.<br>
* <B><U> Actions</U> : </B>
* <br>
* <b><u>Actions</u> : </b>
* <ul>
* <li>Stop the actor auto-attack server side AND client side by sending Server->Client packet AutoAttackStop (broadcast)</li>
* <li>Set the Intention of this AI to AI_INTENTION_MOVE_TO</li>

View File

@ -158,7 +158,7 @@ public class AdminData implements IXmlReader
AdminCommandAccessRight acar = _adminCommandAccessRights.get(adminCommand);
if (acar == null)
{
// Trying to avoid the spam for next time when the gm would try to use the same command
// Trying to avoid the spam for next time when the GM would try to use the same command
if ((accessLevel.getLevel() > 0) && (accessLevel.getLevel() == _highestLevel))
{
acar = new AdminCommandAccessRight(adminCommand, true, accessLevel.getLevel());
@ -341,7 +341,7 @@ public class AdminData implements IXmlReader
/**
* Gets the single instance of AdminTable.
* @return AccessLevels: the one and only instance of this class<br>
* @return AccessLevels: the one and only instance of this class
*/
public static AdminData getInstance()
{

View File

@ -63,7 +63,7 @@ import org.l2jmobius.gameserver.model.skills.Skill;
* Here can be found the following skill trees:<br>
* <ul>
* <li>Class skill trees: player skill trees for each class.</li>
* <li>Transfer skill trees: player skill trees for each healer class.</lI>
* <li>Transfer skill trees: player skill trees for each healer class.</li>
* <li>Collect skill tree: player skill tree for Gracia related skills.</li>
* <li>Fishing skill tree: player skill tree for fishing related skills.</li>
* <li>Transform skill tree: player skill tree for transformation related skills.</li>
@ -464,7 +464,7 @@ public class SkillTreeData implements IXmlReader
}
/**
* Gets the race skill tree.<br>
* Gets the race skill tree.
* @param race the race skill tree Id
* @return the complete race Skill Tree for a given {@code Race}
*/

View File

@ -206,7 +206,7 @@ public class BotReportTable
}
/**
* Attempts to perform a bot report. R/W to ip and char id registry is synchronized. Triggers bot punish management<br>
* Attempts to perform a bot report. R/W to ip and char id registry is synchronized. Triggers bot punish management
* @param reporter (PlayerInstance who issued the report)
* @return True, if the report was registered, False otherwise
*/

View File

@ -195,10 +195,10 @@ public class ItemTable
}
/**
* Create the ItemInstance corresponding to the Item Identifier and quantitiy add logs the activity. <B><U> Actions</U> :</B>
* Create the ItemInstance corresponding to the Item Identifier and quantitiy add logs the activity. <b><u>Actions</u>:</b>
* <li>Create and Init the ItemInstance corresponding to the Item Identifier and quantity</li>
* <li>Add the ItemInstance object to _allObjects of L2world</li>
* <li>Logs Item creation according to log settings</li>
* <li>Logs Item creation according to log settings</li><br>
* @param process : String Identifier of process triggering this action
* @param itemId : int Item Identifier of the item to be created
* @param count : int Quantity of items to be created for stackable items
@ -304,7 +304,8 @@ public class ItemTable
/**
* Destroys the ItemInstance.<br>
* <B><U> Actions</U> :</B>
* <br>
* <b><u>Actions</u>:</b>
* <ul>
* <li>Sets ItemInstance parameters to be unusable</li>
* <li>Removes the ItemInstance object to _allObjects of L2world</li>

View File

@ -17,17 +17,17 @@
package org.l2jmobius.gameserver.enums;
/**
* Basic property type of skills. <BR>
* Before Goddess of Destruction, BaseStats was used. CON for physical, MEN for magical, and others for special cases. <BR>
* After, only 3 types are used: physical, magic and none. <BR>
* <BR>
* Quote from Juji: <BR>
* ---------------------------------------------------------------------- <BR>
* Physical: Stun, Paralyze, Knockback, Knock Down, Hold, Disarm, Petrify <BR>
* Mental: Sleep, Mutate, Fear, Aerial Yoke, Silence <BR>
* ---------------------------------------------------------------------- <BR>
* All other are considered with no basic property aka NONE. <BR>
* <BR>
* Basic property type of skills.<br>
* Before Goddess of Destruction, BaseStats was used. CON for physical, MEN for magical, and others for special cases.<br>
* After, only 3 types are used: physical, magic and none.<br>
* <br>
* Quote from Juji:<br>
* ----------------------------------------------------------------------<br>
* Physical: Stun, Paralyze, Knockback, Knock Down, Hold, Disarm, Petrify<br>
* Mental: Sleep, Mutate, Fear, Aerial Yoke, Silence<br>
* ----------------------------------------------------------------------<br>
* All other are considered with no basic property aka NONE.<br>
* <br>
* @author Nik
*/
public enum BasicProperty

View File

@ -38,10 +38,9 @@ public class ItemHandler implements IHandler<IItemHandler, EtcItem>
}
/**
* Adds handler of item type in <I>datatable</I>.<BR>
* <BR>
* <B><I>Concept :</I></U><BR>
* This handler is put in <I>datatable</I> Map &lt;String ; IItemHandler &gt; for each ID corresponding to an item type (existing in classes of package itemhandlers) sets as key of the Map.
* Adds handler of item type in <i>datatable</i>.<br>
* <b><i>Concept :</i></u><br>
* This handler is put in <i>datatable</i> Map &lt;String ; IItemHandler &gt; for each ID corresponding to an item type (existing in classes of package itemhandlers) sets as key of the Map.
* @param handler (IItemHandler)
*/
@Override

View File

@ -456,7 +456,7 @@ public class InstanceManager implements IXmlReader
}
/**
* Register instance world.<br>
* Register instance world.
* @param instance instance which should be registered
*/
public void register(Instance instance)

View File

@ -87,9 +87,8 @@ public class AccessLevel
}
/**
* Returns the access level<br>
* <br>
* @return int: access level<br>
* Returns the access level
* @return int: access level
*/
public int getLevel()
{
@ -97,9 +96,8 @@ public class AccessLevel
}
/**
* Returns the access level name<br>
* <br>
* @return String: access level name<br>
* Returns the access level name
* @return String: access level name
*/
public String getName()
{
@ -107,9 +105,8 @@ public class AccessLevel
}
/**
* Returns the name color of the access level<br>
* <br>
* @return int: the name color for the access level<br>
* Returns the name color of the access level
* @return int: the name color for the access level
*/
public int getNameColor()
{
@ -117,9 +114,8 @@ public class AccessLevel
}
/**
* Returns the title color color of the access level<br>
* <br>
* @return int: the title color for the access level<br>
* Returns the title color color of the access level
* @return int: the title color for the access level
*/
public int getTitleColor()
{
@ -127,9 +123,8 @@ public class AccessLevel
}
/**
* Retuns if the access level has gm access or not<br>
* <br>
* @return boolean: true if access level have gm access, otherwise false<br>
* Retuns if the access level has GM access or not
* @return boolean: true if access level have GM access, otherwise false
*/
public boolean isGm()
{
@ -137,9 +132,8 @@ public class AccessLevel
}
/**
* Returns if the access level is allowed to attack in peace zone or not<br>
* <br>
* @return boolean: true if the access level is allowed to attack in peace zone, otherwise false<br>
* Returns if the access level is allowed to attack in peace zone or not
* @return boolean: true if the access level is allowed to attack in peace zone, otherwise false
*/
public boolean allowPeaceAttack()
{
@ -147,9 +141,8 @@ public class AccessLevel
}
/**
* Retruns if the access level is allowed to use fixed res or not<br>
* <br>
* @return true if the access level is allowed to use fixed res, otherwise false<br>
* Retruns if the access level is allowed to use fixed res or not
* @return true if the access level is allowed to use fixed res, otherwise false
*/
public boolean allowFixedRes()
{
@ -157,9 +150,8 @@ public class AccessLevel
}
/**
* Returns if the access level is allowed to perform transactions or not<br>
* <br>
* @return boolean: true if access level is allowed to perform transactions, otherwise false<br>
* Returns if the access level is allowed to perform transactions or not
* @return boolean: true if access level is allowed to perform transactions, otherwise false
*/
public boolean allowTransaction()
{
@ -167,9 +159,8 @@ public class AccessLevel
}
/**
* Returns if the access level is allowed to use AltG commands or not<br>
* <br>
* @return boolean: true if access level is allowed to use AltG commands, otherwise false<br>
* Returns if the access level is allowed to use AltG commands or not
* @return boolean: true if access level is allowed to use AltG commands, otherwise false
*/
public boolean allowAltG()
{
@ -177,9 +168,8 @@ public class AccessLevel
}
/**
* Returns if the access level can give damage or not<br>
* <br>
* @return boolean: true if the access level can give damage, otherwise false<br>
* Returns if the access level can give damage or not
* @return boolean: true if the access level can give damage, otherwise false
*/
public boolean canGiveDamage()
{
@ -187,9 +177,8 @@ public class AccessLevel
}
/**
* Returns if the access level can take aggro or not<br>
* <br>
* @return boolean: true if the access level can take aggro, otherwise false<br>
* Returns if the access level can take aggro or not
* @return boolean: true if the access level can take aggro, otherwise false
*/
public boolean canTakeAggro()
{
@ -197,9 +186,8 @@ public class AccessLevel
}
/**
* Returns if the access level can gain exp or not<br>
* <br>
* @return boolean: true if the access level can gain exp, otherwise false<br>
* Returns if the access level can gain exp or not
* @return boolean: true if the access level can gain exp, otherwise false
*/
public boolean canGainExp()
{
@ -207,9 +195,9 @@ public class AccessLevel
}
/**
* Returns if the access level contains allowedAccess as child<br>
* @param accessLevel as AccessLevel<br>
* @return boolean: true if a child access level is equals to allowedAccess, otherwise false<br>
* Returns if the access level contains allowedAccess as child
* @param accessLevel as AccessLevel
* @return boolean: true if a child access level is equals to allowedAccess, otherwise false
*/
public boolean hasChildAccess(AccessLevel accessLevel)
{

View File

@ -159,7 +159,7 @@ public class EffectList
}
/**
* Verifies if this effect list contains the given skill ID.<br>
* Verifies if this effect list contains the given skill ID.
* @param skillId the skill ID to verify
* @return {@code true} if the skill ID is present in the effect list (includes active and passive effects), {@code false} otherwise
*/
@ -179,7 +179,7 @@ public class EffectList
}
/**
* Check if any active {@code BuffInfo} of this {@code AbnormalType} exists.<br>
* Check if any active {@code BuffInfo} of this {@code AbnormalType} exists.
* @param type the abnormal skill type
* @return {@code true} if there is any {@code BuffInfo} matching the specified {@code AbnormalType}, {@code false} otherwise
*/
@ -189,7 +189,7 @@ public class EffectList
}
/**
* Check if any active {@code BuffInfo} of this {@code AbnormalType} exists.<br>
* Check if any active {@code BuffInfo} of this {@code AbnormalType} exists.
* @param types the abnormal skill type
* @return {@code true} if there is any {@code BuffInfo} matching one of the specified {@code AbnormalType}s, {@code false} otherwise
*/
@ -421,7 +421,7 @@ public class EffectList
}
/**
* Exit all effects having a specified flag.<br>
* Exit all effects having a specified flag.
* @param effectFlag the flag of the effect to stop
*/
public void stopEffects(EffectFlag effectFlag)
@ -438,7 +438,7 @@ public class EffectList
* Removes the stats from the creature.<br>
* Updates the effect flags and icons.<br>
* Presents overload:<br>
* {@link #stopSkillEffects(boolean, Skill)}<br>
* {@link #stopSkillEffects(boolean, Skill)}
* @param removed {@code true} if the effect is removed, {@code false} otherwise
* @param skillId the skill ID
*/
@ -457,7 +457,7 @@ public class EffectList
* Removes the stats from the creature.<br>
* Updates the effect flags and icons.<br>
* Presents overload:<br>
* {@link #stopSkillEffects(boolean, int)}<br>
* {@link #stopSkillEffects(boolean, int)}
* @param removed {@code true} if the effect is removed, {@code false} otherwise
* @param skill the skill
*/
@ -483,7 +483,7 @@ public class EffectList
}
/**
* Exits all effects created by a specific skill {@code AbnormalType}s.<br>
* Exits all effects created by a specific skill {@code AbnormalType}s.
* @param types the skill {@code AbnormalType}s to be checked and removed.
* @return {@code true} if there was any {@code BuffInfo} with one of the given {@code AbnormalType}s, {@code false} otherwise
*/
@ -498,7 +498,7 @@ public class EffectList
}
/**
* Exits all effects matched by a specific filter.<br>
* Exits all effects matched by a specific filter.
* @param filter any filter to apply when selecting which {@code BuffInfo}s to be removed.
* @param update update effect flags and icons after the operation finishes.
* @param broadcast {@code true} to broadcast update packets if updating, {@code false} otherwise.

View File

@ -142,7 +142,7 @@ public class Party extends AbstractPlayerGroup
}
/**
* Set invitation process flag and store time for expiration. <br>
* Set invitation process flag and store time for expiration.<br>
* Happens when a player joins party or declines to join.
* @param value the pending invitation state to set
*/
@ -273,8 +273,7 @@ public class Party extends AbstractPlayerGroup
}
/**
* Send a Server->Client packet to all other PlayerInstance of the Party.<BR>
* <BR>
* Send a Server->Client packet to all other PlayerInstance of the Party.
* @param player
* @param msg
*/
@ -821,12 +820,12 @@ public class Party extends AbstractPlayerGroup
}
/**
* Distribute Experience and SP rewards to PlayerInstance Party members in the known area of the last attacker.<BR>
* <BR>
* <B><U> Actions</U> :</B>
* Distribute Experience and SP rewards to PlayerInstance Party members in the known area of the last attacker.<br>
* <br>
* <b><u>Actions</u>:</b>
* <li>Get the PlayerInstance owner of the ServitorInstance (if necessary)</li>
* <li>Calculate the Experience and SP reward distribution rate</li>
* <li>Add Experience and SP to the PlayerInstance</li><BR>
* <li>Add Experience and SP to the PlayerInstance</li><br>
* @param xpReward The Experience reward to distribute
* @param spReward The SP reward to distribute
* @param rewardedMembers The list of PlayerInstance to reward

View File

@ -41,7 +41,7 @@ import org.l2jmobius.gameserver.util.Util;
/**
* This class manages the spawn and respawn of a group of NpcInstance that are in the same are and have the same type.<br>
* <B><U>Concept</U>:</B><br>
* <b><u>Concept</u>:</b><br>
* NpcInstance can be spawned either in a random position into a location area (if Lox=0 and Locy=0), either at an exact position.<br>
* The heading of the NpcInstance can be a random heading if not defined (value= -1) or an exact heading (ex : merchant...).
* @author Nightmare
@ -78,13 +78,16 @@ public class Spawn extends Location implements IIdentifiable, INamable
/**
* Constructor of Spawn.<br>
* <B><U>Concept</U>:</B><br>
* <br>
* <b><u>Concept</u>:</b><br>
* <br>
* Each Spawn owns generic and static properties (ex : RewardExp, RewardSP, AggroRange...).<br>
* All of those properties are stored in a different NpcTemplate for each type of Spawn. Each template is loaded once in the server cache memory (reduce memory use).<br>
* When a new instance of Spawn is created, server just create a link between the instance and the template.<br>
* This link is stored in <B>_template</B> Each NpcInstance is linked to a Spawn that manages its spawn and respawn (delay, location...).<br>
* This link is stored in <B>_spawn</B> of the NpcInstance.<br>
* <B><U> Actions</U>:</B><br>
* This link is stored in <b>_template</b> Each NpcInstance is linked to a Spawn that manages its spawn and respawn (delay, location...).<br>
* This link is stored in <b>_spawn</b> of the NpcInstance.<br>
* <br>
* <b><u>Actions</u>:</b><br>
* <ul>
* <li>Set the _template of the Spawn</li>
* <li>Calculate the implementationName used to generate the generic constructor of NpcInstance managed by this Spawn</li>
@ -227,11 +230,11 @@ public class Spawn extends Location implements IIdentifiable, INamable
}
/**
* Decrease the current number of NpcInstance of this Spawn and if necessary create a SpawnTask to launch after the respawn Delay. <B><U> Actions</U> :</B>
* Decrease the current number of NpcInstance of this Spawn and if necessary create a SpawnTask to launch after the respawn Delay. <b><u>Actions</u>:</b>
* <li>Decrease the current number of NpcInstance of this Spawn</li>
* <li>Check if respawn is possible to prevent multiple respawning caused by lag</li>
* <li>Update the current number of SpawnTask in progress or stand by of this Spawn</li>
* <li>Create a new SpawnTask to launch after the respawn Delay</li> <FONT COLOR=#FF0000><B> <U>Caution</U> : A respawn is possible ONLY if _doRespawn=True and _scheduledCount + _currentCount < _maximumCount</B></FONT>
* <li>Create a new SpawnTask to launch after the respawn Delay</li> <font color=#FF0000><b><u>Caution</u>: A respawn is possible ONLY if _doRespawn=True and _scheduledCount + _currentCount < _maximumCount</b></font>
* @param oldNpc
*/
public void decreaseCount(Npc oldNpc)
@ -305,10 +308,13 @@ public class Spawn extends Location implements IIdentifiable, INamable
/**
* Create the NpcInstance, add it to the world and lauch its OnSpawn action.<br>
* <B><U>Concept</U>:</B><br>
* <br>
* <b><u>Concept</u>:</b><br>
* <br>
* NpcInstance can be spawned either in a random position into a location area (if Lox=0 and Locy=0), either at an exact position.<br>
* The heading of the NpcInstance can be a random heading if not defined (value= -1) or an exact heading (ex : merchant...).<br>
* <B><U>Actions for an random spawn into location area</U>:<I> (if Locx=0 and Locy=0)</I></B>
* <br>
* <b><u>Actions for an random spawn into location area</u>:<i> (if Locx=0 and Locy=0)</i></b>
* <ul>
* <li>Get NpcInstance Init parameters and its generate an Identifier</li>
* <li>Call the constructor of the NpcInstance</li>

View File

@ -132,7 +132,8 @@ public class World
/**
* Adds an object to the world.<br>
* <B><U>Example of use</U>:</B>
* <br>
* <b><u>Example of use</u>:</b>
* <ul>
* <li>Withdraw an item from the warehouse, create an item</li>
* <li>Spawn a Creature (PC, NPC, Pet)</li>
@ -172,7 +173,8 @@ public class World
/**
* Removes an object from the world.<br>
* <B><U>Example of use</U>:</B>
* <br>
* <b><u>Example of use</u>:</b>
* <ul>
* <li>Delete item from inventory, transfer Item from inventory to warehouse</li>
* <li>Crystallize item</li>
@ -209,7 +211,7 @@ public class World
}
/**
* <B><U> Example of use</U>:</B>
* <b><u>Example of use</u>:</b>
* <ul>
* <li>Client packets : Action, AttackRequest, RequestJoinParty, RequestJoinPledge...</li>
* </ul>
@ -251,7 +253,7 @@ public class World
}
/**
* <B>If you have access to player objectId use {@link #getPlayer(int playerObjId)}</B>
* <b>If you have access to player objectId use {@link #getPlayer(int playerObjId)}</b>
* @param name Name of the player to get Instance
* @return the player instance corresponding to the given name.
*/
@ -299,18 +301,18 @@ public class World
}
/**
* Add a WorldObject in the world. <B><U> Concept</U> :</B> WorldObject (including PlayerInstance) are identified in <B>_visibleObjects</B> of his current WorldRegion and in <B>_knownObjects</B> of other surrounding Creatures <BR>
* PlayerInstance are identified in <B>_allPlayers</B> of World, in <B>_allPlayers</B> of his current WorldRegion and in <B>_knownPlayer</B> of other surrounding Creatures <B><U> Actions</U> :</B>
* Add a WorldObject in the world. <b><u>Concept</u>:</b> WorldObject (including PlayerInstance) are identified in <b>_visibleObjects</b> of his current WorldRegion and in <b>_knownObjects</b> of other surrounding Creatures<br>
* PlayerInstance are identified in <b>_allPlayers</b> of World, in <b>_allPlayers</b> of his current WorldRegion and in <b>_knownPlayer</b> of other surrounding Creatures <b><u> Actions</u>:</b>
* <li>Add the WorldObject object in _allPlayers* of World</li>
* <li>Add the WorldObject object in _gmList** of GmListTable</li>
* <li>Add object in _knownObjects and _knownPlayer* of all surrounding WorldRegion Creatures</li><BR>
* <li>If object is a Creature, add all surrounding WorldObject in its _knownObjects and all surrounding PlayerInstance in its _knownPlayer</li><BR>
* <I>* only if object is a PlayerInstance</I><BR>
* <I>** only if object is a GM PlayerInstance</I> <FONT COLOR=#FF0000><B> <U>Caution</U> : This method DOESN'T ADD the object in _visibleObjects and _allPlayers* of WorldRegion (need synchronisation)</B></FONT><BR>
* <FONT COLOR=#FF0000><B> <U>Caution</U> : This method DOESN'T ADD the object to _allObjects and _allPlayers* of World (need synchronisation)</B></FONT> <B><U> Example of use </U> :</B>
* <li>Add object in _knownObjects and _knownPlayer* of all surrounding WorldRegion Creatures</li>
* <li>If object is a Creature, add all surrounding WorldObject in its _knownObjects and all surrounding PlayerInstance in its _knownPlayer</li><br>
* <i>* only if object is a PlayerInstance</i><br>
* <i>** only if object is a GM PlayerInstance</i> <font color=#FF0000><b><u>Caution</u>: This method DOESN'T ADD the object in _visibleObjects and _allPlayers* of WorldRegion (need synchronisation)</b></font><br>
* <font color=#FF0000><b><u>Caution</u>: This method DOESN'T ADD the object to _allObjects and _allPlayers* of World (need synchronisation)</b></font> <b><u> Example of use</u>:</b>
* <li>Drop an Item</li>
* <li>Spawn a Creature</li>
* <li>Apply Death Penalty of a PlayerInstance</li>
* <li>Apply Death Penalty of a PlayerInstance</li><br>
* @param object L2object to add in the world
* @param newRegion WorldRegion in wich the object will be add (not used)
*/
@ -382,16 +384,16 @@ public class World
}
/**
* Remove a WorldObject from the world. <B><U> Concept</U> :</B> WorldObject (including PlayerInstance) are identified in <B>_visibleObjects</B> of his current WorldRegion and in <B>_knownObjects</B> of other surrounding Creatures <BR>
* PlayerInstance are identified in <B>_allPlayers</B> of World, in <B>_allPlayers</B> of his current WorldRegion and in <B>_knownPlayer</B> of other surrounding Creatures <B><U> Actions</U> :</B>
* Remove a WorldObject from the world. <b><u>Concept</u>:</b> WorldObject (including PlayerInstance) are identified in <b>_visibleObjects</b> of his current WorldRegion and in <b>_knownObjects</b> of other surrounding Creatures<br>
* PlayerInstance are identified in <b>_allPlayers</b> of World, in <b>_allPlayers</b> of his current WorldRegion and in <b>_knownPlayer</b> of other surrounding Creatures <b><u> Actions</u>:</b>
* <li>Remove the WorldObject object from _allPlayers* of World</li>
* <li>Remove the WorldObject object from _visibleObjects and _allPlayers* of WorldRegion</li>
* <li>Remove the WorldObject object from _gmList** of GmListTable</li>
* <li>Remove object from _knownObjects and _knownPlayer* of all surrounding WorldRegion Creatures</li><BR>
* <li>If object is a Creature, remove all WorldObject from its _knownObjects and all PlayerInstance from its _knownPlayer</li> <FONT COLOR=#FF0000><B> <U>Caution</U> : This method DOESN'T REMOVE the object from _allObjects of World</B></FONT> <I>* only if object is a PlayerInstance</I><BR>
* <I>** only if object is a GM PlayerInstance</I> <B><U> Example of use </U> :</B>
* <li>Remove object from _knownObjects and _knownPlayer* of all surrounding WorldRegion Creatures</li>
* <li>If object is a Creature, remove all WorldObject from its _knownObjects and all PlayerInstance from its _knownPlayer</li> <font color=#FF0000><b><u>Caution</u>: This method DOESN'T REMOVE the object from _allObjects of World</b></font> <i>* only if object is a PlayerInstance</i><br>
* <i>** only if object is a GM PlayerInstance</i> <b><u> Example of use</u>:</b>
* <li>Pickup an Item</li>
* <li>Decay a Creature</li>
* <li>Decay a Creature</li><br>
* @param object L2object to remove from the world
* @param oldRegion WorldRegion in which the object was before removing
*/
@ -690,9 +692,9 @@ public class World
}
/**
* Calculate the current WorldRegions of the object according to its position (x,y). <B><U> Example of use </U> :</B>
* Calculate the current WorldRegions of the object according to its position (x,y). <b><u>Example of use</u>:</b>
* <li>Set position of a new WorldObject (drop, spawn...)</li>
* <li>Update position of a WorldObject after a movement</li><BR>
* <li>Update position of a WorldObject after a movement</li><br>
* @param object the object
* @return
*/

View File

@ -670,7 +670,7 @@ public abstract class WorldObject extends ListenersContainer implements IIdentif
}
/**
* Sets instance for current object by instance ID.<br>
* Sets instance for current object by instance ID.
* @param id ID of instance world which should be set (0 means normal world)
*/
public void setInstanceById(int id)

View File

@ -195,8 +195,8 @@ public class WorldRegion
}
/**
* Add the WorldObject in the WorldObjectHashSet(WorldObject) _visibleObjects containing WorldObject visible in this WorldRegion <BR>
* If WorldObject is a PlayerInstance, Add the PlayerInstance in the WorldObjectHashSet(PlayerInstance) _allPlayable containing PlayerInstance of all player in game in this WorldRegion <BR>
* Add the WorldObject in the WorldObjectHashSet(WorldObject) _visibleObjects containing WorldObject visible in this WorldRegion<br>
* If WorldObject is a PlayerInstance, Add the PlayerInstance in the WorldObjectHashSet(PlayerInstance) _allPlayable containing PlayerInstance of all player in game in this WorldRegion
* @param object
*/
public void addVisibleObject(WorldObject object)
@ -216,7 +216,7 @@ public class WorldRegion
}
/**
* Remove the WorldObject from the WorldObjectHashSet(WorldObject) _visibleObjects in this WorldRegion. If WorldObject is a PlayerInstance, remove it from the WorldObjectHashSet(PlayerInstance) _allPlayable of this WorldRegion <BR>
* Remove the WorldObject from the WorldObjectHashSet(WorldObject) _visibleObjects in this WorldRegion. If WorldObject is a PlayerInstance, remove it from the WorldObjectHashSet(PlayerInstance) _allPlayable of this WorldRegion
* @param object
*/
public void removeVisibleObject(WorldObject object)

View File

@ -1057,7 +1057,7 @@ public class Attackable extends Npc
* During a Special Event all Attackable can drop extra Items.<br>
* Those extra Items are defined in the table allNpcDateDrops of the EventDroplist.<br>
* Each Special Event has a start and end date to stop to drop extra Items automatically.<br>
* Actions: <I>If an extra drop must be generated</I><br>
* Actions: <i>If an extra drop must be generated</i><br>
* Get an Item Identifier (random) from the DateDrop Item table of this Event.<br>
* Get the Item quantity dropped (random).<br>
* Create this or these ItemInstance corresponding to this Item Identifier.<br>

View File

@ -167,7 +167,6 @@ import org.l2jmobius.gameserver.util.Util;
* <li>Trap</li>
* <li>Vehicle</li>
* </ul>
* <br>
* <b>Concept of CreatureTemplate:</b><br>
* Each Creature owns generic and static properties (ex : all Keltir have the same number of HP...).<br>
* All of those properties are stored in a different template for each type of Creature.<br>
@ -295,11 +294,14 @@ public abstract class Creature extends WorldObject implements ISkillsHolder, IDe
/**
* Constructor of Creature.<br>
* <B><U>Concept</U>:</B><br>
* <br>
* <b><u>Concept</u>:</b><br>
* <br>
* Each Creature owns generic and static properties (ex : all Keltir have the same number of HP...).<br>
* All of those properties are stored in a different template for each type of Creature. Each template is loaded once in the server cache memory (reduce memory use).<br>
* When a new instance of Creature is spawned, server just create a link between the instance and the template This link is stored in <B>_template</B><br>
* <B><U> Actions</U>:</B>
* When a new instance of Creature is spawned, server just create a link between the instance and the template This link is stored in <b>_template</b><br>
* <br>
* <b><u>Actions</u>:</b>
* <ul>
* <li>Set the _template of the Creature</li>
* <li>Set _overloaded to false (the character can take more items)</li>
@ -542,8 +544,8 @@ public abstract class Creature extends WorldObject implements ISkillsHolder, IDe
/**
* Remove the Creature from the world when the decay task is launched.<br>
* <FONT COLOR=#FF0000><B> <U>Caution</U> : This method DOESN'T REMOVE the object from _allObjects of World </B></FONT><BR>
* <FONT COLOR=#FF0000><B> <U>Caution</U> : This method DOESN'T SEND Server->Client packets to players</B></FONT>
* <font color=#FF0000><b><u>Caution</u>: This method DOESN'T REMOVE the object from _allObjects of World </b></font><br>
* <font color=#FF0000><b><u>Caution</u>: This method DOESN'T SEND Server->Client packets to players</b></font>
*/
public void onDecay()
{
@ -603,8 +605,10 @@ public abstract class Creature extends WorldObject implements ISkillsHolder, IDe
/**
* Send a packet to the Creature AND to all PlayerInstance in the _KnownPlayers of the Creature.<br>
* <B><U>Concept</U>:</B><br>
* PlayerInstance in the detection area of the Creature are identified in <B>_knownPlayers</B>.<br>
* <br>
* <b><u>Concept</u>:</b><br>
* <br>
* PlayerInstance in the detection area of the Creature are identified in <b>_knownPlayers</b>.<br>
* In order to inform other players of state modification on the Creature, server just need to go through _knownPlayers to send Server->Client Packet
* @param mov
*/
@ -621,8 +625,10 @@ public abstract class Creature extends WorldObject implements ISkillsHolder, IDe
/**
* Send a packet to the Creature AND to all PlayerInstance in the radius (max knownlist radius) from the Creature.<br>
* <B><U>Concept</U>:</B><br>
* PlayerInstance in the detection area of the Creature are identified in <B>_knownPlayers</B>.<br>
* <br>
* <b><u>Concept</u>:</b><br>
* <br>
* PlayerInstance in the detection area of the Creature are identified in <b>_knownPlayers</b>.<br>
* In order to inform other players of state modification on the Creature, server just need to go through _knownPlayers to send Server->Client Packet
* @param mov
* @param radiusInKnownlist
@ -678,12 +684,13 @@ public abstract class Creature extends WorldObject implements ISkillsHolder, IDe
/**
* Send the Server->Client packet StatusUpdate with current HP and MP to all other PlayerInstance to inform.<br>
* <B><U>Actions</U>:</B>
* <br>
* <b><u>Actions</u>:</b>
* <ul>
* <li>Create the Server->Client packet StatusUpdate with current HP and MP</li>
* <li>Send the Server->Client packet StatusUpdate with current HP and MP to all Creature called _statusListener that must be informed of HP/MP updates of this Creature</li>
* </ul>
* <FONT COLOR=#FF0000><B><U>Caution</U>: This method DOESN'T SEND CP information</B></FONT>
* <font color=#FF0000><b><u>Caution</u>: This method DOESN'T SEND CP information</b></font>
* @param caster
*/
public void broadcastStatusUpdate(Creature caster)
@ -714,7 +721,8 @@ public abstract class Creature extends WorldObject implements ISkillsHolder, IDe
/**
* Teleport a Creature and its pet if necessary.<br>
* <B><U>Actions</U>:</B>
* <br>
* <b><u>Actions</u>:</b>
* <ul>
* <li>Stop the movement of the Creature</li>
* <li>Set the x,y,z position of the WorldObject and if necessary modify its _worldRegion</li>
@ -883,7 +891,8 @@ public abstract class Creature extends WorldObject implements ISkillsHolder, IDe
/**
* Launch a physical attack against a target (Simple, Bow, Pole or Dual).<br>
* <B><U>Actions</U>:</B>
* <br>
* <b><u>Actions</u>:</b>
* <ul>
* <li>Get the active weapon (always equipped in the right hand)</li>
* <li>If weapon is a bow, check for arrows, MP and bow re-use delay (if necessary, equip the PlayerInstance with arrows in left hand)</li>
@ -1274,7 +1283,8 @@ public abstract class Creature extends WorldObject implements ISkillsHolder, IDe
/**
* Manage the casting task (casting and interrupt time, re-use delay...) and display the casting bar and animation on client.<br>
* <B><U>Actions</U>:</B>
* <br>
* <b><u>Actions</u>:</b>
* <ul>
* <li>Verify the possibility of the the cast : skill is a spell, caster isn't muted...</li>
* <li>Get the list of all targets (ex : area effects) and define the Creature targeted (its stats will be used in calculation)</li>
@ -1564,7 +1574,8 @@ public abstract class Creature extends WorldObject implements ISkillsHolder, IDe
/**
* Kill the Creature.<br>
* <B><U>Actions</U>:</B>
* <br>
* <b><u>Actions</u>:</b>
* <ul>
* <li>Set target to null and cancel Attack or Cast</li>
* <li>Stop movement</li>
@ -2191,11 +2202,13 @@ public abstract class Creature extends WorldObject implements ISkillsHolder, IDe
/**
* Set the template of the Creature.<br>
* <B><U>Concept</U>:</B><br>
* <br>
* <b><u>Concept</u>:</b><br>
* <br>
* Each Creature owns generic and static properties (ex : all Keltir have the same number of HP...).<br>
* All of those properties are stored in a different template for each type of Creature.<br>
* Each template is loaded once in the server cache memory (reduce memory use).<br>
* When a new instance of Creature is spawned, server just create a link between the instance and the template This link is stored in <B>_template</B>.
* When a new instance of Creature is spawned, server just create a link between the instance and the template This link is stored in <b>_template</b>.
* @param template
*/
protected final void setTemplate(CreatureTemplate template)
@ -2372,7 +2385,8 @@ public abstract class Creature extends WorldObject implements ISkillsHolder, IDe
/**
* Stop a specified/all Fake Death abnormal Effect.<br>
* <B><U>Actions</U>:</B>
* <br>
* <b><u>Actions</u>:</b>
* <ul>
* <li>Delete a specified/all (if effect=null) Fake Death abnormal Effect from Creature and update client magic icon</li>
* <li>Set the abnormal effect flag _fake_death to False</li>
@ -2400,7 +2414,7 @@ public abstract class Creature extends WorldObject implements ISkillsHolder, IDe
}
/**
* Stop all block actions (stun) effects.<br>
* Stop all block actions (stun) effects.
* @param removeEffects {@code true} removes all block actions effects, {@code false} only notifies AI to think.
*/
public void stopStunning(boolean removeEffects)
@ -2418,7 +2432,8 @@ public abstract class Creature extends WorldObject implements ISkillsHolder, IDe
/**
* Stop Effect: Transformation.<br>
* <B><U>Actions</U>:</B>
* <br>
* <b><u>Actions</u>:</b>
* <ul>
* <li>Remove Transformation Effect</li>
* <li>Notify the Creature AI</li>
@ -2447,7 +2462,7 @@ public abstract class Creature extends WorldObject implements ISkillsHolder, IDe
}
/**
* Updates the visual abnormal state of this character. <br>
* Updates the visual abnormal state of this character.
*/
public void updateAbnormalVisualEffects()
{
@ -2456,9 +2471,11 @@ public abstract class Creature extends WorldObject implements ISkillsHolder, IDe
/**
* Update active skills in progress (In Use and Not In Use because stacked) icons on client.<br>
* <B><U>Concept</U>:</B><br>
* <br>
* <b><u>Concept</u>:</b><br>
* <br>
* All active skills effects in progress (In Use and Not In Use because stacked) are represented by an icon on the client.<br>
* <FONT COLOR=#FF0000><B> <U>Caution</U> : This method ONLY UPDATE the client of the player and not clients of all players in the party.</B></FONT>
* <font color=#FF0000><b><u>Caution</u>: This method ONLY UPDATE the client of the player and not clients of all players in the party.</b></font>
*/
public void updateEffectIcons()
{
@ -2492,7 +2509,8 @@ public abstract class Creature extends WorldObject implements ISkillsHolder, IDe
/**
* This class group all movement data.<br>
* <B><U> Data</U> :</B>
* <br>
* <b><u>Data</u>:</b>
* <ul>
* <li>_moveTimestamp : Last time position update</li>
* <li>_xDestination, _yDestination, _zDestination : Position of the destination</li>
@ -2786,7 +2804,7 @@ public abstract class Creature extends WorldObject implements ISkillsHolder, IDe
}
/**
* @return True if the Creature is travelling a calculated path.
* @return True if the Creature is traveling a calculated path.
*/
public boolean isOnGeodataPath()
{
@ -2896,16 +2914,18 @@ public abstract class Creature extends WorldObject implements ISkillsHolder, IDe
/**
* Update the position of the Creature during a movement and return True if the movement is finished.<br>
* <B><U>Concept</U>:</B><br>
* At the beginning of the move action, all properties of the movement are stored in the MoveData object called <B>_move</B> of the Creature.<br>
* <br>
* <b><u>Concept</u>:</b><br>
* <br>
* At the beginning of the move action, all properties of the movement are stored in the MoveData object called <b>_move</b> of the Creature.<br>
* The position of the start point and of the destination permit to estimated in function of the movement speed the time to achieve the destination.<br>
* When the movement is started (ex : by MovetoLocation), this method will be called each 0.1 sec to estimate and update the Creature position on the server.<br>
* Note, that the current server position can differe from the current client position even if each movement is straight foward.<br>
* That's why, client send regularly a Client->Server ValidatePosition packet to eventually correct the gap on the server.<br>
* But, it's always the server position that is used in range calculation. At the end of the estimated movement time,<br>
* the Creature position is automatically set to the destination position even if the movement is not finished.<br>
* <FONT COLOR=#FF0000><B><U>Caution</U>: The current Z position is obtained FROM THE CLIENT by the Client->Server ValidatePosition Packet.<br>
* But x and y positions must be calculated to avoid that players try to modify their movement speed.</B></FONT>
* <font color=#FF0000><b><u>Caution</u>: The current Z position is obtained FROM THE CLIENT by the Client->Server ValidatePosition Packet.<br>
* But x and y positions must be calculated to avoid that players try to modify their movement speed.</b></font>
* @return True if the movement is finished
*/
public boolean updatePosition()
@ -3073,14 +3093,15 @@ public abstract class Creature extends WorldObject implements ISkillsHolder, IDe
/**
* Stop movement of the Creature (Called by AI Accessor only).<br>
* <B><U>Actions</U>:</B>
* <br>
* <b><u>Actions</u>:</b>
* <ul>
* <li>Delete movement data of the Creature</li>
* <li>Set the current position (x,y,z), its current WorldRegion if necessary and its heading</li>
* <li>Remove the WorldObject object from _gmList of GmListTable</li>
* <li>Remove object from _knownObjects and _knownPlayer of all surrounding WorldRegion Creatures</li>
* </ul>
* <FONT COLOR=#FF0000><B><U>Caution</U>: This method DOESN'T send Server->Client packet StopMove/StopRotation</B></FONT>
* <font color=#FF0000><b><u>Caution</u>: This method DOESN'T send Server->Client packet StopMove/StopRotation</b></font>
* @param loc
*/
public void stopMove(Location loc)
@ -3117,9 +3138,12 @@ public abstract class Creature extends WorldObject implements ISkillsHolder, IDe
/**
* Target a WorldObject (add the target to the Creature _target, _knownObject and Creature to _KnownObject of the WorldObject).<br>
* <B><U>Concept</U>:</B><br>
* The WorldObject (including Creature) targeted is identified in <B>_target</B> of the Creature.<br>
* <B><U>Actions</U>:</B>
* <br>
* <b><u>Concept</u>:</b><br>
* <br>
* The WorldObject (including Creature) targeted is identified in <b>_target</b> of the Creature.<br>
* <br>
* <b><u>Actions</u>:</b>
* <ul>
* <li>Set the _target of Creature to WorldObject</li>
* <li>If necessary, add WorldObject to _knownObject of the Creature</li>
@ -3162,11 +3186,14 @@ public abstract class Creature extends WorldObject implements ISkillsHolder, IDe
/**
* Calculate movement data for a move to location action and add the Creature to movingObjects of GameTimeController (only called by AI Accessor).<br>
* <B><U>Concept</U>:</B><br>
* At the beginning of the move action, all properties of the movement are stored in the MoveData object called <B>_move</B> of the Creature.<br>
* <br>
* <b><u>Concept</u>:</b><br>
* <br>
* At the beginning of the move action, all properties of the movement are stored in the MoveData object called <b>_move</b> of the Creature.<br>
* The position of the start point and of the destination permit to estimated in function of the movement speed the time to achieve the destination.<br>
* All Creature in movement are identified in <B>movingObjects</B> of GameTimeController that will call the updatePosition method of those Creature each 0.1s.<br>
* <B><U>Actions</U>:</B>
* All Creature in movement are identified in <b>movingObjects</b> of GameTimeController that will call the updatePosition method of those Creature each 0.1s.<br>
* <br>
* <b><u>Actions</u>:</b>
* <ul>
* <li>Get current position of the Creature</li>
* <li>Calculate distance (dx,dy) between current position and destination including offset</li>
@ -3175,8 +3202,9 @@ public abstract class Creature extends WorldObject implements ISkillsHolder, IDe
* <li>Add the Creature to movingObjects of the GameTimeController</li>
* <li>Create a task to notify the AI that Creature arrives at a check point of the movement</li>
* </ul>
* <FONT COLOR=#FF0000><B><U>Caution</U>: This method DOESN'T send Server->Client packet MoveToPawn/CharMoveToLocation.</B></FONT><br>
* <B><U>Example of use</U>:</B>
* <font color=#FF0000><b><u>Caution</u>: This method DOESN'T send Server->Client packet MoveToPawn/CharMoveToLocation.</b></font><br>
* <br>
* <b><u>Example of use</u>:</b>
* <ul>
* <li>AI : onIntentionMoveTo(Location), onIntentionPickUp(WorldObject), onIntentionInteract(WorldObject)</li>
* <li>FollowTask</li>
@ -3580,7 +3608,7 @@ public abstract class Creature extends WorldObject implements ISkillsHolder, IDe
}
/**
* <B><U> Overridden in </U> :</B>
* <b><u>Overridden in</u>:</b>
* <li>PlayerInstance</li>
* @return True if arrows are available.
* @param type
@ -3592,9 +3620,10 @@ public abstract class Creature extends WorldObject implements ISkillsHolder, IDe
/**
* Add Exp and Sp to the Creature.<br>
* <B><U> Overridden in </U> :</B>
* <br>
* <b><u>Overridden in</u>:</b>
* <li>PlayerInstance</li>
* <li>PetInstance</li>
* <li>PetInstance</li><br>
* @param addToExp
* @param addToSp
*/
@ -3604,36 +3633,37 @@ public abstract class Creature extends WorldObject implements ISkillsHolder, IDe
}
/**
* <B><U> Overridden in </U> :</B>
* <b><u>Overridden in</u>:</b>
* <li>PlayerInstance</li>
* @return the active weapon instance (always equiped in the right hand).
* @return the active weapon instance (always equipped in the right hand).
*/
public abstract ItemInstance getActiveWeaponInstance();
/**
* <B><U> Overridden in </U> :</B>
* <b><u>Overridden in</u>:</b>
* <li>PlayerInstance</li>
* @return the active weapon item (always equiped in the right hand).
* @return the active weapon item (always equipped in the right hand).
*/
public abstract Weapon getActiveWeaponItem();
/**
* <B><U> Overridden in </U> :</B>
* <b><u>Overridden in</u>:</b>
* <li>PlayerInstance</li>
* @return the secondary weapon instance (always equiped in the left hand).
* @return the secondary weapon instance (always equipped in the left hand).
*/
public abstract ItemInstance getSecondaryWeaponInstance();
/**
* <B><U> Overridden in </U> :</B>
* <b><u>Overridden in</u>:</b>
* <li>PlayerInstance</li>
* @return the secondary {@link Item} item (always equiped in the left hand).
* @return the secondary {@link Item} item (always equipped in the left hand).
*/
public abstract Item getSecondaryWeaponItem();
/**
* Manage hit process (called by Hit Task).<br>
* <B><U>Actions</U>:</B>
* <br>
* <b><u>Actions</u>:</b>
* <ul>
* <li>If the attacker/target is dead or use fake death, notify the AI with EVT_CANCEL and send a Server->Client packet ActionFailed (if attacker is a PlayerInstance)</li>
* <li>If attack isn't aborted, send a message system (critical hit, missed...) to attacker/target if they are PlayerInstance</li>
@ -3825,7 +3855,8 @@ public abstract class Creature extends WorldObject implements ISkillsHolder, IDe
/**
* Manage Forced attack (shift + select target).<br>
* <B><U>Actions</U>:</B>
* <br>
* <b><u>Actions</u>:</b>
* <ul>
* <li>If Creature or target is in a town area, send a system message TARGET_IN_PEACEZONE a Server->Client packet ActionFailed</li>
* <li>If target is confused, send a Server->Client packet ActionFailed</li>
@ -3953,15 +3984,19 @@ public abstract class Creature extends WorldObject implements ISkillsHolder, IDe
/**
* Add a skill to the Creature _skills and its Func objects to the calculator set of the Creature.<br>
* <B><U>Concept</U>:</B><br>
* All skills own by a Creature are identified in <B>_skills</B><br>
* <B><U>Actions</U>:</B>
* <br>
* <b><u>Concept</u>:</b><br>
* <br>
* All skills own by a Creature are identified in <b>_skills</b><br>
* <br>
* <b><u>Actions</u>:</b>
* <ul>
* <li>Replace oldSkill by newSkill or Add the newSkill</li>
* <li>If an old skill has been replaced, remove all its Func objects of Creature calculator set</li>
* <li>Add Func objects of newSkill to the calculator set of the Creature</li>
* </ul>
* <B><U>Overridden in</U>:</B>
* <br>
* <b><u>Overridden in</u>:</b>
* <ul>
* <li>PlayerInstance : Save update in the character_skills table of the database</li>
* </ul>
@ -5243,7 +5278,7 @@ public abstract class Creature extends WorldObject implements ISkillsHolder, IDe
}
/**
* Initialize creature container that looks up for creatures around its owner, and notifies with onCreatureSee upon discovery.<br>
* Initialize creature container that looks up for creatures around its owner, and notifies with onCreatureSee upon discovery.
* @param range
*/
public void initSeenCreatures(int range)

View File

@ -158,7 +158,8 @@ public class Npc extends Creature
/**
* Constructor of NpcInstance (use Creature constructor).<br>
* <B><U>Actions</U>:</B>
* <br>
* <b><u>Actions</u>:</b>
* <ul>
* <li>Call the Creature constructor to set the _template of the Creature (copy skills from template to object and link _calculators to NPC_STD_CALCULATOR)</li>
* <li>Set the name of the Creature</li>
@ -578,7 +579,8 @@ public class Npc extends Creature
/**
* Open a quest or chat window on client with the text of the NpcInstance in function of the command.<br>
* <B><U> Example of use </U> :</B>
* <br>
* <b><u>Example of use</u>:</b>
* <ul>
* <li>Client packet : RequestBypassToServer</li>
* </ul>
@ -638,11 +640,11 @@ public class Npc extends Creature
}
/**
* <B><U Format of the pathfile</U>:</B>
* <b><U Format of the pathfile</u>:</b>
* <ul>
* <li>if the file exists on the server (page number = 0) : <B>data/html/default/12006.htm</B> (npcId-page number)</li>
* <li>if the file exists on the server (page number > 0) : <B>data/html/default/12006-1.htm</B> (npcId-page number)</li>
* <li>if the file doesn't exist on the server : <B>data/html/npcdefault.htm</B> (message : "I have nothing to say to you")</li>
* <li>if the file exists on the server (page number = 0) : <b>data/html/default/12006.htm</b> (npcId-page number)</li>
* <li>if the file exists on the server (page number > 0) : <b>data/html/default/12006-1.htm</b> (npcId-page number)</li>
* <li>if the file doesn't exist on the server : <b>data/html/npcdefault.htm</b> (message : "I have nothing to say to you")</li>
* </ul>
* @param npcId The Identifier of the NpcInstance whose text must be display
* @param value The number of the page to display
@ -705,7 +707,8 @@ public class Npc extends Creature
/**
* Open a chat window on client with the text of the NpcInstance.<br>
* <B><U>Actions</U>:</B>
* <br>
* <b><u>Actions</u>:</b>
* <ul>
* <li>Get the text of the selected HTML file in function of the npcId and of the page number</li>
* <li>Send a Server->Client NpcHtmlMessage containing the text of the NpcInstance to the PlayerInstance</li>
@ -865,7 +868,8 @@ public class Npc extends Creature
/**
* Kill the NpcInstance (the corpse disappeared after 7 seconds).<br>
* <B><U>Actions</U>:</B>
* <br>
* <b><u>Actions</u>:</b>
* <ul>
* <li>Create a DecayTask to remove the corpse of the NpcInstance after 7 seconds</li>
* <li>Set target to null and cancel Attack or Cast</li>
@ -1091,14 +1095,15 @@ public class Npc extends Creature
/**
* Remove the NpcInstance from the world and update its spawn object (for a complete removal use the deleteMe method).<br>
* <B><U>Actions</U>:</B>
* <br>
* <b><u>Actions</u>:</b>
* <ul>
* <li>Remove the NpcInstance from the world when the decay task is launched</li>
* <li>Decrease its spawn counter</li>
* <li>Manage Siege task (killFlag, killCT)</li>
* </ul>
* <FONT COLOR=#FF0000><B> <U>Caution</U> : This method DOESN'T REMOVE the object from _allObjects of World </B></FONT><BR>
* <FONT COLOR=#FF0000><B> <U>Caution</U> : This method DOESN'T SEND Server->Client packets to players</B></FONT>
* <font color=#FF0000><b><u>Caution</u>: This method DOESN'T REMOVE the object from _allObjects of World </b></font><br>
* <font color=#FF0000><b><u>Caution</u>: This method DOESN'T SEND Server->Client packets to players</b></font>
*/
@Override
public void onDecay()
@ -1137,13 +1142,14 @@ public class Npc extends Creature
/**
* Remove PROPERLY the NpcInstance from the world.<br>
* <B><U>Actions</U>:</B>
* <br>
* <b><u>Actions</u>:</b>
* <ul>
* <li>Remove the NpcInstance from the world and update its spawn object</li>
* <li>Remove all WorldObject from _knownObjects and _knownPlayer of the NpcInstance then cancel Attack or Cast and notify AI</li>
* <li>Remove WorldObject object from _allObjects of World</li>
* </ul>
* <FONT COLOR=#FF0000><B><U>Caution</U>: This method DOESN'T SEND Server->Client packets to players</B></FONT><br>
* <font color=#FF0000><b><u>Caution</u>: This method DOESN'T SEND Server->Client packets to players</b></font><br>
* UnAfraid: TODO: Add Listener here
*/
@Override

View File

@ -52,7 +52,8 @@ public abstract class Playable extends Creature
/**
* Constructor of Playable.<br>
* <B><U> Actions</U> :</B>
* <br>
* <b><u>Actions</u>:</b>
* <ul>
* <li>Call the Creature constructor to create an empty _skills slot and link copy basic Calculator set to this Playable</li>
* </ul>

View File

@ -588,7 +588,8 @@ public abstract class Summon extends Playable
/**
* Check if the active Skill can be casted.<br>
* <B><U>Actions</U>:</B>
* <br>
* <b><u>Actions</u>:</b>
* <ul>
* <li>Check if the target is correct</li>
* <li>Check if the target is in the skill cast range</li>

View File

@ -24,21 +24,19 @@ import org.l2jmobius.gameserver.model.skills.Skill;
import org.l2jmobius.gameserver.network.serverpackets.ActionFailed;
/**
* This class manages all Castle Siege Artefacts.<BR>
* <BR>
* This class manages all Castle Siege Artefacts.<br>
* <br>
* @version $Revision: 1.11.2.1.2.7 $ $Date: 2005/04/06 16:13:40 $
*/
public class ArtefactInstance extends Npc
{
/**
* Constructor of ArtefactInstance (use Creature and NpcInstance constructor).<BR>
* <BR>
* <B><U> Actions</U> :</B><BR>
* <BR>
* Constructor of ArtefactInstance (use Creature and NpcInstance constructor).<br>
* <br>
* <b><u>Actions</u>:</b><br>
* <li>Call the Creature constructor to set the _template of the ArtefactInstance (copy skills from template to object and link _calculators to NPC_STD_CALCULATOR)</li>
* <li>Set the name of the ArtefactInstance</li>
* <li>Create a RandomAnimation Task that will be launched after the calculated delay if the server allow it</li><BR>
* <BR>
* <li>Create a RandomAnimation Task that will be launched after the calculated delay if the server allow it</li><br>
* @param template to apply to the NPC
*/
public ArtefactInstance(NpcTemplate template)

View File

@ -36,7 +36,8 @@ public class GuardInstance extends Attackable
{
/**
* Constructor of GuardInstance (use Creature and NpcInstance constructor).<br>
* <B><U> Actions</U> :</B>
* <br>
* <b><u>Actions</u>:</b>
* <ul>
* <li>Call the Creature constructor to set the _template of the GuardInstance (copy skills from template to object and link _calculators to NPC_STD_CALCULATOR)</li>
* <li>Set the name of the GuardInstance</li>
@ -100,10 +101,11 @@ public class GuardInstance extends Attackable
/**
* Return the pathfile of the selected HTML file in function of the GuardInstance Identifier and of the page number.<br>
* <B><U> Format of the pathfile </U> :</B>
* <br>
* <b><u>Format of the pathfile</u>:</b>
* <ul>
* <li>if page number = 0 : <B>data/html/guard/12006.htm</B> (npcId-page number)</li>
* <li>if page number > 0 : <B>data/html/guard/12006-1.htm</B> (npcId-page number)</li>
* <li>if page number = 0 : <b>data/html/guard/12006.htm</b> (npcId-page number)</li>
* <li>if page number > 0 : <b>data/html/guard/12006-1.htm</b> (npcId-page number)</li>
* </ul>
* @param npcId The Identifier of the NpcInstance whose text must be display
* @param value The number of the page to display
@ -125,19 +127,22 @@ public class GuardInstance extends Attackable
/**
* Manage actions when a player click on the GuardInstance.<br>
* <B><U> Actions on first click on the GuardInstance (Select it)</U> :</B>
* <br>
* <b><u>Actions on first click on the GuardInstance (Select it)</u>:</b>
* <ul>
* <li>Set the GuardInstance as target of the PlayerInstance player (if necessary)</li>
* <li>Send a Server->Client packet MyTargetSelected to the PlayerInstance player (display the select window)</li>
* <li>Set the PlayerInstance Intention to AI_INTENTION_IDLE</li>
* <li>Send a Server->Client packet ValidateLocation to correct the GuardInstance position and heading on the client</li>
* </ul>
* <B><U> Actions on second click on the GuardInstance (Attack it/Interact with it)</U> :</B>
* <br>
* <b><u>Actions on second click on the GuardInstance (Attack it/Interact with it)</u>:</b>
* <ul>
* <li>If PlayerInstance is in the _aggroList of the GuardInstance, set the PlayerInstance Intention to AI_INTENTION_ATTACK</li>
* <li>If PlayerInstance is NOT in the _aggroList of the GuardInstance, set the PlayerInstance Intention to AI_INTENTION_INTERACT (after a distance verification) and show message</li>
* </ul>
* <B><U> Example of use </U> :</B>
* <br>
* <b><u>Example of use</u>:</b>
* <ul>
* <li>Client packet : Action, AttackRequest</li>
* </ul>

View File

@ -43,7 +43,8 @@ public class MonsterInstance extends Attackable
/**
* Constructor of MonsterInstance (use Creature and NpcInstance constructor).<br>
* <B><U> Actions</U> :</B>
* <br>
* <b><u>Actions</u>:</b>
* <ul>
* <li>Call the Creature constructor to set the _template of the MonsterInstance (copy skills from template to object and link _calculators to NPC_STD_CALCULATOR)</li>
* <li>Set the name of the MonsterInstance</li>

View File

@ -121,7 +121,7 @@ public class PetInstance extends Summon
}
/**
* Manage Feeding Task.<BR>
* Manage Feeding Task.<br>
* Feed or kill the pet depending on hunger level.<br>
* If pet has food in inventory and feed level drops below 55% then consume food from inventory.<br>
* Send a broadcastStatusUpdate packet for this PetInstance
@ -417,7 +417,7 @@ public class PetInstance extends Summon
}
/**
* Destroy item from inventory by using its <B>itemId</B> and send a Server->Client InventoryUpdate packet to the PlayerInstance.
* Destroy item from inventory by using its <b>itemId</b> and send a Server->Client InventoryUpdate packet to the PlayerInstance.
* @param process : String Identifier of process triggering this action
* @param itemId : int Item identifier of the item to be destroyed
* @param count : int Quantity of items to be destroyed
@ -1133,8 +1133,7 @@ public class PetInstance extends Summon
}
/**
* Restore the specified % of experience this PetInstance has lost.<BR>
* <BR>
* Restore the specified % of experience this PetInstance has lost.
* @param restorePercent
*/
public void restoreExp(double restorePercent)

View File

@ -873,7 +873,8 @@ public class PlayerInstance extends Playable
/**
* Create a new PlayerInstance and add it in the characters table of the database.<br>
* <B><U> Actions</U> :</B>
* <br>
* <b><u>Actions</u>:</b>
* <ul>
* <li>Create a new PlayerInstance with an account name</li>
* <li>Set the name, the Hair Style, the Hair Color and the Face type of the PlayerInstance</li>
@ -1064,7 +1065,8 @@ public class PlayerInstance extends Playable
/**
* Retrieve a PlayerInstance from the characters table of the database and add it in _allObjects of the L2world (call restore method).<br>
* <B><U> Actions</U> :</B>
* <br>
* <b><u>Actions</u>:</b>
* <ul>
* <li>Retrieve the PlayerInstance from the characters table of the database</li>
* <li>Add the PlayerInstance object in _allObjects</li>
@ -1091,12 +1093,13 @@ public class PlayerInstance extends Playable
/**
* Constructor of PlayerInstance (use Creature constructor).<br>
* <B><U> Actions</U> :</B>
* <br>
* <b><u>Actions</u>:</b>
* <ul>
* <li>Call the Creature constructor to create an empty _skills slot and copy basic Calculator set to this PlayerInstance</li>
* <li>Set the name of the PlayerInstance</li>
* </ul>
* <FONT COLOR=#FF0000><B> <U>Caution</U> : This method SET the level of the PlayerInstance to 1</B></FONT>
* <font color=#FF0000><b><u>Caution</u>: This method SET the level of the PlayerInstance to 1</b></font>
* @param objectId Identifier of the object to initialized
* @param template The PlayerTemplate to apply to the PlayerInstance
* @param accountName The name of the account including this PlayerInstance
@ -2550,7 +2553,7 @@ public class PlayerInstance extends Playable
}
/**
* Re-give all skills which aren't saved to database, like Noble, Hero, Clan Skills.<br>
* Re-give all skills which aren't saved to database, like Noble, Hero, Clan Skills.
*/
public void regiveTemporarySkills()
{
@ -3499,7 +3502,7 @@ public class PlayerInstance extends Playable
}
/**
* Destroy item from inventory by using its <B>itemId</B> and send a Server->Client InventoryUpdate packet to the PlayerInstance.
* Destroy item from inventory by using its <b>itemId</b> and send a Server->Client InventoryUpdate packet to the PlayerInstance.
* @param process : String Identifier of process triggering this action
* @param itemId : int Item identifier of the item to be destroyed
* @param count : int Quantity of items to be destroyed
@ -3754,7 +3757,7 @@ public class PlayerInstance extends Playable
}
/**
* Drop item from inventory by using its <B>objectID</B> and send a Server->Client InventoryUpdate packet to the PlayerInstance.
* Drop item from inventory by using its <b>objectID</b> and send a Server->Client InventoryUpdate packet to the PlayerInstance.
* @param process : String Identifier of process triggering this action
* @param objectId : int Item Instance identifier of the item to be dropped
* @param count : long Quantity of items to be dropped
@ -4021,9 +4024,9 @@ public class PlayerInstance extends Playable
}
/**
* Send packet StatusUpdate with current HP,MP and CP to the PlayerInstance and only current HP, MP and Level to all other PlayerInstance of the Party. <B><U> Actions</U> :</B>
* <li>Send the Server->Client packet StatusUpdate with current HP, MP and CP to this PlayerInstance</li><BR>
* <li>Send the Server->Client packet PartySmallWindowUpdate with current HP, MP and Level to all other PlayerInstance of the Party</li> <FONT COLOR=#FF0000><B> <U>Caution</U> : This method DOESN'T SEND current HP and MP to all PlayerInstance of the _statusListener</B></FONT>
* Send packet StatusUpdate with current HP,MP and CP to the PlayerInstance and only current HP, MP and Level to all other PlayerInstance of the Party. <b><u>Actions</u>:</b>
* <li>Send the Server->Client packet StatusUpdate with current HP, MP and CP to this PlayerInstance</li>
* <li>Send the Server->Client packet PartySmallWindowUpdate with current HP, MP and Level to all other PlayerInstance of the Party</li> <font color=#FF0000><b><u>Caution</u>: This method DOESN'T SEND current HP and MP to all PlayerInstance of the _statusListener</b></font>
*/
@Override
public void broadcastStatusUpdate(Creature caster)
@ -4090,11 +4093,11 @@ public class PlayerInstance extends Playable
}
/**
* Send a Server->Client packet UserInfo to this PlayerInstance and CharInfo to all PlayerInstance in its _KnownPlayers. <B><U> Concept</U> :</B> Others PlayerInstance in the detection area of the PlayerInstance are identified in <B>_knownPlayers</B>. In order to inform other players of this
* PlayerInstance state modifications, server just need to go through _knownPlayers to send Server->Client Packet <B><U> Actions</U> :</B>
* Send a Server->Client packet UserInfo to this PlayerInstance and CharInfo to all PlayerInstance in its _KnownPlayers. <b><u>Concept</u>:</b> Others PlayerInstance in the detection area of the PlayerInstance are identified in <b>_knownPlayers</b>. In order to inform other players of this
* PlayerInstance state modifications, server just need to go through _knownPlayers to send Server->Client Packet <b><u> Actions</u>:</b>
* <li>Send a Server->Client packet UserInfo to this PlayerInstance (Public and Private Data)</li>
* <li>Send a Server->Client packet CharInfo to all PlayerInstance in _KnownPlayers of the PlayerInstance (Public data only)</li> <FONT COLOR=#FF0000><B> <U>Caution</U> : DON'T SEND UserInfo packet to other players instead of CharInfo packet. Indeed, UserInfo packet contains PRIVATE DATA as
* MaxHP, STR, DEX...</B></FONT>
* <li>Send a Server->Client packet CharInfo to all PlayerInstance in _KnownPlayers of the PlayerInstance (Public data only)</li> <font color=#FF0000><b><u>Caution</u>: DON'T SEND UserInfo packet to other players instead of CharInfo packet. Indeed, UserInfo packet contains PRIVATE DATA as MaxHP,
* STR, DEX...</b></font>
*/
public void broadcastUserInfo()
{
@ -4248,10 +4251,10 @@ public class PlayerInstance extends Playable
}
/**
* Manage Interact Task with another PlayerInstance. <B><U> Actions</U> :</B>
* Manage Interact Task with another PlayerInstance. <b><u>Actions</u>:</b>
* <li>If the private store is a STORE_PRIVATE_SELL, send a Server->Client PrivateBuyListSell packet to the PlayerInstance</li>
* <li>If the private store is a STORE_PRIVATE_BUY, send a Server->Client PrivateBuyListBuy packet to the PlayerInstance</li>
* <li>If the private store is a STORE_PRIVATE_MANUFACTURE, send a Server->Client RecipeShopSellList packet to the PlayerInstance</li>
* <li>If the private store is a STORE_PRIVATE_MANUFACTURE, send a Server->Client RecipeShopSellList packet to the PlayerInstance</li><br>
* @param target The Creature targeted
*/
public void doInteract(Creature target)
@ -4300,7 +4303,7 @@ public class PlayerInstance extends Playable
* <li>Send a Server->Client packet InventoryUpdate to this player with NewItem (use a new slot) or ModifiedItem (increase amount).</li>
* <li>Send a Server->Client packet StatusUpdate to this player with current weight.</li>
* </ul>
* <font color=#FF0000><B><U>Caution</U>: If a party is in progress, distribute the items between the party members!</b></font>
* <font color=#FF0000><b><u>Caution</u>: If a party is in progress, distribute the items between the party members!</b></font>
* @param target the NPC dropping the item
* @param itemId the item ID
* @param itemCount the item count
@ -4332,13 +4335,13 @@ public class PlayerInstance extends Playable
}
/**
* Manage Pickup Task. <B><U> Actions</U> :</B>
* Manage Pickup Task. <b><u>Actions</u>:</b>
* <li>Send a Server->Client packet StopMove to this PlayerInstance</li>
* <li>Remove the ItemInstance from the world and send server->client GetItem packets</li>
* <li>Send a System Message to the PlayerInstance : YOU_PICKED_UP_S1_ADENA or YOU_PICKED_UP_S1_S2</li>
* <li>Add the Item to the PlayerInstance inventory</li>
* <li>Send a Server->Client packet InventoryUpdate to this PlayerInstance with NewItem (use a new slot) or ModifiedItem (increase amount)</li>
* <li>Send a Server->Client packet StatusUpdate to this PlayerInstance with current weight</li> <FONT COLOR=#FF0000><B> <U>Caution</U> : If a Party is in progress, distribute Items between party members</B></FONT>
* <li>Send a Server->Client packet StatusUpdate to this PlayerInstance with current weight</li> <font color=#FF0000><b><u>Caution</u>: If a Party is in progress, distribute Items between party members</b></font>
* @param object The ItemInstance to pick up
*/
@Override
@ -4601,7 +4604,7 @@ public class PlayerInstance extends Playable
}
/**
* Set a target. <B><U> Actions</U> :</B>
* Set a target. <b><u>Actions</u>:</b>
* <ul>
* <li>Remove the PlayerInstance from the _statusListener of the old target if it was a Creature</li>
* <li>Add the PlayerInstance to the _statusListener of the new target if it's a Creature</li>
@ -4693,7 +4696,7 @@ public class PlayerInstance extends Playable
}
/**
* Return the active weapon instance (always equiped in the right hand).
* Return the active weapon instance (always equipped in the right hand).
*/
@Override
public ItemInstance getActiveWeaponInstance()
@ -4702,7 +4705,7 @@ public class PlayerInstance extends Playable
}
/**
* Return the active weapon item (always equiped in the right hand).
* Return the active weapon item (always equipped in the right hand).
*/
@Override
public Weapon getActiveWeaponItem()
@ -4791,7 +4794,7 @@ public class PlayerInstance extends Playable
}
/**
* Return the secondary weapon instance (always equiped in the left hand).
* Return the secondary weapon instance (always equipped in the left hand).
*/
@Override
public ItemInstance getSecondaryWeaponInstance()
@ -4800,8 +4803,8 @@ public class PlayerInstance extends Playable
}
/**
* Return the secondary Item item (always equiped in the left hand).<BR>
* Arrows, Shield..<BR>
* Return the secondary Item item (always equipped in the left hand).<br>
* Arrows, Shield..
*/
@Override
public Item getSecondaryWeaponItem()
@ -4815,12 +4818,12 @@ public class PlayerInstance extends Playable
}
/**
* Kill the Creature, Apply Death Penalty, Manage gain/loss Karma and Item Drop. <B><U> Actions</U> :</B>
* Kill the Creature, Apply Death Penalty, Manage gain/loss Karma and Item Drop. <b><u>Actions</u>:</b>
* <li>Reduce the Experience of the PlayerInstance in function of the calculated Death Penalty</li>
* <li>If necessary, unsummon the Pet of the killed PlayerInstance</li>
* <li>Manage Karma gain for attacker and Karam loss for the killed PlayerInstance</li>
* <li>If the killed PlayerInstance has Karma, manage Drop Item</li>
* <li>Kill the PlayerInstance</li>
* <li>Kill the PlayerInstance</li><br>
* @param killer
*/
@Override
@ -5292,12 +5295,13 @@ public class PlayerInstance extends Playable
}
/**
* Reduce the Experience (and level if necessary) of the PlayerInstance in function of the calculated Death Penalty.<BR>
* <B><U> Actions</U> :</B>
* Reduce the Experience (and level if necessary) of the PlayerInstance in function of the calculated Death Penalty.<br>
* <br>
* <b><u>Actions</u>:</b>
* <li>Calculate the Experience loss</li>
* <li>Set the value of _expBeforeDeath</li>
* <li>Set the new Experience value of the PlayerInstance and Decrease its level if necessary</li>
* <li>Send a Server->Client StatusUpdate packet with its new Experience</li>
* <li>Send a Server->Client StatusUpdate packet with its new Experience</li><br>
* @param killer
*/
public void calculateDeathExpPenalty(Creature killer)
@ -5349,7 +5353,7 @@ public class PlayerInstance extends Playable
}
/**
* Stop the HP/MP/CP Regeneration task. <B><U> Actions</U> :</B>
* Stop the HP/MP/CP Regeneration task. <b><u>Actions</u>:</b>
* <li>Set the RegenActive flag to False</li>
* <li>Stop the HP/MP/CP Regeneration task</li>
*/
@ -5696,13 +5700,13 @@ public class PlayerInstance extends Playable
}
/**
* Set the Private Store type of the PlayerInstance. <B><U> Values </U> :</B>
* Set the Private Store type of the PlayerInstance. <b><u>Values</u>:</b>
* <li>0 : STORE_PRIVATE_NONE</li>
* <li>1 : STORE_PRIVATE_SELL</li>
* <li>2 : sellmanage</li><BR>
* <li>3 : STORE_PRIVATE_BUY</li><BR>
* <li>4 : buymanage</li><BR>
* <li>5 : STORE_PRIVATE_MANUFACTURE</li><BR>
* <li>2 : sellmanage</li>
* <li>3 : STORE_PRIVATE_BUY</li>
* <li>4 : buymanage</li>
* <li>5 : STORE_PRIVATE_MANUFACTURE</li><br>
* @param privateStoreType
*/
public void setPrivateStoreType(PrivateStoreType privateStoreType)
@ -5715,13 +5719,13 @@ public class PlayerInstance extends Playable
}
/**
* <B><U> Values </U> :</B>
* <b><u>Values</u>:</b>
* <li>0 : STORE_PRIVATE_NONE</li>
* <li>1 : STORE_PRIVATE_SELL</li>
* <li>2 : sellmanage</li><BR>
* <li>3 : STORE_PRIVATE_BUY</li><BR>
* <li>4 : buymanage</li><BR>
* <li>5 : STORE_PRIVATE_MANUFACTURE</li><BR>
* <li>2 : sellmanage</li>
* <li>3 : STORE_PRIVATE_BUY</li>
* <li>4 : buymanage</li>
* <li>5 : STORE_PRIVATE_MANUFACTURE</li>
* @return the Private Store type of the PlayerInstance.
*/
public PrivateStoreType getPrivateStoreType()
@ -6439,11 +6443,11 @@ public class PlayerInstance extends Playable
}
/**
* Retrieve a PlayerInstance from the characters table of the database and add it in _allObjects of the L2world. <B><U> Actions</U> :</B>
* Retrieve a PlayerInstance from the characters table of the database and add it in _allObjects of the L2world. <b><u>Actions</u>:</b>
* <li>Retrieve the PlayerInstance from the characters table of the database</li>
* <li>Add the PlayerInstance object in _allObjects</li>
* <li>Set the x,y,z position of the PlayerInstance and make it invisible</li>
* <li>Update the overloaded status of the PlayerInstance</li>
* <li>Update the overloaded status of the PlayerInstance</li><br>
* @param objectId Identifier of the object to initialized
* @return The PlayerInstance loaded from the database
*/
@ -7340,10 +7344,10 @@ public class PlayerInstance extends Playable
}
/**
* Add a skill to the PlayerInstance _skills and its Func objects to the calculator set of the PlayerInstance and save update in the character_skills table of the database. <B><U> Concept</U> :</B> All skills own by a PlayerInstance are identified in <B>_skills</B> <B><U> Actions</U> :</B>
* Add a skill to the PlayerInstance _skills and its Func objects to the calculator set of the PlayerInstance and save update in the character_skills table of the database. <b><u>Concept</u>:</b> All skills own by a PlayerInstance are identified in <b>_skills</b> <b><u> Actions</u>:</b>
* <li>Replace oldSkill by newSkill or Add the newSkill</li>
* <li>If an old skill has been replaced, remove all its Func objects of Creature calculator set</li>
* <li>Add Func objects of newSkill to the calculator set of the Creature</li>
* <li>Add Func objects of newSkill to the calculator set of the Creature</li><br>
* @param newSkill The Skill to add to the Creature
* @param store
* @return The Skill replaced or null if just added a new Skill
@ -7374,10 +7378,10 @@ public class PlayerInstance extends Playable
}
/**
* Remove a skill from the Creature and its Func objects from calculator set of the Creature and save update in the character_skills table of the database. <B><U> Concept</U> :</B> All skills own by a Creature are identified in <B>_skills</B> <B><U> Actions</U> :</B>
* Remove a skill from the Creature and its Func objects from calculator set of the Creature and save update in the character_skills table of the database. <b><u>Concept</u>:</b> All skills own by a Creature are identified in <b>_skills</b> <b><u> Actions</u>:</b>
* <li>Remove the skill from the Creature _skills</li>
* <li>Remove all its Func objects from the Creature calculator set</li> <B><U> Overridden in </U> :</B>
* <li>PlayerInstance : Save update in the character_skills table of the database</li>
* <li>Remove all its Func objects from the Creature calculator set</li> <b><u> Overridden in</u>:</b>
* <li>PlayerInstance : Save update in the character_skills table of the database</li><br>
* @param skill The Skill to remove from the Creature
* @return The Skill removed
*/
@ -8079,7 +8083,8 @@ public class PlayerInstance extends Playable
/**
* Return True if the PlayerInstance is autoAttackable.<br>
* <B><U>Actions</U>:</B>
* <br>
* <b><u>Actions</u>:</b>
* <ul>
* <li>Check if the attacker isn't the PlayerInstance Pet</li>
* <li>Check if the attacker is MonsterInstance</li>
@ -8241,7 +8246,8 @@ public class PlayerInstance extends Playable
/**
* Check if the active Skill can be casted.<br>
* <B><U>Actions</U>:</B>
* <br>
* <b><u>Actions</u>:</b>
* <ul>
* <li>Check if the skill isn't toggle and is offensive</li>
* <li>Check if the target is in the skill cast range</li>
@ -8599,15 +8605,18 @@ public class PlayerInstance extends Playable
/**
* Send a Server->Client packet UserInfo to this PlayerInstance and CharInfo to all PlayerInstance in its _KnownPlayers.<br>
* <B><U>Concept</U>:</B><br>
* Others PlayerInstance in the detection area of the PlayerInstance are identified in <B>_knownPlayers</B>.<br>
* <br>
* <b><u>Concept</u>:</b><br>
* <br>
* Others PlayerInstance in the detection area of the PlayerInstance are identified in <b>_knownPlayers</b>.<br>
* In order to inform other players of this PlayerInstance state modifications, server just need to go through _knownPlayers to send Server->Client Packet<br>
* <B><U>Actions</U>:</B>
* <br>
* <b><u>Actions</u>:</b>
* <ul>
* <li>Send a Server->Client packet UserInfo to this PlayerInstance (Public and Private Data)</li>
* <li>Send a Server->Client packet CharInfo to all PlayerInstance in _KnownPlayers of the PlayerInstance (Public data only)</li>
* </ul>
* <FONT COLOR=#FF0000><B> <U>Caution</U> : DON'T SEND UserInfo packet to other players instead of CharInfo packet. Indeed, UserInfo packet contains PRIVATE DATA as MaxHP, STR, DEX...</B></FONT>
* <font color=#FF0000><b><u>Caution</u>: DON'T SEND UserInfo packet to other players instead of CharInfo packet. Indeed, UserInfo packet contains PRIVATE DATA as MaxHP, STR, DEX...</b></font>
*/
@Override
public void updateAbnormalVisualEffects()
@ -9434,7 +9443,7 @@ public class PlayerInstance extends Playable
}
/**
* 1. Add the specified class ID as a subclass (up to the maximum number of <b>three</b>) for this character.<BR>
* 1. Add the specified class ID as a subclass (up to the maximum number of <b>three</b>) for this character.<br>
* 2. This method no longer changes the active _classIndex of the player. This is only done by the calling of setActiveClass() method as that should be the only way to do so.
* @param classId
* @param classIndex
@ -10605,7 +10614,8 @@ public class PlayerInstance extends Playable
/**
* Manage the delete task of a PlayerInstance (Leave Party, Unsummon pet, Save its inventory in the database, Remove it from the world...).<br>
* <B><U>Actions</U>:</B>
* <br>
* <b><u>Actions</u>:</b>
* <ul>
* <li>If the PlayerInstance is in observer mode, set its position to its position before entering in observer mode</li>
* <li>Set the online Flag to True or False and update the characters table of the database with online status and lastAccess</li>

View File

@ -31,7 +31,8 @@ public class RaidBossInstance extends MonsterInstance
/**
* Constructor of RaidBossInstance (use Creature and NpcInstance constructor).<br>
* <B><U>Actions</U>:</B>
* <br>
* <b><u>Actions</u>:</b>
* <ul>
* <li>Call the Creature constructor to set the _template of the RaidBossInstance (copy skills from template to object and link _calculators to NPC_STD_CALCULATOR)</li>
* <li>Set the name of the RaidBossInstance</li>

View File

@ -152,7 +152,8 @@ public class StaticObjectInstance extends Creature
/**
* Set the meshIndex of the object.<br>
* <B><U> Values </U> :</B>
* <br>
* <b><u>Values</u>:</b>
* <ul>
* <li>default textures : 0</li>
* <li>alternate textures : 1</li>
@ -166,7 +167,7 @@ public class StaticObjectInstance extends Creature
}
/**
* <B><U> Values </U> :</B>
* <b><u>Values</u>:</b>
* <ul>
* <li>default textures : 0</li>
* <li>alternate textures : 1</li>

View File

@ -265,7 +265,8 @@ public class CreatureStat
/**
* Return the MAtk (base+modifier) of the Creature.<br>
* <B><U>Example of use</U>: Calculate Magic damage
* <br>
* <b><u>Example of use</u>: Calculate Magic damage
* @return
*/
public int getMAtk()
@ -290,7 +291,7 @@ public class CreatureStat
}
/**
* <B><U>Example of use </U>: Calculate Magic damage.
* <b><u>Example of use </u>: Calculate Magic damage.
* @return the MDef (base+modifier) of the Creature against a skill in function of abnormal effects in progress.
*/
public int getMDef()

View File

@ -57,11 +57,14 @@ public class CreatureStatus
/**
* Add the object to the list of Creature that must be informed of HP/MP updates of this Creature.<br>
* <B><U>Concept</U>:</B><br>
* Each Creature owns a list called <B>_statusListener</B> that contains all PlayerInstance to inform of HP/MP updates.<br>
* <br>
* <b><u>Concept</u>:</b><br>
* <br>
* Each Creature owns a list called <b>_statusListener</b> that contains all PlayerInstance to inform of HP/MP updates.<br>
* Players who must be informed are players that target this Creature.<br>
* When a RegenTask is in progress sever just need to go through this list to send Server->Client packet StatusUpdate.<br>
* <B><U>Example of use</U>:</B>
* <br>
* <b><u>Example of use</u>:</b>
* <ul>
* <li>Target a PC or NPC</li>
* <ul>
@ -79,11 +82,14 @@ public class CreatureStatus
/**
* Remove the object from the list of Creature that must be informed of HP/MP updates of this Creature.<br>
* <B><U>Concept</U>:</B><br>
* Each Creature owns a list called <B>_statusListener</B> that contains all PlayerInstance to inform of HP/MP updates.<br>
* <br>
* <b><u>Concept</u>:</b><br>
* <br>
* Each Creature owns a list called <b>_statusListener</b> that contains all PlayerInstance to inform of HP/MP updates.<br>
* Players who must be informed are players that target this Creature.<br>
* When a RegenTask is in progress sever just need to go through this list to send Server->Client packet StatusUpdate.<br>
* <B><U>Example of use </U>:</B>
* <br>
* <b><u>Example of use </u>:</b>
* <ul>
* <li>Untarget a PC or NPC</li>
* </ul>
@ -96,8 +102,10 @@ public class CreatureStatus
/**
* Return the list of Creature that must be informed of HP/MP updates of this Creature.<br>
* <B><U>Concept</U>:</B><br>
* Each Creature owns a list called <B>_statusListener</B> that contains all PlayerInstance to inform of HP/MP updates.<br>
* <br>
* <b><u>Concept</u>:</b><br>
* <br>
* Each Creature owns a list called <b>_statusListener</b> that contains all PlayerInstance to inform of HP/MP updates.<br>
* Players who must be informed are players that target this Creature.<br>
* When a RegenTask is in progress sever just need to go through this list to send Server->Client packet StatusUpdate.
* @return The list of Creature to inform or null if empty
@ -188,7 +196,8 @@ public class CreatureStatus
/**
* Start the HP/MP/CP Regeneration task.<br>
* <B><U>Actions</U>:</B>
* <br>
* <b><u>Actions</u>:</b>
* <ul>
* <li>Calculate the regen task period</li>
* <li>Launch the HP/MP/CP Regeneration task with Medium priority</li>
@ -208,7 +217,8 @@ public class CreatureStatus
/**
* Stop the HP/MP/CP Regeneration task.<br>
* <B><U>Actions</U>:</B>
* <br>
* <b><u>Actions</u>:</b>
* <ul>
* <li>Set the RegenActive flag to False</li>
* <li>Stop the HP/MP/CP Regeneration task</li>

View File

@ -20,7 +20,7 @@ import org.l2jmobius.Config;
import org.l2jmobius.gameserver.data.xml.impl.ExperienceData;
/**
* Character Sub-Class Definition <BR>
* Character Sub-Class Definition<br>
* Used to store key information about a character's sub-class.
* @author Tempy
*/

View File

@ -62,7 +62,7 @@ public abstract class AbstractEffect
/**
* Calculates whether this effects land or not.<br>
* If it lands will be scheduled and added to the character effect list.<br>
* Override in effect implementation to change behavior. <br>
* Override in effect implementation to change behavior.<br>
* <b>Warning:</b> Must be used only for instant effects continuous effects will not call this they have their success handled by activate_rate.
* @param effector
* @param effected

View File

@ -615,8 +615,7 @@ public class Castle extends AbstractResidence
}
/**
* Respawn all doors on castle grounds<BR>
* <BR>
* Respawn all doors on castle grounds
* @param isDoorWeak
*/
public void spawnDoor(boolean isDoorWeak)

View File

@ -273,8 +273,7 @@ public class Fort extends AbstractResidence
}
/**
* Move non clan members off fort area and to nearest town.<BR>
* <BR>
* Move non clan members off fort area and to nearest town.
*/
public void banishForeigners()
{
@ -516,8 +515,7 @@ public class Fort extends AbstractResidence
}
/**
* Respawn all doors on fort grounds<BR>
* <BR>
* Respawn all doors on fort grounds.
*/
public void resetDoors()
{
@ -976,11 +974,10 @@ public class Fort extends AbstractResidence
}
/**
* @return Returns state of fortress.<BR>
* <BR>
* 0 - not decided yet<BR>
* 1 - independent<BR>
* 2 - contracted with castle<BR>
* @return Returns state of fortress.<br>
* 0 - not decided yet<br>
* 1 - independent<br>
* 2 - contracted with castle
*/
public int getFortState()
{

View File

@ -703,14 +703,14 @@ public class FortSiege implements Siegable
}
/**
* Register clan as attacker.<BR>
* Register clan as attacker.
* @param player The PlayerInstance of the player trying to register.
* @param checkConditions True if should be checked conditions, false otherwise
* @return Number that defines what happened. <BR>
* 0 - Player don't have clan.<BR>
* 1 - Player don't have enough adena to register.<BR>
* 2 - Is not right time to register Fortress now.<BR>
* 3 - Players clan is already registered to siege.<BR>
* @return Number that defines what happened.<br>
* 0 - Player don't have clan.<br>
* 1 - Player don't have enough adena to register.<br>
* 2 - Is not right time to register Fortress now.<br>
* 3 - Players clan is already registered to siege.<br>
* 4 - Players clan is successfully registered to siege.
*/
public int addAttacker(PlayerInstance player, boolean checkConditions)

View File

@ -866,7 +866,7 @@ public class Hero
}
/**
* Saving task for {@link Hero}<BR>
* Saving task for {@link Hero}<br>
* Save all hero messages to DB.
*/
public void shutdown()

View File

@ -383,8 +383,7 @@ public class Siege implements Siegable
}
/**
* When control of castle changed during siege<BR>
* <BR>
* When control of castle changed during siege.
*/
public void midVictory()
{
@ -470,8 +469,7 @@ public class Siege implements Siegable
}
/**
* When siege starts<BR>
* <BR>
* When siege starts.
*/
@Override
public void startSiege()
@ -529,8 +527,7 @@ public class Siege implements Siegable
}
/**
* Announce to player.<BR>
* <BR>
* Announce to player.
* @param message The SystemMessage to send to player
* @param bothSides True - broadcast to both attackers and defenders. False - only to defenders.
*/
@ -682,8 +679,7 @@ public class Siege implements Siegable
}
/**
* Approve clan as defender for siege<BR>
* <BR>
* Approve clan as defender for siege
* @param clanId The int of player's clan id
*/
public void approveSiegeDefenderClan(int clanId)
@ -717,8 +713,7 @@ public class Siege implements Siegable
}
/**
* Return true if clan is attacker<BR>
* <BR>
* Return true if clan is attacker
* @param clan The Clan of the player
*/
@Override
@ -728,8 +723,7 @@ public class Siege implements Siegable
}
/**
* Return true if clan is defender<BR>
* <BR>
* Return true if clan is defender
* @param clan The Clan of the player
*/
@Override
@ -866,8 +860,7 @@ public class Siege implements Siegable
}
/**
* Register clan as attacker<BR>
* <BR>
* Register clan as attacker
* @param player The PlayerInstance of the player trying to register
*/
public void registerAttacker(PlayerInstance player)
@ -948,8 +941,7 @@ public class Siege implements Siegable
}
/**
* Remove clan from siege<BR>
* <BR>
* Remove clan from siege
* @param clanId The int of player's clan id
*/
public void removeSiegeClan(int clanId)
@ -975,8 +967,7 @@ public class Siege implements Siegable
}
/**
* Remove clan from siege<BR>
* <BR>
* Remove clan from siege
* @param clan clan being removed
*/
public void removeSiegeClan(Clan clan)
@ -989,8 +980,7 @@ public class Siege implements Siegable
}
/**
* Remove clan from siege<BR>
* <BR>
* Remove clan from siege
* @param player The PlayerInstance of player/clan being removed
*/
public void removeSiegeClan(PlayerInstance player)
@ -999,8 +989,7 @@ public class Siege implements Siegable
}
/**
* Start the auto tasks<BR>
* <BR>
* Start the auto tasks.
*/
public void startAutoTask()
{
@ -1073,8 +1062,7 @@ public class Siege implements Siegable
}
/**
* Add clan as attacker<BR>
* <BR>
* Add clan as attacker
* @param clanId The int of clan's id
*/
private void addAttacker(int clanId)
@ -1083,8 +1071,7 @@ public class Siege implements Siegable
}
/**
* Add clan as defender<BR>
* <BR>
* Add clan as defender
* @param clanId The int of clan's id
*/
private void addDefender(int clanId)
@ -1105,8 +1092,7 @@ public class Siege implements Siegable
}
/**
* Add clan as defender waiting approval<BR>
* <BR>
* Add clan as defender waiting approval
* @param clanId The int of clan's id
*/
private void addDefenderWaiting(int clanId)
@ -1198,8 +1184,7 @@ public class Siege implements Siegable
}
/**
* Return the correct siege date as Calendar.<BR>
* <BR>
* Return the correct siege date as Calendar.
*/
public void correctSiegeDateTime()
{
@ -1348,8 +1333,7 @@ public class Siege implements Siegable
}
/**
* Save registration to database.<BR>
* <BR>
* Save registration to database.
* @param clan The Clan of player
* @param typeId -1 = owner 0 = defender, 1 = attacker, 2 = defender waiting
* @param isUpdateRegistration

View File

@ -3018,7 +3018,7 @@ public abstract class AbstractScript extends ManagedScript implements IEventTime
}
/**
* Get a random entry.<br>
* Get a random entry.
* @param <T>
* @param array of values.
* @return one value from array.
@ -3034,7 +3034,7 @@ public abstract class AbstractScript extends ManagedScript implements IEventTime
}
/**
* Get a random entry.<br>
* Get a random entry.
* @param <T>
* @param list of values.
* @return one value from list.
@ -3049,7 +3049,7 @@ public abstract class AbstractScript extends ManagedScript implements IEventTime
}
/**
* Get a random entry.<br>
* Get a random entry.
* @param array of Integers.
* @return one Integer from array.
*/

View File

@ -53,7 +53,7 @@ public class PlayerSkillHolder implements ISkillsHolder
}
/**
* Add a skill to the skills map.<br>
* Add a skill to the skills map.
* @param skill
*/
@Override

View File

@ -329,7 +329,7 @@ public class Instance implements IIdentifiable, INamable
}
/**
* Get player by ID from instance.<br>
* Get player by ID from instance.
* @param id objectId of player
* @return first player by ID, otherwise {@code null}
*/
@ -803,7 +803,7 @@ public class Instance implements IIdentifiable, INamable
}
/**
* Set reenter penalty for players associated with current instance.<br>
* Set reenter penalty for players associated with current instance.
* @param time penalty time in milliseconds since January 1, 1970
*/
public void setReenterTime(long time)
@ -860,8 +860,7 @@ public class Instance implements IIdentifiable, INamable
/**
* Set instance world to finish state.<br>
* Calls method {@link Instance#finishInstance(int)} with {@link Config#INSTANCE_FINISH_TIME} as argument.<br>
* See {@link Instance#finishInstance(int)} for more details.
* Calls method {@link Instance#finishInstance(int)} with {@link Config#INSTANCE_FINISH_TIME} as argument.
*/
public void finishInstance()
{
@ -1016,7 +1015,7 @@ public class Instance implements IIdentifiable, INamable
// Template methods
// ----------------------------------------------
/**
* Get parameters from instance template.<br>
* Get parameters from instance template.
* @return template parameters
*/
public StatSet getTemplateParameters()

View File

@ -891,7 +891,7 @@ public abstract class Inventory extends ItemContainer
}
/**
* Drop item from inventory by using its <B>objectID</B> and updates database
* Drop item from inventory by using its <b>objectID</b> and updates database
* @param process : String Identifier of process triggering this action
* @param objectId : int Item Instance identifier of the item to be dropped
* @param count : int Quantity of items to be dropped
@ -1192,7 +1192,7 @@ public abstract class Inventory extends ItemContainer
/**
* Equips an item in the given slot of the paperdoll.<br>
* <U><I>Remark :</I></U> The item <B>must be</B> in the inventory already.
* <u><i>Remark :</i></u> The item <b>must be</b> in the inventory already.
* @param slot : int pointing out the slot of the paperdoll
* @param item : ItemInstance pointing out the item to add in slot
* @return ItemInstance designating the item placed in the slot before
@ -1397,8 +1397,8 @@ public abstract class Inventory extends ItemContainer
}
/**
* Unequips item in body slot and returns alterations.<BR>
* <B>If you dont need return value use {@link Inventory#unEquipItemInBodySlot(int)} instead</B>
* Unequips item in body slot and returns alterations.<br>
* <b>If you dont need return value use {@link Inventory#unEquipItemInBodySlot(int)} instead</b>
* @param slot : int designating the slot of the paperdoll
* @return ItemInstance[] : list of changes
*/
@ -1428,8 +1428,8 @@ public abstract class Inventory extends ItemContainer
}
/**
* Unequips item in slot and returns alterations<BR>
* <B>If you dont need return value use {@link Inventory#unEquipItemInSlot(int)} instead</B>
* Unequips item in slot and returns alterations<br>
* <b>If you dont need return value use {@link Inventory#unEquipItemInSlot(int)} instead</b>
* @param slot : int designating the slot
* @return ItemInstance[] : list of items altered
*/
@ -1601,8 +1601,8 @@ public abstract class Inventory extends ItemContainer
}
/**
* Equips item and returns list of alterations<BR>
* <B>If you don't need return value use {@link Inventory#equipItem(ItemInstance)} instead</B>
* Equips item and returns list of alterations<br>
* <b>If you don't need return value use {@link Inventory#equipItem(ItemInstance)} instead</b>
* @param item : ItemInstance corresponding to the item
* @return ItemInstance[] : list of alterations
*/
@ -2178,8 +2178,9 @@ public abstract class Inventory extends ItemContainer
/**
* Reduce the arrow number of the Creature.<br>
* <B><U> Overridden in </U> :</B>
* <li>PlayerInstance</li>
* <br>
* <b><u>Overridden in</u>:</b>
* <li>PlayerInstance</li><br>
* @param type
*/
public void reduceArrowCount(EtcItemType type)

View File

@ -530,7 +530,7 @@ public abstract class ItemContainer
}
/**
* Destroy item from inventory by using its <B>objectID</B> and updates database
* Destroy item from inventory by using its <b>objectID</b> and updates database
* @param process : String Identifier of process triggering this action
* @param objectId : int Item Instance identifier of the item to be destroyed
* @param count : int Quantity of items to be destroyed
@ -545,7 +545,7 @@ public abstract class ItemContainer
}
/**
* Destroy item from inventory by using its <B>itemId</B> and updates database
* Destroy item from inventory by using its <b>itemId</b> and updates database
* @param process : String Identifier of process triggering this action
* @param itemId : int Item identifier of the item to be destroyed
* @param count : int Quantity of items to be destroyed

View File

@ -113,7 +113,7 @@ public class PetInventory extends Inventory
public void restore()
{
super.restore();
// check for equiped items from other pets
// check for equipped items from other pets
for (ItemInstance item : _items.values())
{
if (item.isEquipped() && !item.getItem().checkCondition(_owner, _owner, false))

View File

@ -586,7 +586,7 @@ public class PlayerInventory extends Inventory
}
/**
* Destroy item from inventory by using its <B>itemId</B> and checks _adena and _ancientAdena
* Destroy item from inventory by using its <b>itemId</b> and checks _adena and _ancientAdena
* @param process : String Identifier of process triggering this action
* @param itemId : int Item identifier of the item to be destroyed
* @param count : int Quantity of items to be destroyed
@ -632,7 +632,7 @@ public class PlayerInventory extends Inventory
}
/**
* Drop item from inventory by using its <B>objectID</B> and checks _adena and _ancientAdena
* Drop item from inventory by using its <b>objectID</b> and checks _adena and _ancientAdena
* @param process : String Identifier of process triggering this action
* @param objectId : int Item Instance identifier of the item to be dropped
* @param count : int Quantity of items to be dropped

View File

@ -58,7 +58,7 @@ import org.l2jmobius.gameserver.network.SystemMessageId;
import org.l2jmobius.gameserver.network.serverpackets.SystemMessage;
/**
* This class contains all informations concerning the item (weapon, armor, etc).<BR>
* This class contains all informations concerning the item (weapon, armor, etc).<br>
* Mother class of :
* <ul>
* <li>Armor</li>
@ -173,8 +173,7 @@ public abstract class Item extends ListenersContainer implements IIdentifiable
private boolean _isBlessed;
/**
* Constructor of the Item that fill class variables.<BR>
* <BR>
* Constructor of the Item that fill class variables.
* @param set : StatSet corresponding to a set of couples (key,value) for description of the item
*/
protected Item(StatSet set)

View File

@ -25,7 +25,7 @@ import org.l2jmobius.gameserver.model.items.type.CrystalType;
import org.l2jmobius.gameserver.model.items.type.ItemType;
/**
* This class contains ItemInstance<BR>
* This class contains ItemInstance<br>
* Use to sort ItemInstance of :
* <ul>
* <li>Armor</li>

View File

@ -258,19 +258,15 @@ public class ItemInstance extends WorldObject
}
/**
* Remove a ItemInstance from the world and send server->client GetItem packets.<BR>
* <BR>
* <B><U> Actions</U> :</B><BR>
* <BR>
* Remove a ItemInstance from the world and send server->client GetItem packets.<br>
* <br>
* <b><u>Actions</u>:</b><br>
* <li>Send a Server->Client Packet GetItem to player that pick up and its _knowPlayers member</li>
* <li>Remove the WorldObject from the world</li><BR>
* <BR>
* <FONT COLOR=#FF0000><B> <U>Caution</U> : This method DOESN'T REMOVE the object from _allObjects of World </B></FONT><BR>
* <BR>
* <B><U> Example of use </U> :</B><BR>
* <BR>
* <li>Do Pickup Item : PCInstance and Pet</li><BR>
* <BR>
* <li>Remove the WorldObject from the world</li><br>
* <font color=#FF0000><b><u>Caution</u>: This method DOESN'T REMOVE the object from _allObjects of World </b></font><br>
* <br>
* <b><u>Example of use</u>:</b><br>
* <li>Do Pickup Item : PCInstance and Pet</li><br>
* @param creature Character that pick up the item
*/
public void pickupMe(Creature creature)
@ -401,9 +397,8 @@ public class ItemInstance extends WorldObject
}
/**
* Sets the location of the item.<BR>
* <BR>
* <U><I>Remark :</I></U> If loc and loc_data different from database, say datas not up-to-date
* Sets the location of the item.<br>
* <u><i>Remark :</i></u> If loc and loc_data different from database, say datas not up-to-date
* @param loc : ItemLocation (enumeration)
* @param loc_data : int designating the slot where the item is stored or the village for freights
*/
@ -432,8 +427,7 @@ public class ItemInstance extends WorldObject
}
/**
* Sets the quantity of the item.<BR>
* <BR>
* Sets the quantity of the item.
* @param count the new count to set
*/
public void setCount(long count)
@ -456,9 +450,8 @@ public class ItemInstance extends WorldObject
}
/**
* Sets the quantity of the item.<BR>
* <BR>
* <U><I>Remark :</I></U> If loc and loc_data different from database, say datas not up-to-date
* Sets the quantity of the item.<br>
* <u><i>Remark :</i></u> If loc and loc_data different from database, say datas not up-to-date
* @param process : String Identifier of process triggering this action
* @param count : int
* @param creator : PlayerInstance Player requesting the item creation
@ -1468,7 +1461,7 @@ public class ItemInstance extends WorldObject
}
/**
* Updates the database.<BR>
* Updates the database.
*/
public void updateDatabase()
{
@ -1476,7 +1469,7 @@ public class ItemInstance extends WorldObject
}
/**
* Updates the database.<BR>
* Updates the database.
* @param force if the update should necessarilly be done.
*/
public void updateDatabase(boolean force)
@ -1512,20 +1505,17 @@ public class ItemInstance extends WorldObject
}
/**
* Init a dropped ItemInstance and add it in the world as a visible object.<BR>
* <BR>
* <B><U> Actions</U> :</B><BR>
* <BR>
* Init a dropped ItemInstance and add it in the world as a visible object.<br>
* <br>
* <b><u>Actions</u>:</b><br>
* <li>Set the x,y,z position of the ItemInstance dropped and update its _worldregion</li>
* <li>Add the ItemInstance dropped to _visibleObjects of its WorldRegion</li>
* <li>Add the ItemInstance dropped in the world as a <B>visible</B> object</li><BR>
* <BR>
* <FONT COLOR=#FF0000><B> <U>Caution</U> : This method DOESN'T ADD the object to _allObjects of World </B></FONT><BR>
* <BR>
* <B><U> Example of use </U> :</B><BR>
* <BR>
* <li>Add the ItemInstance dropped in the world as a <b>visible</b> object</li><br>
* <font color=#FF0000><b><u>Caution</u>: This method DOESN'T ADD the object to _allObjects of World </b></font><br>
* <br>
* <b><u>Example of use</u>:</b><br>
* <li>Drop item</li>
* <li>Call Pet</li><BR>
* <li>Call Pet</li>
*/
public class ItemDropTask implements Runnable
{

View File

@ -997,7 +997,7 @@ public class Quest extends AbstractScript implements IIdentifiable
/**
* This function is called whenever a player attacks an NPC that is registered for the quest.<br>
* If is not overridden by a subclass, then default to the returned value of the simpler (and older) {@link #onAttack(Npc, PlayerInstance, int, boolean)} override.<br>
* If is not overridden by a subclass, then default to the returned value of the simpler (and older) {@link #onAttack(Npc, PlayerInstance, int, boolean)} override.
* @param npc this parameter contains a reference to the exact instance of the NPC that got attacked.
* @param attacker this parameter contains a reference to the exact instance of the player who attacked the NPC.
* @param damage this parameter represents the total damage that this attack has inflicted to the NPC.
@ -1134,7 +1134,7 @@ public class Quest extends AbstractScript implements IIdentifiable
* The coder of the script may need to create a new quest state (if necessary).<br>
* <b>Note 3:</b><br>
* The returned value of onFirstTalk replaces the default HTML that would have otherwise been loaded from a sub-folder of DatapackRoot/game/data/html/.<br>
* If you wish to show the default HTML, within onFirstTalk do npc.showChatWindow(player) and then return ""<br>
* If you wish to show the default HTML, within onFirstTalk do npc.showChatWindow(player) and then return ""
* @param npc this parameter contains a reference to the exact instance of the NPC that the player is talking with.
* @param player this parameter contains a reference to the exact instance of the player who is talking to the NPC.
* @return the text returned by the event (may be {@code null}, a filename or just text)
@ -1261,7 +1261,7 @@ public class Quest extends AbstractScript implements IIdentifiable
}
/**
* This function is called whenever an NPC is teleport.<br>
* This function is called whenever an NPC is teleport.
* @param npc this parameter contains a reference to the exact instance of the NPC who just teleport.
*/
protected void onTeleport(Npc npc)
@ -1271,7 +1271,7 @@ public class Quest extends AbstractScript implements IIdentifiable
/**
* This function is called whenever an NPC is called by another NPC in the same faction.
* @param npc this parameter contains a reference to the exact instance of the NPC who is being asked for help.
* @param caller this parameter contains a reference to the exact instance of the NPC who is asking for help.<br>
* @param caller this parameter contains a reference to the exact instance of the NPC who is asking for help.
* @param attacker this parameter contains a reference to the exact instance of the player who attacked.
* @param isSummon this parameter if it's {@code false} it denotes that the attacker was indeed the player, else it specifies that the attacker was the player's summon.
* @return

View File

@ -689,7 +689,7 @@ public class SkillCaster implements Runnable
}
/**
* Stops this casting and cleans all cast parameters.<br>
* Stops this casting and cleans all cast parameters.
* @param aborted if {@code true}, server will send packets to the player, notifying him that the skill has been aborted.
*/
public void stopCasting(boolean aborted)

View File

@ -550,7 +550,7 @@ public class Formulas
* Returns:<br>
* 0 = shield defense doesn't succeed<br>
* 1 = shield defense succeed<br>
* 2 = perfect block<br>
* 2 = perfect block
* @param attacker
* @param target
* @param sendSysMsg
@ -655,7 +655,7 @@ public class Formulas
}
/**
* Calculates the effect landing success.<br>
* Calculates the effect landing success.
* @param attacker the attacker
* @param target the target
* @param skill the skill
@ -963,9 +963,9 @@ public class Formulas
}
/**
* Calculates the attribute bonus with the following formula: <BR>
* diff > 0, so AttBonus = 1,025 + sqrt[(diff^3) / 2] * 0,0001, cannot be above 1,25! <BR>
* diff < 0, so AttBonus = 0,975 - sqrt[(diff^3) / 2] * 0,0001, cannot be below 0,75! <BR>
* Calculates the attribute bonus with the following formula:<br>
* diff > 0, so AttBonus = 1,025 + sqrt[(diff^3) / 2] * 0,0001, cannot be above 1,25!<br>
* diff < 0, so AttBonus = 0,975 - sqrt[(diff^3) / 2] * 0,0001, cannot be below 0,75!<br>
* diff == 0, so AttBonus = 1<br>
* It has been tested that physical skills do get affected by attack attribute even<br>
* if they don't have any attribute. In that case only the biggest attack attribute is taken.
@ -1207,7 +1207,7 @@ public class Formulas
* Confuse<br>
* Compelling,<br>
* Knockback<br>
* Pull<br>
* Pull
* @param baseChance chance from effect parameter
* @param attacker
* @param target

View File

@ -27,7 +27,7 @@ import org.l2jmobius.gameserver.model.stats.Stat;
* A Function object is a component of a Calculator created to manage and dynamically calculate the effect of a character property (ex : MAX_HP, REGENERATE_HP_RATE...).<br>
* In fact, each calculator is a table of functions object in which each function represents a mathematics function:<br>
* FuncAtkAccuracy -> Math.sqrt(_player.getDEX())*6+_player.getLevel()<br>
* When the calc method of a calculator is launched, each mathematics function is called according to its priority <B>_order</B>.<br>
* When the calc method of a calculator is launched, each mathematics function is called according to its priority <b>_order</b>.<br>
* Indeed, functions with lowest priority order is executed first and functions with the same order are executed in unspecified order.<br>
* @author Zoey76
*/

View File

@ -71,7 +71,7 @@ public class TaxZone extends ZoneType
}
/**
* Gets castle associated with tax zone.<br>
* Gets castle associated with tax zone.
* @return instance of {@link Castle} if found otherwise {@code null}
*/
public Castle getCastle()

View File

@ -55,8 +55,8 @@ public class BlowFishKeygen
}
/**
* Returns a key from this keygen pool, the logical ownership is retained by this keygen.<BR>
* Thus when getting a key with interests other then read-only a copy must be performed.<BR>
* Returns a key from this keygen pool, the logical ownership is retained by this keygen.<br>
* Thus when getting a key with interests other then read-only a copy must be performed.
* @return A key from this keygen pool.
*/
public static byte[] getRandomKey()

View File

@ -546,7 +546,7 @@ public class RequestAcquireSkill implements IClientIncomingPacket
/**
* Perform a simple check for current player and skill.<br>
* Takes the needed SP if the skill require it and all requirements are meet.<br>
* Consume required items if the skill require it and all requirements are meet.<br>
* Consume required items if the skill require it and all requirements are meet.
* @param player the skill learning player.
* @param trainer the skills teaching Npc.
* @param skillLearn the skill to be learn.

View File

@ -96,7 +96,7 @@ public class RequestDestroyItem implements IClientIncomingPacket
// if we can't find the requested item, its actually a cheat
if (itemToRemove == null)
{
// gm can destroy other player items
// GM can destroy other player items
if (player.isGM())
{
final WorldObject obj = World.getInstance().findObject(_objectId);

View File

@ -50,7 +50,7 @@ public class RequestGMCommand implements IClientIncomingPacket
@Override
public void run(GameClient client)
{
// prevent non gm or low level GMs from vieweing player stuff
// prevent non GM or low level GMs from vieweing player stuff
if (!client.getPlayer().isGM() || !client.getPlayer().getAccessLevel().allowAltG())
{
return;
@ -99,7 +99,7 @@ public class RequestGMCommand implements IClientIncomingPacket
}
case 6: // player warehouse
{
// gm warehouse view to be implemented
// GM warehouse view to be implemented
if (player != null)
{
client.sendPacket(new GMViewWarehouseWithdrawList(player));

View File

@ -90,7 +90,7 @@ public class UseItem implements IClientIncomingPacket
final ItemInstance item = player.getInventory().getItemByObjectId(_objectId);
if (item == null)
{
// gm can use other player item
// GM can use other player item
if (player.isGM())
{
final WorldObject obj = World.getInstance().findObject(_objectId);

View File

@ -26,7 +26,7 @@ import org.l2jmobius.gameserver.network.OutgoingPackets;
import org.l2jmobius.gameserver.network.clientpackets.RequestAllyInfo;
/**
* Sent in response to {@link RequestAllyInfo}, if applicable.<BR>
* Sent in response to {@link RequestAllyInfo}, if applicable.<br>
* @author afk5min
*/
public class AllianceInfo implements IClientOutgoingPacket

View File

@ -20,9 +20,9 @@ import org.l2jmobius.commons.network.PacketWriter;
import org.l2jmobius.gameserver.network.OutgoingPackets;
/**
* Eva's Inferno event packet. info params: <br>
* type (1 - %, 2 - npcId), <br>
* value (depending on type: for type 1 - % value; for type 2 - 20573-20575), <br>
* Eva's Inferno event packet. info params:<br>
* type (1 - %, 2 - npcId),<br>
* value (depending on type: for type 1 - % value; for type 2 - 20573-20575),<br>
* state (0-1), endtime (only when type 2)
*/
public class ExBrBuffEventState implements IClientOutgoingPacket

View File

@ -114,7 +114,7 @@ public interface IClientOutgoingPacket extends IOutgoingPacket
}
/**
* Sends this packet to the target player, useful for lambda operations like <br>
* Sends this packet to the target player, useful for lambda operations like<br>
* {@code World.getInstance().getPlayers().forEach(packet::sendTo)}
* @param player
*/

View File

@ -24,25 +24,25 @@ import org.l2jmobius.gameserver.model.entity.Castle;
import org.l2jmobius.gameserver.network.OutgoingPackets;
/**
* Populates the Siege Attacker List in the SiegeInfo Window<BR>
* <BR>
* c = ca<BR>
* d = CastleID<BR>
* d = unknow (0x00)<BR>
* d = unknow (0x01)<BR>
* d = unknow (0x00)<BR>
* d = Number of Attackers Clans?<BR>
* d = Number of Attackers Clans<BR>
* { //repeats<BR>
* d = ClanID<BR>
* S = ClanName<BR>
* S = ClanLeaderName<BR>
* d = ClanCrestID<BR>
* d = signed time (seconds)<BR>
* d = AllyID<BR>
* S = AllyName<BR>
* S = AllyLeaderName<BR>
* d = AllyCrestID<BR>
* Populates the Siege Attacker List in the SiegeInfo Window<br>
* <br>
* c = ca<br>
* d = CastleID<br>
* d = unknow (0x00)<br>
* d = unknow (0x01)<br>
* d = unknow (0x00)<br>
* d = Number of Attackers Clans?<br>
* d = Number of Attackers Clans<br>
* { //repeats<br>
* d = ClanID<br>
* S = ClanName<br>
* S = ClanLeaderName<br>
* d = ClanCrestID<br>
* d = signed time (seconds)<br>
* d = AllyID<br>
* S = AllyName<br>
* S = AllyLeaderName<br>
* d = AllyCrestID<br>
* @author KenM
*/
public class SiegeAttackerList implements IClientOutgoingPacket

View File

@ -25,26 +25,26 @@ import org.l2jmobius.gameserver.model.entity.Castle;
import org.l2jmobius.gameserver.network.OutgoingPackets;
/**
* Populates the Siege Defender List in the SiegeInfo Window<BR>
* <BR>
* c = 0xcb<BR>
* d = CastleID<BR>
* d = unknow (0x00)<BR>
* d = unknow (0x01)<BR>
* d = unknow (0x00)<BR>
* d = Number of Defending Clans?<BR>
* d = Number of Defending Clans<BR>
* { //repeats<BR>
* d = ClanID<BR>
* S = ClanName<BR>
* S = ClanLeaderName<BR>
* d = ClanCrestID<BR>
* d = signed time (seconds)<BR>
* d = Type -> Owner = 0x01 || Waiting = 0x02 || Accepted = 0x03<BR>
* d = AllyID<BR>
* S = AllyName<BR>
* S = AllyLeaderName<BR>
* d = AllyCrestID<BR>
* Populates the Siege Defender List in the SiegeInfo Window<br>
* <br>
* c = 0xcb<br>
* d = CastleID<br>
* d = unknow (0x00)<br>
* d = unknow (0x01)<br>
* d = unknow (0x00)<br>
* d = Number of Defending Clans?<br>
* d = Number of Defending Clans<br>
* { //repeats<br>
* d = ClanID<br>
* S = ClanName<br>
* S = ClanLeaderName<br>
* d = ClanCrestID<br>
* d = signed time (seconds)<br>
* d = Type -> Owner = 0x01 || Waiting = 0x02 || Accepted = 0x03<br>
* d = AllyID<br>
* S = AllyName<br>
* S = AllyLeaderName<br>
* d = AllyCrestID<br>
* @author KenM
*/
public class SiegeDefenderList implements IClientOutgoingPacket

View File

@ -27,18 +27,18 @@ import org.l2jmobius.gameserver.model.entity.Castle;
import org.l2jmobius.gameserver.network.OutgoingPackets;
/**
* Shows the Siege Info<BR>
* <BR>
* c = c9<BR>
* d = CastleID<BR>
* d = Show Owner Controls (0x00 default || >=0x02(mask?) owner)<BR>
* d = Owner ClanID<BR>
* S = Owner ClanName<BR>
* S = Owner Clan LeaderName<BR>
* d = Owner AllyID<BR>
* S = Owner AllyName<BR>
* d = current time (seconds)<BR>
* d = Siege time (seconds) (0 for selectable)<BR>
* Shows the Siege Info<br>
* <br>
* c = c9<br>
* d = CastleID<br>
* d = Show Owner Controls (0x00 default || >=0x02(mask?) owner)<br>
* d = Owner ClanID<br>
* S = Owner ClanName<br>
* S = Owner Clan LeaderName<br>
* d = Owner AllyID<br>
* S = Owner AllyName<br>
* d = current time (seconds)<br>
* d = Siege time (seconds) (0 for selectable)<br>
* d = (UNKNOW) Siege Time Select Related?
* @author KenM
*/

View File

@ -21,7 +21,7 @@ import java.util.logging.Level;
import java.util.logging.Logger;
/**
* Abstract class for classes that are meant to be implemented by scripts.<BR>
* Abstract class for classes that are meant to be implemented by scripts.<br>
* @author KenM
*/
public abstract class ManagedScript
@ -41,7 +41,7 @@ public abstract class ManagedScript
public abstract Path getScriptPath();
/**
* Attempts to reload this script and to refresh the necessary bindings with it ScriptControler.<BR>
* Attempts to reload this script and to refresh the necessary bindings with it ScriptControler.<br>
* Subclasses of this class should override this method to properly refresh their bindings when necessary.
* @return true if and only if the script was reloaded, false otherwise.
*/

View File

@ -77,7 +77,7 @@ public class AttackStanceTaskManager
}
/**
* Checks for attack stance task.<br>
* Checks for attack stance task.
* @param actor the actor
* @return {@code true} if the character has an attack stance task, {@code false} otherwise
*/

View File

@ -83,7 +83,7 @@ public class frmAbout
frmAbout.getContentPane().add(lblProtocols);
final JLabel site = new JLabel(URL);
site.setText("<HTML><FONT color=\"#000099\"><U>" + URL + "</U></FONT></HTML>");
site.setText("<html><font color=\"#000099\"><u>" + URL + "</u></font></html>");
site.setHorizontalAlignment(SwingConstants.CENTER);
site.setBounds(76, 128, 140, 14);
site.addMouseListener(new MouseAdapter()

View File

@ -40,11 +40,13 @@ public class Broadcast
private static final Logger LOGGER = Logger.getLogger(Broadcast.class.getName());
/**
* Send a packet to all PlayerInstance in the _KnownPlayers of the Creature that have the Character targeted.<BR>
* <B><U> Concept</U> :</B><BR>
* PlayerInstance in the detection area of the Creature are identified in <B>_knownPlayers</B>.<BR>
* In order to inform other players of state modification on the Creature, server just need to go through _knownPlayers to send Server->Client Packet<BR>
* <FONT COLOR=#FF0000><B> <U>Caution</U> : This method DOESN'T SEND Server->Client packet to this Creature (to do this use method toSelfAndKnownPlayers)</B></FONT><BR>
* Send a packet to all PlayerInstance in the _KnownPlayers of the Creature that have the Character targeted.<br>
* <br>
* <b><u>Concept</u>:</b><br>
* <br>
* PlayerInstance in the detection area of the Creature are identified in <b>_knownPlayers</b>.<br>
* In order to inform other players of state modification on the Creature, server just need to go through _knownPlayers to send Server->Client Packet<br>
* <font color=#FF0000><b><u>Caution</u>: This method DOESN'T SEND Server->Client packet to this Creature (to do this use method toSelfAndKnownPlayers)</b></font>
* @param creature
* @param mov
*/
@ -60,11 +62,13 @@ public class Broadcast
}
/**
* Send a packet to all PlayerInstance in the _KnownPlayers of the Creature.<BR>
* <B><U> Concept</U> :</B><BR>
* PlayerInstance in the detection area of the Creature are identified in <B>_knownPlayers</B>.<BR>
* In order to inform other players of state modification on the Creature, server just need to go through _knownPlayers to send Server->Client Packet<BR>
* <FONT COLOR=#FF0000><B> <U>Caution</U> : This method DOESN'T SEND Server->Client packet to this Creature (to do this use method toSelfAndKnownPlayers)</B></FONT><BR>
* Send a packet to all PlayerInstance in the _KnownPlayers of the Creature.<br>
* <br>
* <b><u>Concept</u>:</b><br>
* <br>
* PlayerInstance in the detection area of the Creature are identified in <b>_knownPlayers</b>.<br>
* In order to inform other players of state modification on the Creature, server just need to go through _knownPlayers to send Server->Client Packet<br>
* <font color=#FF0000><b><u>Caution</u>: This method DOESN'T SEND Server->Client packet to this Creature (to do this use method toSelfAndKnownPlayers)</b></font>
* @param creature
* @param mov
*/
@ -108,11 +112,13 @@ public class Broadcast
}
/**
* Send a packet to all PlayerInstance in the _KnownPlayers (in the specified radius) of the Creature.<BR>
* <B><U> Concept</U> :</B><BR>
* PlayerInstance in the detection area of the Creature are identified in <B>_knownPlayers</B>.<BR>
* In order to inform other players of state modification on the Creature, server just needs to go through _knownPlayers to send Server->Client Packet and check the distance between the targets.<BR>
* <FONT COLOR=#FF0000><B> <U>Caution</U> : This method DOESN'T SEND Server->Client packet to this Creature (to do this use method toSelfAndKnownPlayers)</B></FONT><BR>
* Send a packet to all PlayerInstance in the _KnownPlayers (in the specified radius) of the Creature.<br>
* <br>
* <b><u>Concept</u>:</b><br>
* <br>
* PlayerInstance in the detection area of the Creature are identified in <b>_knownPlayers</b>.<br>
* In order to inform other players of state modification on the Creature, server just needs to go through _knownPlayers to send Server->Client Packet and check the distance between the targets.<br>
* <font color=#FF0000><b><u>Caution</u>: This method DOESN'T SEND Server->Client packet to this Creature (to do this use method toSelfAndKnownPlayers)</b></font>
* @param creature
* @param mov
* @param radius
@ -128,10 +134,12 @@ public class Broadcast
}
/**
* Send a packet to all PlayerInstance in the _KnownPlayers of the Creature and to the specified character.<BR>
* <B><U> Concept</U> :</B><BR>
* PlayerInstance in the detection area of the Creature are identified in <B>_knownPlayers</B>.<BR>
* In order to inform other players of state modification on the Creature, server just need to go through _knownPlayers to send Server->Client Packet<BR>
* Send a packet to all PlayerInstance in the _KnownPlayers of the Creature and to the specified character.<br>
* <br>
* <b><u>Concept</u>:</b><br>
* <br>
* PlayerInstance in the detection area of the Creature are identified in <b>_knownPlayers</b>.<br>
* In order to inform other players of state modification on the Creature, server just need to go through _knownPlayers to send Server->Client Packet
* @param creature
* @param mov
*/
@ -162,10 +170,12 @@ public class Broadcast
}
/**
* Send a packet to all PlayerInstance present in the world.<BR>
* <B><U> Concept</U> :</B><BR>
* In order to inform other players of state modification on the Creature, server just need to go through _allPlayers to send Server->Client Packet<BR>
* <FONT COLOR=#FF0000><B> <U>Caution</U> : This method DOESN'T SEND Server->Client packet to this Creature (to do this use method toSelfAndKnownPlayers)</B></FONT><BR>
* Send a packet to all PlayerInstance present in the world.<br>
* <br>
* <b><u>Concept</u>:</b><br>
* <br>
* In order to inform other players of state modification on the Creature, server just need to go through _allPlayers to send Server->Client Packet<br>
* <font color=#FF0000><b><u>Caution</u>: This method DOESN'T SEND Server->Client packet to this Creature (to do this use method toSelfAndKnownPlayers)</b></font>
* @param packet
*/
public static void toAllOnlinePlayers(IClientOutgoingPacket packet)

View File

@ -58,13 +58,11 @@ public class MinionList
}
/**
* Manage the spawn of Minions.<BR>
* <BR>
* <B><U> Actions</U> :</B><BR>
* <BR>
* Manage the spawn of Minions.<br>
* <br>
* <b><u>Actions</u>:</b><br>
* <li>Get the Minion data of all Minions that must be spawn</li>
* <li>For each Minion type, spawn the amount of Minion needed</li><BR>
* <BR>
* <li>For each Minion type, spawn the amount of Minion needed</li><br>
* @param minions
*/
public void spawnMinions(List<MinionHolder> minions)
@ -260,16 +258,14 @@ public class MinionList
}
/**
* Init a Minion and add it in the world as a visible object.<BR>
* <BR>
* <B><U> Actions</U> :</B><BR>
* <BR>
* Init a Minion and add it in the world as a visible object.<br>
* <br>
* <b><u>Actions</u>:</b><br>
* <li>Get the template of the Minion to spawn</li>
* <li>Create and Init the Minion and generate its Identifier</li>
* <li>Set the Minion HP, MP and Heading</li>
* <li>Set the Minion leader to this RaidBoss</li>
* <li>Init the position of the Minion and add it in the world as a visible object</li><BR>
* <BR>
* <li>Init the position of the Minion and add it in the world as a visible object</li><br>
* @param master MonsterInstance used as master for this minion
* @param minionId The NpcTemplate Identifier of the Minion to spawn
* @return

View File

@ -33,7 +33,7 @@ import java.util.Arrays;
public class PrimeFinder
{
/**
* The largest prime this class can generate; currently equal to <tt>Integer.MAX_VALUE</tt>.
* The largest prime this class can generate; currently equal to <tt>Integer.MAX_VALUE</tt>
*/
public static final int LARGEST_PRIME = Integer.MAX_VALUE; // yes, it is prime.

View File

@ -67,8 +67,7 @@ public class TimeAmountInterpreter
}
/**
* Appends an user-friendly description of the given amount of time to the specified text builder.<BR>
* <BR>
* Appends an user-friendly description of the given amount of time to the specified text builder.<br>
* Please keep in mind, that this method is primarily designed to be used with heap text builders. Therefore, if the given text builder throws an {@link IOException}, this exception will be wrapped in a {@link RuntimeException} and returned to the caller as an unchecked exception.
* @param <T>
* @param textBuilder a character sequence builder

View File

@ -75,7 +75,7 @@ public class frmAbout
frmAbout.getContentPane().add(lblLoginServer);
final JLabel site = new JLabel(URL);
site.setText("<HTML><FONT color=\"#000099\"><U>" + URL + "</U></FONT></HTML>");
site.setText("<html><font color=\"#000099\"><u>" + URL + "</u></font></html>");
site.setHorizontalAlignment(SwingConstants.CENTER);
site.setBounds(76, 148, 140, 14);
site.addMouseListener(new MouseAdapter()

View File

@ -114,7 +114,7 @@ public class ListenerTest extends AbstractNpcAI
}
/**
* Prioritized event notification <br>
* Prioritized event notification<br>
* This method will be invoked as soon as creature from level range between 1 and 10 dies.<br>
* This listener is registered into individual npcs container.
* @param event

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