Unified javadoc format and related cleanups.
This commit is contained in:
@@ -223,17 +223,17 @@ public class CabaleBuffer extends AbstractNpcAI
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}
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/**
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* For each known player in range, cast either the positive or negative buff. <BR>
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* The stats affected depend on the player type, either a fighter or a mystic. <BR>
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* <BR>
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* Curse of Destruction (Loser)<BR>
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* - Fighters: -25% Accuracy, -25% Effect Resistance<BR>
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* - Mystics: -25% Casting Speed, -25% Effect Resistance<BR>
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* <BR>
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* <BR>
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* For each known player in range, cast either the positive or negative buff.<br>
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* The stats affected depend on the player type, either a fighter or a mystic.<br>
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* <br>
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* Curse of Destruction (Loser)<br>
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* - Fighters: -25% Accuracy, -25% Effect Resistance<br>
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* - Mystics: -25% Casting Speed, -25% Effect Resistance<br>
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* <br>
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* <br>
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* Blessing of Prophecy (Winner)<br>
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* - Fighters: +25% Max Load, +25% Effect Resistance<BR>
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* - Mystics: +25% Magic Cancel Resist, +25% Effect Resistance<BR>
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* - Fighters: +25% Max Load, +25% Effect Resistance<br>
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* - Mystics: +25% Magic Cancel Resist, +25% Effect Resistance<br>
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* @param player
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* @param skillId
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* @return
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@@ -26,18 +26,15 @@ import org.l2jmobius.gameserver.model.actor.instance.PlayerInstance;
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public class ArtefactInstanceAction implements IActionHandler
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{
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/**
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* Manage actions when a player click on the ArtefactInstance.<BR>
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* <BR>
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* <B><U> Actions</U> :</B><BR>
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* <BR>
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* Manage actions when a player click on the ArtefactInstance.<br>
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* <br>
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* <b><u>Actions</u>:</b><br>
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* <li>Set the NpcInstance as target of the PlayerInstance player (if necessary)</li>
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* <li>Send a Server->Client packet MyTargetSelected to the PlayerInstance player (display the select window)</li>
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* <li>Send a Server->Client packet ValidateLocation to correct the NpcInstance position and heading on the client</li><BR>
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* <BR>
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* <B><U> Example of use </U> :</B><BR>
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* <BR>
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* <li>Client packet : Action, AttackRequest</li><BR>
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* <BR>
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* <li>Send a Server->Client packet ValidateLocation to correct the NpcInstance position and heading on the client</li><br>
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* <br>
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* <b><u>Example of use</u>:</b><br>
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* <li>Client packet : Action, AttackRequest</li>
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*/
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@Override
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public boolean action(PlayerInstance player, WorldObject target, boolean interact)
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@@ -36,27 +36,22 @@ import org.l2jmobius.gameserver.network.serverpackets.MoveToPawn;
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public class NpcAction implements IActionHandler
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{
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/**
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* Manage actions when a player click on the Npc.<BR>
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* <BR>
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* <B><U> Actions on first click on the Npc (Select it)</U> :</B><BR>
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* <BR>
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* Manage actions when a player click on the Npc.<br>
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* <br>
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* <b><u>Actions on first click on the Npc (Select it)</u>:</b><br>
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* <li>Set the Npc as target of the PlayerInstance player (if necessary)</li>
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* <li>Send a Server->Client packet MyTargetSelected to the PlayerInstance player (display the select window)</li>
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* <li>If Npc is autoAttackable, send a Server->Client packet StatusUpdate to the PlayerInstance in order to update Npc HP bar</li>
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* <li>Send a Server->Client packet ValidateLocation to correct the Npc position and heading on the client</li><BR>
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* <BR>
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* <B><U> Actions on second click on the Npc (Attack it/Intercat with it)</U> :</B><BR>
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* <BR>
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* <li>Send a Server->Client packet ValidateLocation to correct the Npc position and heading on the client</li><br>
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* <br>
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* <b><u>Actions on second click on the Npc (Attack it/Intercat with it)</u>:</b><br>
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* <li>Send a Server->Client packet MyTargetSelected to the PlayerInstance player (display the select window)</li>
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* <li>If Npc is autoAttackable, notify the PlayerInstance AI with AI_INTENTION_ATTACK (after a height verification)</li>
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* <li>If Npc is NOT autoAttackable, notify the PlayerInstance AI with AI_INTENTION_INTERACT (after a distance verification) and show message</li><BR>
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* <BR>
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* <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>
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* <BR>
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* <B><U> Example of use </U> :</B><BR>
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* <BR>
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* <li>Client packet : Action, AttackRequest</li><BR>
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* <BR>
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* <li>If Npc is NOT autoAttackable, notify the PlayerInstance AI with AI_INTENTION_INTERACT (after a distance verification) and show message</li><br>
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* <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>
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* <br>
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* <b><u>Example of use</u>:</b><br>
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* <li>Client packet : Action, AttackRequest</li><br>
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* @param player The PlayerInstance that start an action on the Npc
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*/
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@Override
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@@ -32,25 +32,20 @@ public class PlayerInstanceAction implements IActionHandler
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private static final int CURSED_WEAPON_VICTIM_MIN_LEVEL = 21;
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/**
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* Manage actions when a player click on this PlayerInstance.<BR>
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* <BR>
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* <B><U> Actions on first click on the PlayerInstance (Select it)</U> :</B><BR>
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* <BR>
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* Manage actions when a player click on this PlayerInstance.<br>
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* <br>
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* <b><u>Actions on first click on the PlayerInstance (Select it)</u>:</b><br>
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* <li>Set the target of the player</li>
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* <li>Send a Server->Client packet MyTargetSelected to the player (display the select window)</li><BR>
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* <BR>
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* <B><U> Actions on second click on the PlayerInstance (Follow it/Attack it/Intercat with it)</U> :</B><BR>
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* <BR>
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* <li>Send a Server->Client packet MyTargetSelected to the player (display the select window)</li><br>
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* <br>
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* <b><u>Actions on second click on the PlayerInstance (Follow it/Attack it/Intercat with it)</u>:</b><br>
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* <li>Send a Server->Client packet MyTargetSelected to the player (display the select window)</li>
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* <li>If target PlayerInstance has a Private Store, notify the player AI with AI_INTENTION_INTERACT</li>
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* <li>If target PlayerInstance is autoAttackable, notify the player AI with AI_INTENTION_ATTACK</li> <BR>
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* <BR>
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* <li>If target PlayerInstance is NOT autoAttackable, notify the player AI with AI_INTENTION_FOLLOW</li><BR>
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* <BR>
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* <B><U> Example of use </U> :</B><BR>
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* <BR>
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* <li>Client packet : Action, AttackRequest</li><BR>
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* <BR>
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* <li>If target PlayerInstance is autoAttackable, notify the player AI with AI_INTENTION_ATTACK</li>
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* <li>If target PlayerInstance is NOT autoAttackable, notify the player AI with AI_INTENTION_FOLLOW</li><br>
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* <br>
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* <b><u>Example of use</u>:</b><br>
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* <li>Client packet : Action, AttackRequest</li><br>
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* @param player The player that start an action on target PlayerInstance
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*/
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@Override
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@@ -38,21 +38,17 @@ import handlers.bypasshandlers.NpcViewMod;
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public class NpcActionShift implements IActionShiftHandler
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{
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/**
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* Manage and Display the GM console to modify the NpcInstance (GM only).<BR>
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* <BR>
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* <B><U> Actions (If the PlayerInstance is a GM only)</U> :</B><BR>
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* <BR>
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* Manage and Display the GM console to modify the NpcInstance (GM only).<br>
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* <br>
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* <b><u>Actions (If the PlayerInstance is a GM only)</u>:</b><br>
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* <li>Set the NpcInstance as target of the PlayerInstance player (if necessary)</li>
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* <li>Send a Server->Client packet MyTargetSelected to the PlayerInstance player (display the select window)</li>
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* <li>If NpcInstance is autoAttackable, send a Server->Client packet StatusUpdate to the PlayerInstance in order to update NpcInstance HP bar</li>
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* <li>Send a Server->Client NpcHtmlMessage() containing the GM console about this NpcInstance</li><BR>
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* <BR>
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* <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>
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* <BR>
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* <B><U> Example of use </U> :</B><BR>
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* <BR>
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* <li>Client packet : Action</li><BR>
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* <BR>
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* <li>Send a Server->Client NpcHtmlMessage() containing the GM console about this NpcInstance</li><br>
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* <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>
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* <br>
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* <b><u>Example of use</u>:</b><br>
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* <li>Client packet : Action</li>
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*/
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@Override
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public boolean action(PlayerInstance player, WorldObject target, boolean interact)
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@@ -29,7 +29,7 @@ public class PlayerInstanceActionShift implements IActionShiftHandler
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{
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if (player.isGM())
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{
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// Check if the gm already target this l2pcinstance
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// Check if the GM already target this l2pcinstance
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if (player.getTarget() != target)
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{
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// Set the target of the PlayerInstance player
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@@ -78,13 +78,13 @@ public class AdminAdmin implements IAdminCommandHandler
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else if (command.startsWith("admin_gmliston"))
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{
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AdminData.getInstance().showGm(activeChar);
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BuilderUtil.sendSysMessage(activeChar, "Registered into gm list");
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BuilderUtil.sendSysMessage(activeChar, "Registered into GM list");
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AdminHtml.showAdminHtml(activeChar, "gm_menu.htm");
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}
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else if (command.startsWith("admin_gmlistoff"))
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{
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AdminData.getInstance().hideGm(activeChar);
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BuilderUtil.sendSysMessage(activeChar, "Removed from gm list");
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BuilderUtil.sendSysMessage(activeChar, "Removed from GM list");
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AdminHtml.showAdminHtml(activeChar, "gm_menu.htm");
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}
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else if (command.startsWith("admin_silence"))
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@@ -494,7 +494,7 @@ public class AdminEventEngine implements IAdminCommandHandler
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sb.append("<td><edit var=\"event_npcid\" width=100 height=20></td></tr>");
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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>");
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sb.append("<td><edit var=\"event_teams_number\" width=100 height=20></td></tr>");
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sb.append("</table><br><center> <br><br>");
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sb.append("</table><br><center><br><br>");
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sb.append("<font color=\"LEVEL\">Teams' names:</font><br><table width=100% cellspacing=8>");
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for (int i = 1; (i - 1) < teamnumbers; i++) // Team names params
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{
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@@ -30,7 +30,7 @@ import org.l2jmobius.gameserver.network.SystemMessageId;
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import org.l2jmobius.gameserver.network.serverpackets.NpcHtmlMessage;
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/**
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* This class handles following admin commands: - gm = turns gm mode on/off
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* This class handles following admin commands: - GM = turns GM mode on/off
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* @version $Revision: 1.1.2.1 $ $Date: 2005/03/15 21:32:48 $
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*/
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public class AdminFightCalculator implements IAdminCommandHandler
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@@ -24,7 +24,7 @@ import org.l2jmobius.gameserver.model.actor.instance.PlayerInstance;
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import org.l2jmobius.gameserver.util.BuilderUtil;
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/**
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* This class handles following admin commands: - gm = turns gm mode off
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* This class handles following admin commands: - GM = turns GM mode off
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* @version $Revision: 1.2.4.4 $ $Date: 2005/04/11 10:06:06 $
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*/
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public class AdminGm implements IAdminCommandHandler
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@@ -34,7 +34,7 @@ import org.l2jmobius.gameserver.network.serverpackets.NpcHtmlMessage;
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import org.l2jmobius.gameserver.util.BuilderUtil;
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/**
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* This class handles commands for gm to forge packets
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* This class handles commands for GM to forge packets
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* @author Maktakien, HorridoJoho
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*/
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public class AdminPForge implements IAdminCommandHandler
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@@ -30,14 +30,14 @@ import org.l2jmobius.gameserver.network.serverpackets.SystemMessage;
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import org.l2jmobius.gameserver.util.BuilderUtil;
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/**
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* <B>Pledge Manipulation:</B><BR>
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* <LI>With target in a character without clan:<BR>
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* <b>Pledge Manipulation:</b><br>
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* <li>With target in a character without clan:<br>
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* //pledge create clanname
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* <LI>With target in a clan leader:<BR>
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* //pledge info<BR>
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* //pledge dismiss<BR>
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* //pledge setlevel level<BR>
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* //pledge rep reputation_points<BR>
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* <li>With target in a clan leader:<br>
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* //pledge info<br>
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* //pledge dismiss<br>
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* //pledge setlevel level<br>
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* //pledge rep reputation_points
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*/
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public class AdminPledge implements IAdminCommandHandler
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{
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@@ -71,13 +71,12 @@ public class Loto implements IBypassHandler
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}
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/**
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* Open a Loto window on client with the text of the NpcInstance.<BR>
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* <BR>
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* <B><U> Actions</U> :</B><BR>
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* <BR>
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* Open a Loto window on client with the text of the NpcInstance.<br>
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* <br>
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* <b><u>Actions</u>:</b><br>
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* <li>Get the text of the selected HTML file in function of the npcId and of the page number</li>
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* <li>Send a Server->Client NpcHtmlMessage containing the text of the NpcInstance to the PlayerInstance</li>
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* <li>Send a Server->Client ActionFailed to the PlayerInstance in order to avoid that the client wait another packet</li><BR>
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* <li>Send a Server->Client ActionFailed to the PlayerInstance in order to avoid that the client wait another packet</li><br>
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* @param player The PlayerInstance that talk with the NpcInstance
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* @param npc Npc loto instance
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* @param value The number of the page of the NpcInstance to display
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@@ -84,8 +84,9 @@ public class QuestLink implements IBypassHandler
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/**
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* Open a choose quest window on client with all quests available of the NpcInstance.<br>
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* <br>
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* <b><u>Actions</u>:</b><br>
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* <li>Send a Server->Client NpcHtmlMessage containing the text of the NpcInstance to the PlayerInstance</li>
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* <li>Send a Server->Client NpcHtmlMessage containing the text of the NpcInstance to the PlayerInstance</li><br>
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* @param player The PlayerInstance that talk with the NpcInstance
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* @param npc The table containing quests of the NpcInstance
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* @param quests
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@@ -202,6 +203,7 @@ public class QuestLink implements IBypassHandler
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/**
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* Open a quest window on client with the text of the NpcInstance.<br>
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* <br>
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* <b><u>Actions</u>:</b><br>
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* <ul>
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* <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;
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* <li>Fly Radius means the distance between starting point and final point, it must be an integer.</li>
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* <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>
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* </ul>
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* By the way, if flyCourse = 360 or 0, player will be moved in in front of him. <br>
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* By the way, if flyCourse = 360 or 0, player will be moved in in front of him.<br>
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* 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.
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* @author DrHouse
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*/
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@@ -98,7 +98,7 @@ public class Fishing extends AbstractEffect
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return;
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}
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// check for equiped fishing rod
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// check for equipped fishing rod
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final Weapon equipedWeapon = player.getActiveWeaponItem();
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if (((equipedWeapon == null) || (equipedWeapon.getItemType() != WeaponType.FISHINGROD)))
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{
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@@ -106,7 +106,7 @@ public class Fishing extends AbstractEffect
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return;
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}
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// check for equiped lure
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// check for equipped lure
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final ItemInstance equipedLeftHand = player.getInventory().getPaperdollItem(Inventory.PAPERDOLL_LHAND);
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if ((equipedLeftHand == null) || (equipedLeftHand.getItemType() != EtcItemType.LURE))
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{
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@@ -691,7 +691,7 @@ public class CrystalCaverns extends AbstractInstance
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{
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if (player.getParty() == null)
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{
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// This can happen only if gm enters solo.
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// This can happen only if GM enters solo.
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player.sendMessage("Welcome to Crystal Caverns.");
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teleportPlayer(player, START_LOC, world.getInstanceId());
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world.addAllowed(player);
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