diff --git a/trunk/java/com/l2jserver/gameserver/model/actor/L2Character.java b/trunk/java/com/l2jserver/gameserver/model/actor/L2Character.java
index 2ecb481037..1e6690857a 100644
--- a/trunk/java/com/l2jserver/gameserver/model/actor/L2Character.java
+++ b/trunk/java/com/l2jserver/gameserver/model/actor/L2Character.java
@@ -523,7 +523,8 @@ public abstract class L2Character extends L2Object implements ISkillsHolder, IDe
/**
* Remove the L2Character from the world when the decay task is launched.
- * Caution : This method DOESN'T REMOVE the object from _allObjects of L2World
Caution : This method DOESN'T SEND Server->Client packets to players
+ * Caution : This method DOESN'T REMOVE the object from _allObjects of L2World
+ * Caution : This method DOESN'T SEND Server->Client packets to players
*/
public void onDecay()
{
@@ -3582,7 +3583,13 @@ public abstract class L2Character extends L2Object implements ISkillsHolder, IDe
* A L2Character owns a table of Calculators called _calculators.
* Each Calculator (a calculator per state) own a table of Func object.
* A Func object is a mathematic function that permit to calculate the modifier of a state (ex : REGENERATE_HP_RATE...).
- * Caution : This method is ONLY for L2PcInstance
Example of use:
- Equip an item from inventory
- Learn a new passive skill
- Use an active skill
+ * Caution : This method is ONLY for L2PcInstance
+ * Example of use:
+ *
+ * - Equip an item from inventory
+ * - Learn a new passive skill
+ * - Use an active skill
+ *
* @param functions The list of Func objects to add to the Calculator corresponding to the state affected
*/
public final void addStatFuncs(List functions)
@@ -3672,7 +3679,12 @@ public abstract class L2Character extends L2Object implements ISkillsHolder, IDe
* A L2Character owns a table of Calculators called _calculators.
* Each Calculator (a calculator per state) own a table of Func object.
* A Func object is a mathematic function that permit to calculate the modifier of a state (ex : REGENERATE_HP_RATE...).
- * Caution : This method is ONLY for L2PcInstance
Example of use: - Unequip an item from inventory
- Stop an active skill
+ * Caution : This method is ONLY for L2PcInstance
+ * Example of use:
+ *
+ * - Unequip an item from inventory
+ * - Stop an active skill
+ *
* @param functions The list of Func objects to add to the Calculator corresponding to the state affected
*/
public final void removeStatFuncs(AbstractFunction[] functions)
@@ -4125,7 +4137,8 @@ public abstract class L2Character extends L2Object implements ISkillsHolder, IDe
* That's why, client send regularly a Client->Server ValidatePosition packet to eventually correct the gap on the server.
* But, it's always the server position that is used in range calculation. At the end of the estimated movement time,
* the L2Character position is automatically set to the destination position even if the movement is not finished.
- * Caution: The current Z position is obtained FROM THE CLIENT by the Client->Server ValidatePosition Packet.
But x and y positions must be calculated to avoid that players try to modify their movement speed.
+ * Caution: The current Z position is obtained FROM THE CLIENT by the Client->Server ValidatePosition Packet.
+ * But x and y positions must be calculated to avoid that players try to modify their movement speed.
* @return True if the movement is finished
*/
public boolean updatePosition()
@@ -4207,7 +4220,7 @@ public abstract class L2Character extends L2Object implements ISkillsHolder, IDe
double delta = (dx * dx) + (dy * dy);
if ((delta < 10000) && ((dz * dz) > 2500) // close enough, allows error between client and server geodata if it cannot be avoided
- && !isFloating)
+ && !isFloating)
{
delta = Math.sqrt(delta);
}
@@ -4416,7 +4429,11 @@ public abstract class L2Character extends L2Object implements ISkillsHolder, IDe
* Add the L2Character to movingObjects of the GameTimeController
* Create a task to notify the AI that L2Character arrives at a check point of the movement
*
- * Caution: This method DOESN'T send Server->Client packet MoveToPawn/CharMoveToLocation.
Example of use: - AI : onIntentionMoveTo(Location), onIntentionPickUp(L2Object), onIntentionInteract(L2Object)
- FollowTask
+ * Caution: This method DOESN'T send Server->Client packet MoveToPawn/CharMoveToLocation.
+ * Example of use:
+ *
+ * - AI : onIntentionMoveTo(Location), onIntentionPickUp(L2Object), onIntentionInteract(L2Object)
+ * - FollowTask
*
* @param x The X position of the destination
* @param y The Y position of the destination
@@ -4523,7 +4540,7 @@ public abstract class L2Character extends L2Object implements ISkillsHolder, IDe
m.disregardingGeodata = false;
if (!isFlying() // flying chars not checked - even canSeeTarget doesn't work yet
- && (!isInsideZone(ZoneId.WATER) || isInsideZone(ZoneId.SIEGE))) // swimming also not checked unless in siege zone - but distance is limited
+ && (!isInsideZone(ZoneId.WATER) || isInsideZone(ZoneId.SIEGE))) // swimming also not checked unless in siege zone - but distance is limited
{
final boolean isInVehicle = isPlayer() && (getActingPlayer().getVehicle() != null);
if (isInVehicle)
@@ -4541,7 +4558,7 @@ public abstract class L2Character extends L2Object implements ISkillsHolder, IDe
// Movement checks:
// when PATHFINDING > 0, for all characters except mobs returning home (could be changed later to teleport if pathfinding fails)
if (((Config.PATHFINDING > 0) && (!(isAttackable() && ((L2Attackable) this).isReturningToSpawnPoint()))) //
- || (isPlayer() && !(isInVehicle && (distance > 1500))))
+ || (isPlayer() && !(isInVehicle && (distance > 1500))))
{
if (isOnGeodataPath())
{
@@ -4845,8 +4862,7 @@ public abstract class L2Character extends L2Object implements ISkillsHolder, IDe
}
/**
- * Overridden in :
- * - L2PcInstance
+ * Overridden in : - L2PcInstance
* @return True if arrows are available.
*/
protected boolean checkAndEquipArrows()
@@ -4855,8 +4871,7 @@ public abstract class L2Character extends L2Object implements ISkillsHolder, IDe
}
/**
- * Overridden in :
- * - L2PcInstance
+ * Overridden in : - L2PcInstance
* @return True if bolts are available.
*/
protected boolean checkAndEquipBolts()
@@ -4866,9 +4881,7 @@ public abstract class L2Character extends L2Object implements ISkillsHolder, IDe
/**
* Add Exp and Sp to the L2Character.
- * Overridden in :
- * - L2PcInstance
- * - L2PetInstance
+ * Overridden in : - L2PcInstance
- L2PetInstance
* @param addToExp
* @param addToSp
*/
@@ -4878,29 +4891,25 @@ public abstract class L2Character extends L2Object implements ISkillsHolder, IDe
}
/**
- * Overridden in :
- * - L2PcInstance
+ * Overridden in : - L2PcInstance
* @return the active weapon instance (always equiped in the right hand).
*/
public abstract L2ItemInstance getActiveWeaponInstance();
/**
- * Overridden in :
- * - L2PcInstance
+ * Overridden in : - L2PcInstance
* @return the active weapon item (always equiped in the right hand).
*/
public abstract L2Weapon getActiveWeaponItem();
/**
- * Overridden in :
- * - L2PcInstance
+ * Overridden in : - L2PcInstance
* @return the secondary weapon instance (always equiped in the left hand).
*/
public abstract L2ItemInstance getSecondaryWeaponInstance();
/**
- * Overridden in :
- * - L2PcInstance
+ * Overridden in : - L2PcInstance
* @return the secondary {@link L2Item} item (always equiped in the left hand).
*/
public abstract L2Item getSecondaryWeaponItem();
@@ -5152,8 +5161,7 @@ public abstract class L2Character extends L2Object implements ISkillsHolder, IDe
/**
* Reduce the arrow number of the L2Character.
- * Overridden in :
- * - L2PcInstance
+ * Overridden in : - L2PcInstance
* @param bolts
*/
protected void reduceArrowCount(boolean bolts)
@@ -5515,7 +5523,7 @@ public abstract class L2Character extends L2Object implements ISkillsHolder, IDe
{
switch (skill.getTargetType())
{
- // only AURA-type skills can be cast without target
+ // only AURA-type skills can be cast without target
case AURA:
case FRONT_AURA:
case BEHIND_AURA:
@@ -5556,7 +5564,7 @@ public abstract class L2Character extends L2Object implements ISkillsHolder, IDe
// Healing party members should ignore LOS.
if (((skill.getTargetType() != L2TargetType.PARTY) || !skill.hasEffectType(L2EffectType.HEAL)) //
- && !GeoData.getInstance().canSeeTarget(this, target))
+ && (mut.getSkillTime() > 550) && !GeoData.getInstance().canSeeTarget(this, target))
{
skipLOS++;
continue;
@@ -5841,7 +5849,7 @@ public abstract class L2Character extends L2Object implements ISkillsHolder, IDe
// Quest event ON_SPELL_FNISHED
protected void notifyQuestEventSkillFinished(Skill skill, L2Object target)
{
-
+
}
/**
@@ -6591,7 +6599,7 @@ public abstract class L2Character extends L2Object implements ISkillsHolder, IDe
*/
public void sendDamageMessage(L2Character target, int damage, boolean mcrit, boolean pcrit, boolean miss)
{
-
+
}
public byte getAttackElement()