IgnoreDeath effect.
Contributed by NviX.
This commit is contained in:
@@ -108,6 +108,7 @@ public final class EffectMasterHandler
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HpByLevel.class,
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HpCpHeal.class,
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HpDrain.class,
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IgnoreDeath.class,
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ImmobileBuff.class,
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ImmobilePetBuff.class,
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Invincible.class,
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61
trunk/dist/game/data/scripts/handlers/effecthandlers/IgnoreDeath.java
vendored
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61
trunk/dist/game/data/scripts/handlers/effecthandlers/IgnoreDeath.java
vendored
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@@ -0,0 +1,61 @@
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/*
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* Copyright (C) 2004-2015 L2J Server
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*
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* This file is part of L2J Server.
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*
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* L2J Server is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* L2J Server is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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package handlers.effecthandlers;
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import com.l2jserver.gameserver.model.StatsSet;
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import com.l2jserver.gameserver.model.conditions.Condition;
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import com.l2jserver.gameserver.model.effects.AbstractEffect;
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import com.l2jserver.gameserver.model.effects.L2EffectType;
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import com.l2jserver.gameserver.model.skills.BuffInfo;
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/**
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* IgnoreDeath effect implementation
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*/
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public final class IgnoreDeath extends AbstractEffect
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{
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/**
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* @param attachCond
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* @param applyCond
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* @param set
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* @param params
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*/
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public IgnoreDeath(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
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{
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super(attachCond, applyCond, set, params);
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}
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@Override
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public L2EffectType getEffectType()
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{
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return L2EffectType.BUFF;
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}
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@Override
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public void onStart(BuffInfo info)
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{
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info.getEffected().setIsMortal(false);
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}
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@Override
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public void onExit(BuffInfo info)
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{
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info.getEffected().setIsMortal(true);
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}
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}
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@@ -949,10 +949,12 @@
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</effect>
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</enchant2for>
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</skill>
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<skill id="10022" levels="1" name="Ignore Death">
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<skill id="10022" levels="1" name="Ignore Death" enchantGroup1="10" enchantGroup2="10" enchantGroup3="10"> <!--enchantGroup9="10">-->
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<table name="#ench1MpConsume">35 33 31 28 26 24 22 19 17 15</table>
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<table name="#ench2abnormalTime">11 12 13 14 15 16 17 18 19 20</table>
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<table name="#ench3HpHealPercent">1 2 3 4 5 6 7 8 9 10</table>
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<!-- NEED CORRECT REUSE -->
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<!--<table name="#ench9Reuse"> 1250000 1240000 1230000 1220000 1210000 1200000 1190000 1180000 1170000 1160000 </table>-->
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<set name="hitTime" val="500" />
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<set name="coolTime" val="300" />
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<set name="reuseDelay" val="1260000" />
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@@ -963,16 +965,14 @@
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<set name="operateType" val="ACTIVE_CONTINUOUS" />
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<enchant1 name="mpConsume" val="#ench1MpConsume" />
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<enchant2 name="abnormalTime" val="#ench2abnormalTime" />
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<!--<for>
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<effect name="IgnoreDeath" val="0" />
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<!-- <enchant9 name="reuseDelay" val="#ench9Reuse" /> -->
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<for>
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<effect name="IgnoreDeath"/>
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</for>
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<enchant2for>
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<effect name="IgnoreDeath" val="0" />
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</enchant2for>
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<enchant3for>
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<effect name="IgnoreDeath" val="0" />
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<effect name="IgnoreDeath"/>
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<effect name="HealPercent" noicon="1" val="#ench3HpHealPercent" />
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</enchant3for >-->
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</enchant3for>
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</skill>
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<skill id="10023" levels="2" name="King of Beasts">
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<table name="#ench1MpConsume">133 124 116 107 99 90 82 73 65 56</table>
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@@ -293,7 +293,7 @@ public class PcStatus extends PlayableStatus
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setCurrentHp(value);
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}
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if ((getActiveChar().getCurrentHp() < 0.5) && !isHPConsumption)
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if ((getActiveChar().getCurrentHp() < 0.5) && !isHPConsumption && getActiveChar().isMortal())
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{
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getActiveChar().abortAttack();
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getActiveChar().abortCast();
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