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-   -   [CORE] Shadow CHase and all teleport skills (FIXED) (http://l2-scripts.ru/forum/showthread.php?t=4458)

boulanger 03.07.2014 18:00

[CORE] Shadow CHase and all teleport skills (FIXED)
 
lindvior 11261

there is a general problem with all skills like shadow chase, magical charge and so on.

problem is, at us, when u press the skill usage, the character ports to target, THEN THE HIT TIME IS USED and effects casted.


HOW SHOULD BE:

1. press skills: --> HIT TIME casting ---> EFFECTS TELEPORT / debuffs happen

look in video , this is on retail

https://www.youtube.com/watch?v=QiUvoJESals




i found script on mobius released, they use teleport as EFFECT and works as should

this is the script , please make it work so all thes type of skills that teleport user to target work as should, as in TELEPORT AFTER CAST, not before!:mad:

Код:

/*
 * This program is free software: you can redistribute it and/or modify it under
 * the terms of the GNU General Public License as published by the Free Software
 * Foundation, either version 3 of the License, or (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful, but WITHOUT
 * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
 * FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program. If not, see <http://www.gnu.org/licenses/>.
 */
package lineage2.gameserver.skills.effects;

import lineage2.gameserver.geodata.GeoEngine;
import lineage2.gameserver.model.Effect;
import lineage2.gameserver.network.serverpackets.FlyToLocation;
import lineage2.gameserver.network.serverpackets.FlyToLocation.FlyType;
import lineage2.gameserver.network.serverpackets.ValidateLocation;
import lineage2.gameserver.stats.Env;
import lineage2.gameserver.utils.Location;
import lineage2.gameserver.utils.Util;

/**
 * @author Mobius
 * @version $Revision: 1.0 $
 */
public class EffectShadowStep extends Effect
{
        /**
        * Field _z. Field _y. Field _x.
        */
        private int _x, _y, _z;
       
        /**
        * Constructor for EffectKnockBack.
        * @param env Env
        * @param template EffectTemplate
        */
        public EffectShadowStep(Env env, EffectTemplate template)
        {
                super(env, template);
        }
       
        /**
        * Method onStart.
        */
        @Override
        public void onStart()
        {
                super.onStart();
               
                int px = _effected.getX();
                int py = _effected.getY();
               
                double ph = Util.convertHeadingToDegree(_effected.getHeading());
                ph += 180;
                if (ph > 360)
                {
                        ph -= 360;
                }
                ph = (Math.PI * ph) / 180;
               
                _x = (int) (px + (30 * Math.cos(ph)));
                _y = (int) (py + (30 * Math.sin(ph)));
                _z = _effected.getZ();
               
                Location loc = new Location(_x, _y, _z);
                loc = GeoEngine.moveCheck(_effector.getX(), _effector.getY(), _effector.getZ(), _x, _y, _effector.getGeoIndex());
               
                _x = loc.getX();
                _y = loc.getY();
                _z = loc.getZ();
               
                _effector.broadcastPacket(new FlyToLocation(_effector, loc, FlyType.DUMMY, getSkill().getFlySpeed()));
                _effector.abortAttack(true, false);
                _effector.abortCast(true, false);
                _effector.setXYZ(_x, _y, _z);
                _effector.setHeading(_effected.getHeading());
                _effector.broadcastPacket(new ValidateLocation(_effector));
        }
       
        /**
        * Method onActionTime.
        * @return boolean
        */
        @Override
        public boolean onActionTime()
        {
                return false;
        }
}



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