03.07.2014, 18:00 | #1 |
L2-scripts клиент Classic 1.5 + ГЕО до 1 июля
Регистрация: 23.09.2013
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[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! 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; } } |