06-16-2011, 11:04 AM
В таблице npc есть тип L2Npc.
Как сделать, чтоб при атаке npc c типом L2Npc.
Телепортировало например сюда x = 1, y = -1, z = 5.
Я думаю копать нужно сюда:
data\scripts\handlers\actionhandlers\L2NpcAction.java
И после if (target.isAutoAttackable(activeChar))
Нужно что-то прописать, типа чара телепортирует туда-то тудато, но сделать проверку на тип L2Npc.
Как сделать, чтоб при атаке npc c типом L2Npc.
Телепортировало например сюда x = 1, y = -1, z = 5.
Я думаю копать нужно сюда:
data\scripts\handlers\actionhandlers\L2NpcAction.java
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 handlers.actionhandlers;
import com.l2jserver.gameserver.ai.CtrlIntention;
import com.l2jserver.gameserver.handler.IActionHandler;
import com.l2jserver.gameserver.model.L2Object;
import com.l2jserver.gameserver.model.L2Object.InstanceType;
import com.l2jserver.gameserver.model.actor.L2Character;
import com.l2jserver.gameserver.model.actor.L2Npc;
import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
import com.l2jserver.gameserver.model.entity.L2Event;
import com.l2jserver.gameserver.model.quest.Quest;
import com.l2jserver.gameserver.network.serverpackets.ActionFailed;
import com.l2jserver.gameserver.network.serverpackets.MyTargetSelected;
import com.l2jserver.gameserver.network.serverpackets.StatusUpdate;
import com.l2jserver.gameserver.network.serverpackets.ValidateLocation;
import com.l2jserver.util.Rnd;
public class L2NpcAction implements IActionHandler
{
/**
* Manage actions when a player click on the L2Npc.<BR><BR>
*
* <B><U> Actions on first click on the L2Npc (Select it)</U> :</B><BR><BR>
* <li>Set the L2Npc as target of the L2PcInstance player (if necessary)</li>
* <li>Send a Server->Client packet MyTargetSelected to the L2PcInstance player (display the select window)</li>
* <li>If L2Npc is autoAttackable, send a Server->Client packet StatusUpdate to the L2PcInstance in order to update L2Npc HP bar </li>
* <li>Send a Server->Client packet ValidateLocation to correct the L2Npc position and heading on the client </li><BR><BR>
*
* <B><U> Actions on second click on the L2Npc (Attack it/Intercat with it)</U> :</B><BR><BR>
* <li>Send a Server->Client packet MyTargetSelected to the L2PcInstance player (display the select window)</li>
* <li>If L2Npc is autoAttackable, notify the L2PcInstance AI with AI_INTENTION_ATTACK (after a height verification)</li>
* <li>If L2Npc is NOT autoAttackable, notify the L2PcInstance AI with AI_INTENTION_INTERACT (after a distance verification) and show message</li><BR><BR>
*
* <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><BR>
*
* <B><U> Example of use </U> :</B><BR><BR>
* <li> Client packet : Action, AttackRequest</li><BR><BR>
*
* @param activeChar The L2PcInstance that start an action on the L2Npc
*
*/
public boolean action(L2PcInstance activeChar, L2Object target, boolean interact)
{
if (!((L2Npc)target).canTarget(activeChar))
return false;
activeChar.setLastFolkNPC((L2Npc)target);
// Check if the L2PcInstance already target the L2Npc
if (target != activeChar.getTarget())
{
// Set the target of the L2PcInstance activeChar
activeChar.setTarget(target);
// Check if the activeChar is attackable (without a forced attack)
[color=Red] if (target.isAutoAttackable(activeChar))[/color]
{
((L2Npc)target).getAI(); //wake up ai
// Send a Server->Client packet MyTargetSelected to the L2PcInstance activeChar
// The activeChar.getLevel() - getLevel() permit to display the correct color in the select window
MyTargetSelected my = new MyTargetSelected(target.getObjectId(), activeChar.getLevel() - ((L2Character)target).getLevel());
activeChar.sendPacket(my);
// Send a Server->Client packet StatusUpdate of the L2Npc to the L2PcInstance to update its HP bar
StatusUpdate su = new StatusUpdate(target);
su.addAttribute(StatusUpdate.CUR_HP, (int) ((L2Character)target).getCurrentHp());
su.addAttribute(StatusUpdate.MAX_HP, ((L2Character)target).getMaxHp());
activeChar.sendPacket(su);
}
else
{
// Send a Server->Client packet MyTargetSelected to the L2PcInstance activeChar
MyTargetSelected my = new MyTargetSelected(target.getObjectId(), 0);
activeChar.sendPacket(my);
}
// Send a Server->Client packet ValidateLocation to correct the L2Npc position and heading on the client
activeChar.sendPacket(new ValidateLocation((L2Character)target));
}
else if (interact)
{
activeChar.sendPacket(new ValidateLocation((L2Character)target));
// Check if the activeChar is attackable (without a forced attack) and isn't dead
if (target.isAutoAttackable(activeChar) && !((L2Character)target).isAlikeDead())
{
// Check the height difference
if (Math.abs(activeChar.getZ() - target.getZ()) < 400) // this max heigth difference might need some tweaking
{
// Set the L2PcInstance Intention to AI_INTENTION_ATTACK
activeChar.getAI().setIntention(CtrlIntention.AI_INTENTION_ATTACK, target);
// activeChar.startAttack(this);
}
else
{
// Send a Server->Client ActionFailed to the L2PcInstance in order to avoid that the client wait another packet
activeChar.sendPacket(ActionFailed.STATIC_PACKET);
}
}
else if (!target.isAutoAttackable(activeChar))
{
// Calculate the distance between the L2PcInstance and the L2Npc
if (!((L2Npc)target).canInteract(activeChar))
{
// Notify the L2PcInstance AI with AI_INTENTION_INTERACT
activeChar.getAI().setIntention(CtrlIntention.AI_INTENTION_INTERACT, target);
}
else
{
if (((L2Npc)target).hasRandomAnimation())
((L2Npc)target).onRandomAnimation(Rnd.get(8));
// Open a chat window on client with the text of the L2Npc
if (((L2Npc)target).isEventMob)
{
L2Event.showEventHtml(activeChar, String.valueOf(target.getObjectId()));
}
else
{
Quest[] qlsa = ((L2Npc)target).getTemplate().getEventQuests(Quest.QuestEventType.QUEST_START);
if ((qlsa != null) && qlsa.length > 0)
activeChar.setLastQuestNpcObject(target.getObjectId());
Quest[] qlst = ((L2Npc)target).getTemplate().getEventQuests(Quest.QuestEventType.ON_FIRST_TALK);
if ((qlst != null) && qlst.length == 1)
qlst[0].notifyFirstTalk((L2Npc)target, activeChar);
else
((L2Npc)target).showChatWindow(activeChar);
}
}
}
}
return true;
}
public InstanceType getInstanceType()
{
return InstanceType.L2Npc;
}
}
И после if (target.isAutoAttackable(activeChar))
Нужно что-то прописать, типа чара телепортирует туда-то тудато, но сделать проверку на тип L2Npc.