Mostrar Mensajes

Esta sección te permite ver todos los posts escritos por este usuario. Ten en cuenta que sólo puedes ver los posts escritos en zonas a las que tienes acceso en este momento.


Mensajes - fissban

Páginas: 1 ... 9 10 [11]
151
Solucionados / Re:Reward por matar mas: Evento All vs All.
« en: Enero 09, 2019, 07:12:39 pm »
chequea este parche.

Código: [Seleccionar]
### Eclipse Workspace Patch 1.0
#P L2jAdmins_Mods
Index: src/main/engine/events/cooperative/types/AllVsAll.java
===================================================================
--- src/main/engine/events/cooperative/types/AllVsAll.java   (revision 5)
+++ src/main/engine/events/cooperative/types/AllVsAll.java   (working copy)
@@ -5,6 +5,10 @@
 import java.util.Map.Entry;
 import java.util.concurrent.ConcurrentHashMap;
 
+import l2j.gameserver.ThreadPoolManager;
+import l2j.gameserver.model.actor.L2Playable;
+import l2j.gameserver.model.actor.instance.L2PcInstance;
+import l2j.gameserver.network.external.client.Say2.SayType;
 import main.data.ConfigData;
 import main.engine.events.cooperative.AbstractCooperative;
 import main.holders.objects.CharacterHolder;
@@ -13,10 +17,6 @@
 import main.util.UtilInventory;
 import main.util.UtilMessage;
 import main.util.builders.html.Html;
-import l2j.gameserver.ThreadPoolManager;
-import l2j.gameserver.model.actor.L2Playable;
-import l2j.gameserver.model.actor.instance.L2PcInstance;
-import l2j.gameserver.network.external.client.Say2.SayType;
 
 /**
  * @author fissban
@@ -37,6 +37,8 @@
    public void onStart()
    {
       UtilMessage.sendAnnounceMsg("Prepared? Kill as many as you can!", getPlayersInEvent());
+      // init all players in event
+      getPlayersInEvent().forEach(ph -> playerPoints.put(ph.getName(), 0));
    }
    
    @Override

si funciona como corresponde aplicare esta logica a los demas eventos

152
Solucionados / Re:Problema al borrar todos los buffs de un scheme.
« en: Enero 09, 2019, 06:42:47 pm »
ahora si me gusto mucho mas jeje, chequea este parche y contame como va.

Código: [Seleccionar]
### Eclipse Workspace Patch 1.0
#P L2jAdmins_Mods
Index: src/main/engine/npc/NpcBufferScheme.java
===================================================================
--- src/main/engine/npc/NpcBufferScheme.java   (revision 5)
+++ src/main/engine/npc/NpcBufferScheme.java   (working copy)
@@ -4,6 +4,21 @@
 import java.util.List;
 import java.util.StringTokenizer;
 
+import l2j.gameserver.data.SkillData;
+import l2j.gameserver.model.actor.L2Npc;
+import l2j.gameserver.model.actor.L2Summon;
+import l2j.gameserver.model.actor.instance.L2CubicInstance;
+import l2j.gameserver.model.actor.instance.L2PetInstance;
+import l2j.gameserver.model.actor.stat.PcStat;
+import l2j.gameserver.model.actor.stat.SummonStat;
+import l2j.gameserver.model.actor.status.PcStatus;
+import l2j.gameserver.model.actor.status.SummonStatus;
+import l2j.gameserver.model.skills.Skill;
+import l2j.gameserver.model.skills.enums.SkillType;
+import l2j.gameserver.network.external.server.SetSummonRemainTime;
+import l2j.gameserver.network.external.server.SetupGauge;
+import l2j.gameserver.network.external.server.SetupGauge.SetupGaugeType;
+import l2j.gameserver.network.external.server.SystemMessage;
 import main.data.SchemeBufferPredefinedData;
 import main.data.SkillInfoData;
 import main.engine.AbstractMod;
@@ -19,21 +34,6 @@
 import main.util.builders.html.HtmlBuilder.HtmlType;
 import main.util.builders.html.L2UI;
 import main.util.builders.html.L2UI_CH3;
-import l2j.gameserver.data.SkillData;
-import l2j.gameserver.model.actor.L2Npc;
-import l2j.gameserver.model.actor.L2Summon;
-import l2j.gameserver.model.actor.instance.L2CubicInstance;
-import l2j.gameserver.model.actor.instance.L2PetInstance;
-import l2j.gameserver.model.actor.stat.PcStat;
-import l2j.gameserver.model.actor.stat.SummonStat;
-import l2j.gameserver.model.actor.status.PcStatus;
-import l2j.gameserver.model.actor.status.SummonStatus;
-import l2j.gameserver.model.skills.Skill;
-import l2j.gameserver.model.skills.enums.SkillType;
-import l2j.gameserver.network.external.server.SetSummonRemainTime;
-import l2j.gameserver.network.external.server.SetupGauge;
-import l2j.gameserver.network.external.server.SystemMessage;
-import l2j.gameserver.network.external.server.SetupGauge.SetupGaugeType;
 
 /**
  * Adaptacion del buffer de RIn4
@@ -839,8 +839,8 @@
    
    /**
     * Chequeamos la cantidad de buffs q tiene un player en su scheme.
-    * @param ph
-    * @param schemeName
+    * @param  ph
+    * @param  schemeName
     * @return
     */
    private int getBuffCount(PlayerHolder ph, String schemeName)
@@ -856,8 +856,8 @@
    
    /**
     * Chequeamos si el buff aun esta en nuestro listado de buff habilitados.
-    * @param id
-    * @param level
+    * @param  id
+    * @param  level
     * @return
     */
    private static boolean isEnabled(int id, int level)
@@ -874,10 +874,10 @@
    
    /**
     * Chequeamos si el player tiene un determinado buff en su scheme o no.
-    * @param ph
-    * @param scheme
-    * @param id
-    * @param level
+    * @param  ph
+    * @param  scheme
+    * @param  id
+    * @param  level
     * @return
     */
    private boolean isUsed(PlayerHolder ph, String scheme, int id, int level)
@@ -920,7 +920,7 @@
    
    /**
     * Chequeamos si el player selecciono la opcion de pet o char para bufear
-    * @param ph
+    * @param  ph
     * @return
     */
    private boolean isPetBuff(PlayerHolder ph)
@@ -1052,7 +1052,7 @@
    private static void buildHtml(PlayerHolder ph, BuffType buffType, int page)
    {
       var hb = new HtmlBuilder(HtmlType.HTML);
-      hb.append(Html.START);;
+      hb.append(Html.START);
       hb.append("<center><br>");
       
       List<BuffHolder> buffs = new ArrayList<>();
@@ -1158,7 +1158,7 @@
       // obtenemos el listado de skills del scheme de un player
       String buffList = getValueDB(ph.getObjectId(), scheme).getString();
       
-      if (buffList != null)
+      if (buffList != null && !buffList.isEmpty())
       {
          // parseamos cada buff
          for (String buff : buffList.split(";"))


El parche es grande porq me idento todas las lineas pero solo hice un pequeño ajuste...

Páginas: 1 ... 9 10 [11]