Examples of Attack


Examples of com.l2client.network.game.ServerPackets.Attack

        break;
      case 0x32:
        pa = new UserInfo();
        break;
      case 0x33:
        pa = new Attack();
        break;
      case 0x39:
//        pa = new AskJoinParty();
        break;
      case 0x3a:
View Full Code Here

Examples of com.l2jfrozen.gameserver.network.serverpackets.Attack

    {
      ssGrade = weaponItem.getCrystalType();
    }

    // Create a Server->Client packet Attack
    Attack attack = new Attack(this, wasSSCharged, ssGrade);

    boolean hitted;

    // Set the Attacking Body part to CHEST
    setAttackingBodypart();

    // Heading calculation on every attack
    this.setHeading(Util.calculateHeadingFrom(this.getX(), this.getY(), target.getX(), target.getY()));
   
    // Get the Attack Reuse Delay of the L2Weapon
    int reuse = calculateReuseTime(target, weaponItem);

    // Select the type of attack to start
    if(weaponItem == null)
    {
      hitted = doAttackHitSimple(attack, target, timeToHit);
    }
    else if(weaponItem.getItemType() == L2WeaponType.BOW)
    {
      hitted = doAttackHitByBow(attack, target, timeAtk, reuse);
    }
    else if(weaponItem.getItemType() == L2WeaponType.POLE)
    {
      hitted = doAttackHitByPole(attack, timeToHit);
    }
    else if(isUsingDualWeapon())
    {
      hitted = doAttackHitByDual(attack, target, timeToHit);
    }
    else
    {
      hitted = doAttackHitSimple(attack, target, timeToHit);
    }
   
    // Flag the attacker if it's a L2PcInstance outside a PvP area
    L2PcInstance player = null;

    if(this instanceof L2PcInstance)
    {
      player = (L2PcInstance) this;
    }
    else if(this instanceof L2Summon)
    {
      player = ((L2Summon) this).getOwner();
    }

    if(player != null)
    {
      player.updatePvPStatus(target);
    }

    // Check if hit isn't missed
    if(!hitted)
    {
      //MAJAX fix
      sendPacket(new SystemMessage(SystemMessageId.MISSED_TARGET));
      // Abort the attack of the L2Character and send Server->Client ActionFailed packet
      abortAttack();
    }
    else
    {
      /* ADDED BY nexus - 2006-08-17
       *
       * As soon as we know that our hit landed, we must discharge any active soulshots.
       * This must be done so to avoid unwanted soulshot consumption.
       */

      // If we didn't miss the hit, discharge the shoulshots, if any
      if(this instanceof L2Summon && !(this instanceof L2PetInstance))
      {
        ((L2Summon) this).setChargedSoulShot(L2ItemInstance.CHARGED_NONE);
      }
      else if(weaponInst != null)
      {
        weaponInst.setChargedSoulshot(L2ItemInstance.CHARGED_NONE);
      }

      if(player != null)
      {
        if(player.isCursedWeaponEquiped())
        {
          // If hitted by a cursed weapon, Cp is reduced to 0
          if(!target.isInvul())
          {
            target.setCurrentCp(0);
          }
        }
        else if(player.isHero())
        {
          if(target instanceof L2PcInstance && ((L2PcInstance) target).isCursedWeaponEquiped())
          {
            // If a cursed weapon is hitted by a Hero, Cp is reduced to 0
            target.setCurrentCp(0);
          }
        }
      }

      weaponInst = null;
      weaponItem = null;
    }

    // If the Server->Client packet Attack contains at least 1 hit, send the Server->Client packet Attack
    // to the L2Character AND to all L2PcInstance in the _KnownPlayers of the L2Character
    if(attack.hasHits())
    {
      broadcastPacket(attack);
      fireEvent(EventType.ATTACK.name, new Object[]
      {
        getTarget()
View Full Code Here

Examples of controller.Attack

   
    /*When player choice a specific command just pass the
     * command name as message then, and when execute this
     * command just like this: command.execute(Character caller, Character target) */
    commands.put("Moving", new Move());    
    commands.put("Attacking", new Attack());//Those two commands can be use for all characters.
   
    //commands.put("Healing", new Healing());     //Those commands only for Player's characters.
    //commands.put("Waiting", new Wait());
    //commands.put("Trading", new Trade());
    //commands.put("UsingItem", new UseItem(item));//This should be several Items. So it should write
View Full Code Here

Examples of controller.Attack

        JOptionPane.showMessageDialog(null, "You have already used your action");
    }
     
    else if(e.getX() > 625 && e.getX() < 955 && e.getY() > 290 && e.getY() < 330) {
      if(caller!= null && theGame.getAllies().contains(caller) && !caller.ifActioned()) {
        nextCommand = new Attack();
        acquireTarget = true;
      }
      else
        JOptionPane.showMessageDialog(null, "You have already used your action");
    }
View Full Code Here

Examples of controller.commands.Attack

  public void actionPerformed(ActionEvent arg0) {
    //Still have some problem that how far need to move? Moving and attacking is in different round or in same round?
    Move moving = new Move();
    moving.moveTo(map.getMoveToX(), map.getMoveToY());
    moving.execute(map.getSelectedAlly(), map.getSelectedEnemy());
    Command attacking = new Attack();
    attacking.execute(map.getSelectedAlly(), map.getSelectedEnemy());
  }
View Full Code Here

Examples of l2p.gameserver.serverpackets.Attack

      }
      ssGrade = weaponItem.getCrystalType().externalOrdinal;
    }
    _attackEndTime = sAtk + System.currentTimeMillis() + 10000;
    _isAttackAborted = false;
    Attack attack = new Attack(this, target, getChargedSoulShot(), ssGrade);
    setHeading(target, true);
    // Select the type of attack to start
    if(weaponItem == null)
    {
      doAttackHitSimple(attack, target, 1., !isPlayer(), sAtk, true);
    }
    else
    {
      switch(weaponItem.getItemType())
      {
        case BOW:
        case CROSSBOW:
          doAttackHitByBow(attack, target, sAtk);
          break;
        case POLE:
          doAttackHitByPole(attack, target, sAtk);
          break;
        case DUAL:
        case DUALFIST:
        case DUALDAGGER:
          doAttackHitByDual(attack, target, sAtk);
          break;
        default:
          doAttackHitSimple(attack, target, 1., true, sAtk, true);
      }
    }
    if(attack.hasHits())
    {
      broadcastPacket(attack);
    }
  }
View Full Code Here

Examples of lineage2.gameserver.network.serverpackets.Attack

      }
      ssGrade = weaponItem.getCrystalType().externalOrdinal;
    }
    _attackEndTime = (sAtk + System.currentTimeMillis()) - 10;
    _isAttackAborted = false;
    Attack attack = new Attack(this, target, getChargedSoulShot(), ssGrade);
    setHeading(PositionUtils.calculateHeadingFrom(this, target));
    if (weaponItem == null)
    {
      doAttackHitSimple(attack, target, 1., !isPlayer(), sAtk, true);
    }
    else
    {
      switch (weaponItem.getItemType())
      {
        case BOW:
        case CROSSBOW:
          doAttackHitByBow(attack, target, sAtk);
          break;
        case POLE:
          doAttackHitByPole(attack, target, sAtk);
          break;
        case DUAL:
        case DUALFIST:
        case DUALDAGGER:
          doAttackHitByDual(attack, target, sAtk);
          break;
        default:
          doAttackHitSimple(attack, target, 1., true, sAtk, true);
      }
    }
    if (attack.hasHits())
    {
      broadcastPacket(attack);
    }
  }
View Full Code Here

Examples of net.sf.l2j.gameserver.serverpackets.Attack

    {
      ssGrade = weaponItem.getCrystalType();
    }
   
    // Create a Server->Client packet Attack
    Attack attack = new Attack(this, wasSSCharged, ssGrade);
   
    boolean hitted;
   
    // Set the Attacking Body part to CHEST
    setAttackingBodypart();
   
    // Get the Attack Reuse Delay of the L2Weapon
    int reuse = calculateReuseTime(target, weaponItem);
   
    // Select the type of attack to start
    if (weaponItem == null)
    {
      hitted = doAttackHitSimple(attack, target, timeToHit);
    }
    else if (weaponItem.getItemType() == L2WeaponType.BOW)
    {
      hitted = doAttackHitByBow(attack, target, timeAtk, reuse);
    }
    else if (weaponItem.getItemType() == L2WeaponType.POLE)
    {
      hitted = doAttackHitByPole(attack, timeToHit);
    }
    else if (isUsingDualWeapon())
    {
      hitted = doAttackHitByDual(attack, target, timeToHit);
    }
    else
    {
      hitted = doAttackHitSimple(attack, target, timeToHit);
    }
   
    // Flag the attacker if it's a L2PcInstance outside a PvP area
    L2PcInstance player = null;
   
    if (this instanceof L2PcInstance)
    {
      player = (L2PcInstance) this;
    }
    else if (this instanceof L2Summon)
    {
      player = ((L2Summon) this).getOwner();
    }
   
    if (player != null)
    {
      player.updatePvPStatus(target);
    }
   
    // Check if hit isn't missed
    if (!hitted)
    {
      // Abort the attack of the L2Character and send Server->Client ActionFailed packet
      abortAttack();
    }
    else
    {
      /*
       * ADDED BY nexus - 2006-08-17 As soon as we know that our hit landed, we must discharge any active soulshots. This must be done so to avoid unwanted soulshot consumption.
       */
     
      // If we didn't miss the hit, discharge the shoulshots, if any
      if ((this instanceof L2Summon) && !(this instanceof L2PetInstance))
      {
        ((L2Summon) this).setChargedSoulShot(L2ItemInstance.CHARGED_NONE);
      }
      else if (weaponInst != null)
      {
        weaponInst.setChargedSoulshot(L2ItemInstance.CHARGED_NONE);
      }
     
      if (player != null)
      {
        if (player.isCursedWeaponEquiped())
        {
          // If hitted by a cursed weapon, Cp is reduced to 0
          if (!target.isInvul())
          {
            target.setCurrentCp(0);
          }
        }
        else if (player.isHero())
        {
          if ((target instanceof L2PcInstance) && ((L2PcInstance) target).isCursedWeaponEquiped())
          {
            // If a cursed weapon is hitted by a Hero, Cp is reduced to 0
            target.setCurrentCp(0);
          }
        }
      }
    }
   
    // If the Server->Client packet Attack contains at least 1 hit, send the Server->Client packet Attack
    // to the L2Character AND to all L2PcInstance in the _KnownPlayers of the L2Character
    if (attack.hasHits())
    {
      broadcastPacket(attack);
    }
   
    // Notify AI with EVT_READY_TO_ACT
View Full Code Here
TOP
Copyright © 2018 www.massapi.com. All rights reserved.
All source code are property of their respective owners. Java is a trademark of Sun Microsystems, Inc and owned by ORACLE Inc. Contact coftware#gmail.com.