Merge pull request #61 from Crypto137/master
Resurrection and potion fixes
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commit
bf1a477e34
@ -927,9 +927,9 @@ namespace DiIiS_NA.GameServer.GSSystem.ItemsSystem
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if (player.Attributes[GameAttribute.Hitpoints_Cur] == player.Attributes[GameAttribute.Hitpoints_Max])
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return;
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player.AddPercentageHP(60);
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player.World.BuffManager.AddBuff(this, player, new PowerSystem.Implementations.CooldownBuff(30211, TickTimer.WaitSeconds(player.World.Game, 30f)));
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player.World.PowerManager.RunPower(player, 30211);
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/* Potions are no longer consumable
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if (this.Attributes[GameAttribute.ItemStackQuantityLo] <= 1)
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player.Inventory.DestroyInventoryItem(this); // No more potions!
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else
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@ -937,6 +937,8 @@ namespace DiIiS_NA.GameServer.GSSystem.ItemsSystem
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this.UpdateStackCount(--this.Attributes[GameAttribute.ItemStackQuantityLo]); // Just remove one
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this.Attributes.SendChangedMessage(player.InGameClient);
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}
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*/
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return;
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}
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@ -875,7 +875,7 @@ namespace DiIiS_NA.GameServer.GSSystem.MapSystem
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}
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public void SpawnRandomPotion(Actor source, Player player)
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{
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if (player != null && !player.Inventory.HaveEnough(DiIiS_NA.Core.Helpers.Hash.StringHashHelper.HashItemName("HealthPotionBottomless"), 100))
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if (player != null && !player.Inventory.HaveEnough(DiIiS_NA.Core.Helpers.Hash.StringHashHelper.HashItemName("HealthPotionBottomless"), 1))
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{
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var item = ItemGenerator.GenerateRandomPotion(player);
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if (item == null) return;
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@ -2461,8 +2461,11 @@ namespace DiIiS_NA.GameServer.GSSystem.PlayerSystem
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}
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}
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}
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this.Attributes[GameAttribute.Corpse_Resurrection_Charges] = 3; // Reset resurrection charges on zone change (TODO: do not reset charges on reentering the same zone)
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#if DEBUG
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Logger.Warn("Местополежение игрока {0}, Scene: {1} SNO: {2} LevelArea: {3}", this.Toon.Name, this.CurrentScene.SceneSNO.Name, this.CurrentScene.SceneSNO.Id, this.CurrentScene.Specification.SNOLevelAreas[0]);
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Logger.Warn("Местоположение игрока {0}, Scene: {1} SNO: {2} LevelArea: {3}", this.Toon.Name, this.CurrentScene.SceneSNO.Name, this.CurrentScene.SceneSNO.Id, this.CurrentScene.Specification.SNOLevelAreas[0]);
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#else
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#endif
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@ -2653,7 +2656,11 @@ namespace DiIiS_NA.GameServer.GSSystem.PlayerSystem
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this.Revive(this.CheckPointPosition);
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break;
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case 2:
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//this.Revive(this.Position);
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if (this.Attributes[GameAttribute.Corpse_Resurrection_Charges] > 0)
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{
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this.Revive(this.Position);
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this.Attributes[GameAttribute.Corpse_Resurrection_Charges]--;
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}
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break;
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}
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}
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@ -3811,8 +3818,8 @@ namespace DiIiS_NA.GameServer.GSSystem.PlayerSystem
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this.Attributes[GameAttribute.Resurrect_As_Observer] = state;
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//this.Attributes[GameAttribute.Observer] = !state;
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}
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//this.Attributes[GameAttribute.Corpse_Resurrection_Charges] = 1; //enable that to allow resurrecting at corpse
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//this.Attributes[GameAttribute.Corpse_Resurrection_Allowed_Game_Time] = this.World.Game.TickCounter + 300; //timer for auto-revive
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//this.Attributes[GameAttribute.Corpse_Resurrection_Charges] = 1; // Enable this to allow unlimited resurrection at corpse
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//this.Attributes[GameAttribute.Corpse_Resurrection_Allowed_Game_Time] = this.World.Game.TickCounter + 300; // Timer for auto-revive (seems to be broken?)
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this.Attributes.BroadcastChangedIfRevealed();
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}
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@ -0,0 +1,24 @@
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//Blizzless Project 2022
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using System.Collections.Generic;
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using DiIiS_NA.GameServer.GSSystem.PlayerSystem;
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using DiIiS_NA.GameServer.GSSystem.TickerSystem;
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namespace DiIiS_NA.GameServer.GSSystem.PowerSystem.Implementations.General
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{
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//30211 class DrinkHealthPotion
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[ImplementsPowerSNO(30211)]
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public class DrinkHealthPotion : PowerScript
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{
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public override IEnumerable<TickTimer> Run()
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{
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if (User is Player)
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{
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Player player = (Player)User;
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player.AddPercentageHP(60);
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AddBuff(player, player, new CooldownBuff(30211, TickTimer.WaitSeconds(player.World.Game, 30f)));
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}
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yield break;
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}
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}
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}
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@ -375,9 +375,9 @@ namespace DiIiS_NA.GameServer.MessageSystem
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public static readonly GameAttributeF World_Seed = new GameAttributeF(758, 0, -1, 0, 0, "", "", "World_Seed", GameAttributeEncoding.Float32, 0, 0, 0, 32);
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public static readonly GameAttributeF Combo_Time_Last_Move = new GameAttributeF(802, 0, -1, 0, 0, "", "", "Combo_Time_Last_Move", GameAttributeEncoding.Float32, 0, 0, 0, 32);
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public static readonly GameAttributeF Death_Replacement_Effect_Group_SNO = new GameAttributeF(804, -1, -1, 0, 0, "", "", "Death_Replacement_Effect_Group_SNO", GameAttributeEncoding.Float32, 0, 0, 0, 32);
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public static readonly GameAttributeF Checkpoint_Resurrection_Allowed_Game_Time = new GameAttributeF(805, 0, -1, 0, 0, "", "", "Checkpoint_Resurrection_Allowed_Game_Time", GameAttributeEncoding.Float32, 0, 0, 0, 32);
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public static readonly GameAttributeF Checkpoint_Resurrection_Forced_Game_Time = new GameAttributeF(806, 0, -1, 0, 0, "", "", "Checkpoint_Resurrection_Forced_Game_Time", GameAttributeEncoding.Float32, 0, 0, 0, 32);
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public static readonly GameAttributeF Corpse_Resurrection_Allowed_Game_Time = new GameAttributeF(807, 0, -1, 0, 0, "", "", "Corpse_Resurrection_Allowed_Game_Time", GameAttributeEncoding.Float32, 0, 0, 0, 32);
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public static readonly GameAttributeI Checkpoint_Resurrection_Allowed_Game_Time = new GameAttributeI(805, 0, -1, 0, 0, "", "", "Checkpoint_Resurrection_Allowed_Game_Time", GameAttributeEncoding.Int, 0, 0, 0, 32);
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public static readonly GameAttributeI Checkpoint_Resurrection_Forced_Game_Time = new GameAttributeI(806, 0, -1, 0, 0, "", "", "Checkpoint_Resurrection_Forced_Game_Time", GameAttributeEncoding.Int, 0, 0, 0, 32);
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public static readonly GameAttributeI Corpse_Resurrection_Allowed_Game_Time = new GameAttributeI(807, 0, -1, 0, 0, "", "", "Corpse_Resurrection_Allowed_Game_Time", GameAttributeEncoding.Int, 0, 0, 0, 32);
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public static readonly GameAttributeF Controlling_TimedEvent_SNO = new GameAttributeF(810, -1, -1, 0, 0, "", "", "Controlling_TimedEvent_SNO", GameAttributeEncoding.Float32, 0, 0, 0, 32);
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public static readonly GameAttributeF Spawner_Concurrent_Count_ID = new GameAttributeF(855, -1, -1, 0, 0, "", "", "Spawner_Concurrent_Count_ID", GameAttributeEncoding.Float32, 0, 0, 0, 32);
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public static readonly GameAttributeI Skill_Override = new GameAttributeI(857, -1, -1, 0, 0, "", "", "Skill_Override", GameAttributeEncoding.Int, 136, 0, 0, 32);
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