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L2J Revision Number:4902
L2JDP Revision Number:8347
when i click on baium statue it is like this
i've done quests and everything i need i tried is at GM as well any ideas?
here's my baium.java
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/* * 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 ai.individual; import static com.l2jserver.gameserver.ai.CtrlIntention.AI_INTENTION_FOLLOW;import static com.l2jserver.gameserver.ai.CtrlIntention.AI_INTENTION_IDLE; import java.util.ArrayList;import java.util.Collection;import java.util.List;import java.util.logging.Level; import javolution.util.FastList;import ai.group_template.L2AttackableAIScript; import com.l2jserver.Config;import com.l2jserver.gameserver.GeoData;import com.l2jserver.gameserver.ThreadPoolManager;import com.l2jserver.gameserver.datatables.SkillTable;import com.l2jserver.gameserver.instancemanager.GrandBossManager;import com.l2jserver.gameserver.model.L2Effect;import com.l2jserver.gameserver.model.L2Object;import com.l2jserver.gameserver.model.L2Skill;import com.l2jserver.gameserver.model.actor.L2Character;import com.l2jserver.gameserver.model.actor.L2Npc;import com.l2jserver.gameserver.model.actor.L2Playable;import com.l2jserver.gameserver.model.actor.instance.L2DecoyInstance;import com.l2jserver.gameserver.model.actor.instance.L2GrandBossInstance;import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;import com.l2jserver.gameserver.model.quest.QuestTimer;import com.l2jserver.gameserver.model.zone.type.L2BossZone;import com.l2jserver.gameserver.network.serverpackets.Earthquake;import com.l2jserver.gameserver.network.serverpackets.MoveToPawn;import com.l2jserver.gameserver.network.serverpackets.PlaySound;import com.l2jserver.gameserver.network.serverpackets.SocialAction;import com.l2jserver.gameserver.templates.StatsSet;import com.l2jserver.gameserver.util.Util;import com.l2jserver.util.Rnd; /** * Baium AI * * Note1: if the server gets rebooted while players are still fighting Baium, there is no lock, but * players also lose their ability to wake baium up. However, should another person * enter the room and wake him up, the players who had stayed inside may join the raid. * This can be helpful for players who became victims of a reboot (they only need 1 new player to * enter and wake up baium) and is not too exploitable since any player wishing to exploit it * would have to suffer 5 days of being parked in an empty room. * Note2: Neither version of Baium should be a permanent spawn. This script is fully capable of * spawning the statue-version when the lock expires and switching it to the mob version promptly. * * Additional notes ( source http://aleenaresron.blogspot.com/2006_08_01_archive.html ): * * Baium only first respawns five days after his last death. And from those five days he will * respawn within 1-8 hours of his last death. So, you have to know his last time of death. * * If by some freak chance you are the only one in Baium's chamber and NO ONE comes in * [ha, ha] you or someone else will have to wake Baium. There is a good chance that Baium * will automatically kill whoever wakes him. There are some people that have been able to * wake him and not die, however if you've already gone through the trouble of getting the * bloody fabric and camped him out and researched his spawn time, are you willing to take that * chance that you'll wake him and not be able to finish your quest? Doubtful. * [ this powerful attack vs the player who wakes him up is NOT yet implemented here] * * once someone starts attacking Baium no one else can port into the chamber where he is. * Unlike with the other raid bosses, you can just show up at any time as long as you are there * when they die. Not true with Baium. Once he gets attacked, the port to Baium closes. byebye, * see you in 5 days. If nobody attacks baium for 30 minutes, he auto-despawns and unlocks the * vortex * * @author Fulminus version 0.1 */public class Baium extends L2AttackableAIScript{ private L2Character _target; private L2Skill _skill; private static final int STONE_BAIUM = 29025; private static final int ANGELIC_VORTEX = 31862; private static final int LIVE_BAIUM = 29020; private static final int ARCHANGEL = 29021; //Baium status tracking private static final byte ASLEEP = 0; // baium is in the stone version, waiting to be woken up. Entry is unlocked private static final byte AWAKE = 1; // baium is awake and fighting. Entry is locked. private static final byte DEAD = 2; // baium has been killed and has not yet spawned. Entry is locked // fixed archangel spawnloc private final static int ANGEL_LOCATION[][] = { { 114239, 17168, 10080, 63544 }, { 115780, 15564, 10080, 13620 }, { 114880, 16236, 10080, 5400 }, { 115168, 17200, 10080, 0 }, { 115792, 16608, 10080, 0 }, }; private long _LastAttackVsBaiumTime = 0; private List<L2Npc> _Minions = new ArrayList<L2Npc>(5); private L2BossZone _Zone; public Baium (int questId, String name, String descr) { super(questId, name, descr); int[] mob = {LIVE_BAIUM}; this.registerMobs(mob); // Quest NPC starter initialization addStartNpc(STONE_BAIUM); addStartNpc(ANGELIC_VORTEX); addTalkId(STONE_BAIUM); addTalkId(ANGELIC_VORTEX); _Zone = GrandBossManager.getInstance().getZone(113100,14500,10077); StatsSet info = GrandBossManager.getInstance().getStatsSet(LIVE_BAIUM); int status = GrandBossManager.getInstance().getBossStatus(LIVE_BAIUM); if (status == DEAD) { // load the unlock date and time for baium from DB long temp = (info.getLong("respawn_time") - System.currentTimeMillis()); if (temp > 0) { // the unlock time has not yet expired. Mark Baium as currently locked (dead). Setup a timer // to fire at the correct time (calculate the time between now and the unlock time, // setup a timer to fire after that many msec) startQuestTimer("baium_unlock", temp, null, null); } else { // the time has already expired while the server was offline. Delete the saved time and // immediately spawn the stone-baium. Also the state need not be changed from ASLEEP addSpawn(STONE_BAIUM,116033,17447,10104,40188,false,0); GrandBossManager.getInstance().setBossStatus(LIVE_BAIUM,ASLEEP); } } else if (status == AWAKE) { int loc_x = info.getInteger("loc_x"); int loc_y = info.getInteger("loc_y"); int loc_z = info.getInteger("loc_z"); int heading = info.getInteger("heading"); final int hp = info.getInteger("currentHP"); final int mp = info.getInteger("currentMP"); L2GrandBossInstance baium = (L2GrandBossInstance) addSpawn(LIVE_BAIUM,loc_x,loc_y,loc_z,heading,false,0); GrandBossManager.getInstance().addBoss(baium); final L2Npc _baium = baium; ThreadPoolManager.getInstance().scheduleGeneral(new Runnable() { public void run() { try { _baium.setCurrentHpMp(hp,mp); _baium.setIsInvul(true); _baium.setIsImmobilized(true); _baium.setRunning(); _baium.broadcastPacket(new SocialAction(_baium,2)); startQuestTimer("baium_wakeup",15000, _baium, null); } catch (Exception e) { e.printStackTrace(); } } },100L); } else addSpawn(STONE_BAIUM,116033,17447,10104,40188,false,0); } @Override public String onAdvEvent (String event, L2Npc npc, L2PcInstance player) { if (event.equalsIgnoreCase("baium_unlock")) { GrandBossManager.getInstance().setBossStatus(LIVE_BAIUM,ASLEEP); addSpawn(STONE_BAIUM,116033,17447,10104,40188,false,0); } else if (event.equalsIgnoreCase("skill_range") && npc != null) { callSkillAI(npc); } else if (event.equalsIgnoreCase("clean_player")) { _target = getRandomTarget(npc); } else if (event.equalsIgnoreCase("baium_wakeup") && npc != null) { if (npc.getNpcId() == LIVE_BAIUM) { npc.broadcastPacket(new SocialAction(npc,1)); npc.broadcastPacket(new Earthquake(npc.getX(), npc.getY(), npc.getZ(),40,5)); // start monitoring baium's inactivity _LastAttackVsBaiumTime = System.currentTimeMillis(); startQuestTimer("baium_despawn", 60000, npc, null, true); startQuestTimer("skill_range", 500, npc, null, true); final L2Npc baium = npc; ThreadPoolManager.getInstance().scheduleGeneral(new Runnable() { public void run() { try { baium.setIsInvul(false); baium.setIsImmobilized(false); for (L2Npc minion : _Minions) minion.setShowSummonAnimation(false); } catch (Exception e) { _log.log(Level.WARNING, "", e); } } },11100L); // TODO: the person who woke baium up should be knocked across the room, onto a wall, and // lose massive amounts of HP. for (int i = 0; i < ANGEL_LOCATION.length; i++) { L2Npc angel = addSpawn(ARCHANGEL, ANGEL_LOCATION[i][0], ANGEL_LOCATION[i][1], ANGEL_LOCATION[i][2], ANGEL_LOCATION[i][3], false, 0, true); angel.setIsInvul(true); _Minions.add(angel); } } // despawn the live baium after 30 minutes of inactivity // also check if the players are cheating, having pulled Baium outside his zone... } else if (event.equalsIgnoreCase("baium_despawn") && npc != null) { if (npc.getNpcId() == LIVE_BAIUM) { // just in case the zone reference has been lost (somehow...), restore the reference if (_Zone == null) _Zone = GrandBossManager.getInstance().getZone(113100,14500,10077); if (_LastAttackVsBaiumTime + 1800000 < System.currentTimeMillis()) { npc.deleteMe(); // despawn the live-baium for (L2Npc minion : _Minions) if (minion != null) { minion.getSpawn().stopRespawn(); minion.deleteMe(); } _Minions.clear(); addSpawn(STONE_BAIUM,116033,17447,10104,40188,false,0); // spawn stone-baium GrandBossManager.getInstance().setBossStatus(LIVE_BAIUM,ASLEEP); // mark that Baium is not awake any more _Zone.oustAllPlayers(); cancelQuestTimer("baium_despawn", npc, null); } else if ((_LastAttackVsBaiumTime + 300000 < System.currentTimeMillis()) && npc.getCurrentHp() < ( ( npc.getMaxHp() * 3 ) / 4.0 )) { npc.setIsCastingNow(false); //just in case npc.setTarget(npc); npc.doCast(SkillTable.getInstance().getInfo(4135,1)); npc.setIsCastingNow(true); } else if (!_Zone.isInsideZone(npc)) npc.teleToLocation(116033,17447,10104); } } return super.onAdvEvent(event, npc, player); } @Override public String onTalk(L2Npc npc,L2PcInstance player) { int npcId = npc.getNpcId(); String htmltext = ""; if (_Zone == null) _Zone = GrandBossManager.getInstance().getZone(113100,14500,10077); if (_Zone == null) return "<html><body>Angelic Vortex:<br>You may not enter while admin disabled this zone</body></html>"; if (npcId == STONE_BAIUM && GrandBossManager.getInstance().getBossStatus(LIVE_BAIUM) == ASLEEP) { if (_Zone.isPlayerAllowed(player)) { // once Baium is awaken, no more people may enter until he dies, the server reboots, or // 30 minutes pass with no attacks made against Baium. GrandBossManager.getInstance().setBossStatus(LIVE_BAIUM,AWAKE); npc.deleteMe(); L2GrandBossInstance baium = (L2GrandBossInstance) addSpawn(LIVE_BAIUM, npc, true); GrandBossManager.getInstance().addBoss(baium); final L2Npc _baium = baium; ThreadPoolManager.getInstance().scheduleGeneral(new Runnable() { public void run() { try { _baium.setIsInvul(true); _baium.setRunning(); _baium.broadcastPacket(new SocialAction(_baium,2)); startQuestTimer("baium_wakeup",15000, _baium, null); _baium.setShowSummonAnimation(false); } catch (Throwable e) { _log.log(Level.WARNING, "", e); } } },100L); } else htmltext = "Conditions are not right to wake up Baium"; } else if (npcId == ANGELIC_VORTEX) { if (player.isFlying()) { //print "Player "+player.getName()+" attempted to enter Baium's lair while flying!"; return "<html><body>Angelic Vortex:<br>You may not enter while flying a wyvern</body></html>"; } if (GrandBossManager.getInstance().getBossStatus(LIVE_BAIUM) == ASLEEP && player.getQuestState("baium").getQuestItemsCount(4295) > 0) // bloody fabric { player.getQuestState("baium").takeItems(4295,1); // allow entry for the player for the next 30 secs (more than enough time for the TP to happen) // Note: this just means 30secs to get in, no limits on how long it takes before we get out. _Zone.allowPlayerEntry(player,30); player.teleToLocation(113100,14500,10077); } else npc.showChatWindow(player, 1); } return htmltext; } @Override public String onSpellFinished(L2Npc npc, L2PcInstance player, L2Skill skill) { if (npc.isInvul()) { npc.getAI().setIntention(AI_INTENTION_IDLE); return null; } else if (npc.getNpcId() == LIVE_BAIUM && !npc.isInvul()) { callSkillAI(npc); } return super.onSpellFinished(npc, player, skill); } @Override public String onSpawn(L2Npc npc) { npc.disableCoreAI(true); return super.onSpawn(npc); } @Override public String onAttack (L2Npc npc, L2PcInstance attacker, int damage, boolean isPet) { if (!_Zone.isInsideZone(attacker)) { attacker.reduceCurrentHp(attacker.getCurrentHp(),attacker,false,false, null); return super.onAttack(npc, attacker, damage, isPet); } if (npc.isInvul()) { npc.getAI().setIntention(AI_INTENTION_IDLE); return super.onAttack(npc, attacker, damage, isPet); } else if (npc.getNpcId() == LIVE_BAIUM && !npc.isInvul()) { if (attacker.getMountType() == 1) { int sk_4258 = 0; L2Effect[] effects = attacker.getAllEffects(); if (effects != null && effects.length != 0) { for (L2Effect e : effects) { if (e.getSkill().getId() == 4258) sk_4258 = 1; } } if (sk_4258 == 0) { npc.setTarget(attacker); npc.doCast(SkillTable.getInstance().getInfo(4258,1)); } } // update a variable with the last action against baium _LastAttackVsBaiumTime = System.currentTimeMillis(); callSkillAI(npc); } return super.onAttack(npc, attacker, damage, isPet); } @Override public String onKill (L2Npc npc, L2PcInstance killer, boolean isPet) { cancelQuestTimer("baium_despawn", npc, null); npc.broadcastPacket(new PlaySound(1, "BS01_D", 1, npc.getObjectId(), npc.getX(), npc.getY(), npc.getZ())); // spawn the "Teleportation Cubic" for 15 minutes (to allow players to exit the lair) addSpawn(29055,115203,16620,10078,0,false,900000); ////should we teleport everyone out if the cubic despawns?? // "lock" baium for 5 days and 1 to 8 hours [i.e. 432,000,000 + 1*3,600,000 + random-less-than(8*3,600,000) millisecs] long respawnTime = (long)Config.Interval_Of_Baium_Spawn + Rnd.get(Config.Random_Of_Baium_Spawn); GrandBossManager.getInstance().setBossStatus(LIVE_BAIUM,DEAD); startQuestTimer("baium_unlock", respawnTime, null, null); // also save the respawn time so that the info is maintained past reboots StatsSet info = GrandBossManager.getInstance().getStatsSet(LIVE_BAIUM); info.set("respawn_time",(System.currentTimeMillis()) + respawnTime); GrandBossManager.getInstance().setStatsSet(LIVE_BAIUM,info); for (L2Npc minion : _Minions) if (minion != null) { minion.getSpawn().stopRespawn(); minion.deleteMe(); } _Minions.clear(); if (getQuestTimer("skill_range", npc, null) != null) getQuestTimer("skill_range", npc, null).cancel(); return super.onKill(npc,killer,isPet); } public L2Character getRandomTarget(L2Npc npc) { FastList<L2Character> result = FastList.newInstance(); Collection<L2Object> objs = npc.getKnownList().getKnownObjects().values(); { for (L2Object obj : objs) { if (obj instanceof L2Playable || obj instanceof L2DecoyInstance) { if (obj instanceof L2PcInstance) { if (((L2PcInstance) obj).getAppearance().getInvisible()) continue; } if (((L2Character) obj).getZ() < ( npc.getZ() - 100 ) && ((L2Character) obj).getZ() > ( npc.getZ() + 100 ) || !(GeoData.getInstance().canSeeTarget(((L2Character) obj).getX(), ((L2Character) obj).getY(), ((L2Character) obj).getZ(), npc.getX(), npc.getY(), npc.getZ()))) continue; } if (obj instanceof L2Playable || obj instanceof L2DecoyInstance) { if (Util.checkIfInRange(9000, npc, obj, true) && !((L2Character) obj).isDead()) result.add((L2Character) obj); } } } if (result.isEmpty()) { for (L2Npc minion : _Minions) if (minion != null) result.add(minion); } if (result.isEmpty()) { FastList.recycle(result); return null; } Object[] characters = result.toArray(); QuestTimer timer = getQuestTimer("clean_player", npc, null); if (timer != null) timer.cancel(); startQuestTimer("clean_player", 20000, npc, null); L2Character target = (L2Character) characters[Rnd.get(characters.length)]; FastList.recycle(result); return target; } public synchronized void callSkillAI(L2Npc npc) { if (npc.isInvul() || npc.isCastingNow()) return; if (_target == null || _target.isDead() || !(_Zone.isInsideZone(_target))) { _target = getRandomTarget(npc); if (_target != null) _skill = SkillTable.getInstance().getInfo(getRandomSkill(npc),1); } L2Character target = _target; L2Skill skill = _skill; if (skill == null) skill = SkillTable.getInstance().getInfo(getRandomSkill(npc),1); if (target == null || target.isDead() || !(_Zone.isInsideZone(target))) { npc.setIsCastingNow(false); return; } if (Util.checkIfInRange(skill.getCastRange(), npc, target, true)) { npc.getAI().setIntention(AI_INTENTION_IDLE); npc.setTarget(target); npc.setIsCastingNow(true); _target = null; _skill = null; if (getDist(skill.getCastRange()) > 0) npc.broadcastPacket(new MoveToPawn(npc,target,getDist(skill.getCastRange()))); try { Thread.sleep(1000); npc.stopMove(null); npc.doCast(skill); } catch (Exception e) {e.printStackTrace();} } else { npc.getAI().setIntention(AI_INTENTION_FOLLOW, target, null); npc.setIsCastingNow(false); } } public int getRandomSkill(L2Npc npc) { int skill; if( npc.getCurrentHp() > ( ( npc.getMaxHp() * 3 ) / 4.0 ) ) { if( Rnd.get(100) < 10 ) skill = 4128; else if( Rnd.get(100) < 10 ) skill = 4129; else skill = 4127; } else if( npc.getCurrentHp() > ( ( npc.getMaxHp() * 2 ) / 4.0) ) { if( Rnd.get(100) < 10 ) skill = 4131; else if( Rnd.get(100) < 10 ) skill = 4128; else if( Rnd.get(100) < 10 ) skill = 4129; else skill = 4127; } else if( npc.getCurrentHp() > ( ( npc.getMaxHp() * 1 ) / 4.0 ) ) { if( Rnd.get(100) < 10 ) skill = 4130; else if( Rnd.get(100) < 10 ) skill = 4131; else if( Rnd.get(100) < 10 ) skill = 4128; else if( Rnd.get(100) < 10 ) skill = 4129; else skill = 4127; } else if( Rnd.get(100) < 10 ) skill = 4130; else if( Rnd.get(100) < 10 ) skill = 4131; else if( Rnd.get(100) < 10 ) skill = 4128; else if( Rnd.get(100) < 10 ) skill = 4129; else skill = 4127; return skill; } @Override public String onSkillSee (L2Npc npc, L2PcInstance caster, L2Skill skill, L2Object[] targets, boolean isPet) { if (npc.isInvul()) { npc.getAI().setIntention(AI_INTENTION_IDLE); return null; } npc.setTarget(caster); return super.onSkillSee(npc, caster, skill, targets, isPet); } public int getDist(int range) { int dist = 0; switch(range) { case -1: break; case 100: dist = 85; break; default: dist = range-85; break; } return dist; } public static void main(String[] args) { // Quest class and state definition new Baium(-1, "baium", "ai"); }}