Some time ago i helped someone with disabling shot spells. So, the next code it’s more elegant solution than my previous guide. Example of course will for aCis but adapt for any other pack not a problem, i guess.
For broadcasting all shot spells except soulshot uses broadcastPacketInRadius method into Creature.java. So, then we changing him.
public void broadcastPacketInRadius(GameServerPacket packet, int radius) { if (radius < 0) radius = 600; // Check if packet is MagicSkillUse. final boolean isMagicSkillUse = (packet instanceof MagicSkillUse); for (final Player player : getKnownTypeInRadius(Player.class, radius)) { // Check if magicSkillUse contains Shot's skill and check if player disabled shot spells. if (isMagicSkillUse && SkillTable.isShotSkill(((MagicSkillUse) packet).getSkillId()) && player.getGameSettings().isBlockedShotEffect()) continue; player.sendPacket(packet); } }
Next one step we add fix for soulshot spells broadcasting via broadcastPacket() method.
public void broadcastPacket(GameServerPacket packet, boolean selfToo) { final boolean isAttackWithShots = (packet instanceof Attack) && ((Attack) packet).soulshot; Attack attackPacket = null; if (isAttackWithShots) { attackPacket = new Attack(((Attack) packet).getAttacker(), false, 0); final HitHolder[] holder = ((Attack) packet).getHits(); final HitHolder[] newHolder = new HitHolder[holder.length]; // This magic need for cleanup FLAG bit mask from SS usage. for (int i = 0; i < newHolder.length; i++) newHolder[i] = new HitHolder(holder[i]._target, holder[i]._damage, holder[i]._crit, holder[i]._miss, holder[i]._shld); // Generating FLAG bit mast anew. attackPacket.processHits(newHolder); } for (final Player player : getKnownType(Player.class)) { if (isAttackWithShots && player.getGameSettings().isBlockedShotEffect() && attackPacket != null) { player.sendPacket(attackPacket); continue; } player.sendPacket(packet); } }
Next one step we add return methods for some fields in Attack packet. Don’t forget change field INT to Creature for storing attaker as object, and not object ID. And add changes into constuct method also.
public Creature getAttacker() { return _attacker; } public HitHolder[] getHits() { return _hits; }
Next one step add method inside MagicSkillUse packet for getting skill id of sendable skill.
public int getSkillId() { return _skillId; }
Next one step add into SkillTable array with shot’s skill IDs and method for checking them.
private static final int[] _shotSkillsId = { 2008, 2009, 2033, 2039, 2047, 2061, 2150, 2151, 2152, 2153, 2154, 2155, 2156, 2157, 2158, 2159, 2160, 2161, 2162, 2163, 2164, 2181, 2182, 2183, 2184, 2185, 2186 }; public static boolean isShotSkill(int skillId) { for (int id : _shotSkillsId) if (id == skillId) return true; return false; }
Next one step is addition trigger option for store player configuration as i’m uses (player.getGameSettings().isBlockedShotEffect()). I uses separated GameSetting instance for all player’s settings. You can make directly the new field inside Player.java and use like player.isBlockedShotEffect().
That’s all what you need. This code disable all spells (SoulShot, SpritShot, Blessed SpiritShot, Beats Shot, Fishing Shot) from other objects except your spells. If you need add own servitor spell seeing then just add new return method in MagicSkillUse for get caster Object ID and then him with your servitor object ID.