Changeset 1507

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Author: ATracer

(2010/03/12 23:46) Almost 2 years ago

[Skill engine] Sprinting skill will consume MP over time and i guess no other skill consume instantly MP.

Affected files

Updated trunk/AE-go_GameServer/data/static_data/skills/skills.xsd Download diff

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				minOccurs="0" maxOccurs="1" />
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				minOccurs="0" maxOccurs="1" />
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			<xs:element name="dispeldebuff" type="DispelDebuffEffect"
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			<xs:element name="dispeldebuff" type="DispelDebuffEffect"
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				minOccurs="0" maxOccurs="1" />
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				minOccurs="0" maxOccurs="1" />
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			<xs:element name="mpuseovertime" type="MpUseOverTimeEffect"
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				minOccurs="0" maxOccurs="1" />
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		</xs:sequence>
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		</xs:sequence>
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		<xs:attribute name="food" type="xs:boolean"/>
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		<xs:attribute name="food" type="xs:boolean"/>
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	</xs:complexType>
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	</xs:complexType>
...
...
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			</xs:extension>
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			</xs:extension>
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		</xs:complexContent>
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		</xs:complexContent>
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	</xs:complexType>
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	</xs:complexType>
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	<xs:complexType name="MpUseOverTimeEffect">
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		<xs:complexContent>
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			<xs:extension base="Effect">
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				<xs:attribute name="value" type="xs:int" use="required" />
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				<xs:attribute name="checktime" type="xs:int" use="required" />
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			</xs:extension>
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		</xs:complexContent>
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	</xs:complexType>
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	<xs:complexType name="PoisonEffect">
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	<xs:complexType name="PoisonEffect">
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		<xs:complexContent>
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		<xs:complexContent>

Updated trunk/AE-go_GameServer/src/com/aionemu/gameserver/skillengine/effect/Effects.java Download diff

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		@XmlElement(name = "alwaysdodge", type = AlwaysDodgeEffect.class),
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		@XmlElement(name = "alwaysdodge", type = AlwaysDodgeEffect.class),
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		@XmlElement(name = "alwaysparry", type = AlwaysParryEffect.class),
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		@XmlElement(name = "alwaysparry", type = AlwaysParryEffect.class),
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		@XmlElement(name = "alwaysresist", type = AlwaysResistEffect.class),
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		@XmlElement(name = "alwaysresist", type = AlwaysResistEffect.class),
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		@XmlElement(name = "alwaysblock", type = AlwaysBlockEffect.class)
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		@XmlElement(name = "alwaysblock", type = AlwaysBlockEffect.class),
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		@XmlElement(name = "mpuseovertime", type = MpUseOverTimeEffect.class)
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	})
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	})
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	protected List<EffectTemplate> effects;
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	protected List<EffectTemplate> effects;
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Added trunk/AE-go_GameServer/src/com/aionemu/gameserver/skillengine/effect/MpUseOverTimeEffect.java

Show contents

Updated trunk/AE-go_GameServer/src/com/aionemu/gameserver/skillengine/model/Effect.java Download diff

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	private Future<?> checkTask = null;
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	private Future<?> checkTask = null;
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	private Future<?> task = null;
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	private Future<?> task = null;
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	private Future<?> periodicTask = null;
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	private Future<?> periodicTask = null;
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	private Future<?> mpUseTask = null;
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	/**
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	/**
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	 * Used for damage/heal values
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	 * Used for damage/heal values
...
...
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	}
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	}
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	/**
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	/**
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	 * @return the mpUseTask
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	 */
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	public Future<?> getMpUseTask()
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	{
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		return mpUseTask;
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	}
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	/**
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	 * @param mpUseTask the mpUseTask to set
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	 */
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	public void setMpUseTask(Future<?> mpUseTask)
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	{
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		this.mpUseTask = mpUseTask;
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	}
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	/**
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	 * @return the reserved1
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	 * @return the reserved1
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	 */
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	 */
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	public int getReserved1()
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	public int getReserved1()
...
...
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			periodicTask.cancel(false);
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			periodicTask.cancel(false);
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			periodicTask = null;
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			periodicTask = null;
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		}
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		}
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		if(mpUseTask != null)
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		{
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			mpUseTask.cancel(false);
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			mpUseTask = null;
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		}
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	}
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	}
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	public int getElapsedTime()
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	public int getElapsedTime()