Package lineage2.gameserver.network.serverpackets

Examples of lineage2.gameserver.network.serverpackets.Earthquake


        player.sendPacket(new NpcHtmlMessage(player, this).setHtml("Cannon:<br><br>\"Huge Charges\" not available."));
        return;
      }

      broadcastPacketToOthers(new MagicSkillUse(this, this, 14175, 1, 3000, 0));
      broadcastPacket(new Earthquake(player.getLoc(), 10, 7));
      ThreadPoolManager.getInstance().schedule(new Shot(), 300 * 1000L);
      checkShot = false;
      ThreadPoolManager.getInstance().schedule(new RunnableImpl() {
      @Override
      public void runImpl() throws Exception {
        decayMe();
        spawnMe();
      }
      }, 3100);
      setTitle("Cannon is loading");

      Location loc = point_bombs[getNpcId()-32939];
     
      for (NpcInstance monster : World.getAroundNpcCor(loc, getCurrentRegion(), getReflectionId(), 650, 500))
      {
        if (monster == null || !monster.isNpc() || monster.getNpcId() != 22966 && monster.getNpcId() != 22965 && monster.getNpcId() != 22967)
          continue;
     
        if (monster.getNpcId() == 22966)
          Functions.spawn(monster.getLoc(), 22980);
        else if (monster.getNpcId() == 22965)
          Functions.spawn(monster.getLoc(), 22979);
        else if (monster.getNpcId() == 22967)
          Functions.spawn(monster.getLoc(), 22981);
         
        monster.decayMe();
        monster.doDie(this);
     
    } else if (command.equalsIgnoreCase("spezion_bomb"))
    {
      if (!checkShot) {
        Functions.npcSay(this, NpcString.CANNON_READY_TO_FIRE);
        player.sendPacket(new NpcHtmlMessage(player, this).setHtml("Cannon:<br><br>Preparations are underway to re-activate the cannon. This process can take up to 5 minutes."));
        return;
      } else if (!player.getInventory().destroyItemByItemId(17611, 1)) {
        player.sendPacket(new NpcHtmlMessage(player, this).setHtml("Cannon:<br><br>\"Huge Charges\" not available."));
        return;
      }
     
      checkShot = false;
      broadcastPacketToOthers(new MagicSkillUse(this, this, 14175, 1, 3000, 0));
      broadcastPacket(new Earthquake(player.getLoc(), 10, 7));
      ThreadPoolManager.getInstance().schedule(new RunnableImpl() {
      @Override
      public void runImpl() throws Exception {
        checkShot = true;
        setTitle("Empty Cannon");
View Full Code Here


  @Override
  protected void onEvtFinishCasting(int skill_id, boolean success)
  {
    if (success && (skill_id == SKILL_ID))
    {
      getActor().broadcastPacket(new Earthquake(getActor().getLoc(), 50, 4));
    }
  }
View Full Code Here

  @Override
  protected void onEvtFinishCasting(int skill_id, boolean success)
  {
    if(success && skill_id == SKILL_ID)
      getActor().broadcastPacket(new Earthquake(getActor().getLoc(), 50, 4));
  }
View Full Code Here

     * Method runImpl.
     */
    @Override
    public void runImpl()
    {
      final Earthquake eq = new Earthquake(baium.getLoc(), 40, 5);
      baium.broadcastPacket(eq);
    }
View Full Code Here

      case admin_earthquake:
        try
        {
          int intensity = Integer.parseInt(wordList[1]);
          int duration = Integer.parseInt(wordList[2]);
          activeChar.broadcastPacket(new Earthquake(activeChar.getLoc(), intensity, duration));
        }
        catch (Exception e)
        {
          activeChar.sendMessage("USAGE: //earthquake intensity duration");
          return false;
View Full Code Here

  public void onShutdown()
  {}
 
  public void broadcastPacket(int value, boolean b)
  {
    L2GameServerPacket trigger = new EventTrigger(value, b);
    for (Player player : GameObjectsStorage.getAllPlayersForIterate())
      player.sendPacket(trigger);

  }
View Full Code Here

  }
 
  public void broadcastSend(Castle castle)
  {
    L2GameServerPacket trigger = new ExCastleState(castle);
    for (Player player : GameObjectsStorage.getAllPlayersForIterate())
      player.sendPacket(trigger);

  }
View Full Code Here

      if (castle != null)
      { 
        if(_side.ordinal()==1 || _side.ordinal()==0)
        {
        ((Player) cha).sendPacket(new ExCastleState(castle));
        broadcastPacket(_side.ordinal(),true);
        broadcastSend(castle);
        Announcements.getInstance().announceToAll(new ExCastleState(castle));
        //broadcastPacket(_side.ordinal(),false);
        }
        else
        {
        ((Player) cha).sendPacket(new ExCastleState(castle));
        broadcastPacket(_side.ordinal(),true);
        broadcastSend(castle);
        Announcements.getInstance().announceToAll(new ExCastleState(castle));
        //broadcastPacket(_side.ordinal(),false);
        }
       
        //return;
      }
View Full Code Here

  @Override
  public void onPlayerEnter(Player player)
  {
    super.onPlayerEnter(player);
    player.sendPacket(new ExSendUIEvent(player, 0, 1, (int) (System.currentTimeMillis() - _savedTime) / 1000, 0, NpcString.NONE));
  }
View Full Code Here

  @Override
  public void onPlayerExit(Player player)
  {
    super.onPlayerExit(player);
    player.sendPacket(new ExSendUIEvent(player, 1, 1, 0, 0));
  }
View Full Code Here

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Related Classes of lineage2.gameserver.network.serverpackets.Earthquake

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