calculatePvpStatus() used for everything, more...

This ensures nothing is ever missed out of the pvpStatus calculation,
such as faction standing.  It should calculate the following:

On Leave/neutral players should be #16

Combatant players should be #35

Opposing faction SF players should be #55

Opposing Combatant NPCs should be #19

Ally SF NPCs (ie.; hoth commandos) should be #4

Enemy SF NPCs (ie. hoth resistance) should be #7

Same faction NPCs should be #0 (pink)

Attackable NPCs should be #1

Aggressive NPCs should be #2 or #3

NPCs you have negative faction standing with should be #2 or #3
This commit is contained in:
Treeku
2014-03-29 09:29:34 +00:00
parent 73bef32efb
commit 9ff669832b
6 changed files with 74 additions and 18 deletions
+4 -4
View File
@@ -997,8 +997,8 @@ public class CombatService implements INetworkDispatch {
requester.getDuelList().add(target);
requester.sendSystemMessage("You accept " + target.getCustomName() + "'s challenge.", (byte) 0);
target.sendSystemMessage(requester.getCustomName() + " accepts your challenge.", (byte) 0);
target.getClient().getSession().write(new UpdatePVPStatusMessage(requester.getObjectID(), 55, requester.getFaction()).serialize());
requester.getClient().getSession().write(new UpdatePVPStatusMessage(target.getObjectID(), 55, target.getFaction()).serialize());
target.updatePvpStatus();
requester.updatePvpStatus();
}
@@ -1013,8 +1013,8 @@ public class CombatService implements INetworkDispatch {
target.removeDefender(requester);
requester.removeDefender(target);
target.getClient().getSession().write(new UpdatePVPStatusMessage(requester.getObjectID(), 0x16, requester.getFaction()).serialize());
requester.getClient().getSession().write(new UpdatePVPStatusMessage(target.getObjectID(), 0x16, target.getFaction()).serialize());
target.updatePvpStatus();
requester.updatePvpStatus();
if(announce)
{