GuildPQ Queue system + revamped Warp mechanic
Added a queue system for waiting guilds outside the GPQ area. Changed the way players are transported through maps on non-portal passing cases: if not defined, a spawn point is chosen randomly for each player.
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@@ -684,7 +684,7 @@ public class Commands {
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case "debugnearestportal":
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if(ServerConstants.USE_DEBUG) {
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MaplePortal portal = player.getMap().findClosestPortal(player.getPosition());
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if(portal != null) player.dropMessage(6, "Closest portal: " + portal.getId() + " '" + portal.getName() + "' --> toMap: " + portal.getTargetMapId() + " scriptname: '" + portal.getScriptName() + "' state: " + portal.getPortalState() + ".");
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if(portal != null) player.dropMessage(6, "Closest portal: " + portal.getId() + " '" + portal.getName() + "' Type: " + portal.getType() + " --> toMap: " + portal.getTargetMapId() + " scriptname: '" + portal.getScriptName() + "' state: " + portal.getPortalState() + ".");
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else player.dropMessage(6, "There is no portal on this map.");
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}
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break;
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@@ -692,7 +692,7 @@ public class Commands {
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case "debugnearestspawnpoint":
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if(ServerConstants.USE_DEBUG) {
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SpawnPoint sp = player.getMap().findClosestSpawnpoint(player.getPosition());
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if(sp != null) player.dropMessage(6, "Closest spawn point: " + " Position: x " + sp.getPosition().getX() + " y " + sp.getPosition().getY() + " Spawns mobid: '" + ((sp.getMonster() != null) ? sp.getMonster().getId() : "null") + "' --> canSpawn: " + !sp.getDenySpawn() + " canSpawnRightNow: " + sp.shouldSpawn() + ".");
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if(sp != null) player.dropMessage(6, "Closest mob spawn point: " + " Position: x " + sp.getPosition().getX() + " y " + sp.getPosition().getY() + " Spawns mobid: '" + ((sp.getMonster() != null) ? sp.getMonster().getId() : "null") + "' --> canSpawn: " + !sp.getDenySpawn() + " canSpawnRightNow: " + sp.shouldSpawn() + ".");
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else player.dropMessage(6, "There is no mob spawn point on this map.");
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}
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break;
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