Henna skill support.
Contributed by Mathael.
This commit is contained in:
parent
270acfc397
commit
2c6126f9fa
@ -29,6 +29,7 @@ import org.w3c.dom.Node;
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import com.l2jserver.gameserver.model.StatsSet;
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import com.l2jserver.gameserver.model.base.ClassId;
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import com.l2jserver.gameserver.model.holders.SkillHolder;
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import com.l2jserver.gameserver.model.items.L2Henna;
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import com.l2jserver.util.data.xml.IXmlReader;
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@ -85,6 +86,7 @@ public final class HennaData implements IXmlReader
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{
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final StatsSet set = new StatsSet();
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final List<ClassId> wearClassIds = new ArrayList<>();
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final List<SkillHolder> skills = new ArrayList<>();
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NamedNodeMap attrs = d.getAttributes();
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Node attr;
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for (int i = 0; i < attrs.getLength(); i++)
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@ -124,6 +126,19 @@ public final class HennaData implements IXmlReader
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set.set("cancel_fee", attr.getNodeValue());
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break;
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}
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case "skills":
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{
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for (Node i = c.getFirstChild(); i != null; i = i.getNextSibling())
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{
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if ("skill".equals(i.getNodeName()))
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{
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final int skillId = Integer.parseInt(i.getAttributes().getNamedItem("id").getNodeValue());
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final int skillLevel = Integer.parseInt(i.getAttributes().getNamedItem("level").getNodeValue());
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skills.add(new SkillHolder(skillId, skillLevel));
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}
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}
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break;
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}
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case "classId":
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{
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wearClassIds.add(ClassId.getClassId(Integer.parseInt(c.getTextContent())));
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@ -133,6 +148,7 @@ public final class HennaData implements IXmlReader
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}
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final L2Henna henna = new L2Henna(set);
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henna.setWearClassIds(wearClassIds);
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henna.setSkills(skills);
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_hennaList.put(henna.getDyeId(), henna);
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}
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@ -201,6 +201,7 @@ import com.l2jserver.gameserver.model.events.EventDispatcher;
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import com.l2jserver.gameserver.model.events.impl.character.npc.OnNpcSocialActionSee;
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import com.l2jserver.gameserver.model.events.impl.character.player.OnPlayerEquipItem;
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import com.l2jserver.gameserver.model.events.impl.character.player.OnPlayerFameChanged;
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import com.l2jserver.gameserver.model.events.impl.character.player.OnPlayerHennaAdd;
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import com.l2jserver.gameserver.model.events.impl.character.player.OnPlayerHennaRemove;
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import com.l2jserver.gameserver.model.events.impl.character.player.OnPlayerKarmaChanged;
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import com.l2jserver.gameserver.model.events.impl.character.player.OnPlayerLogin;
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@ -4202,8 +4203,7 @@ public final class L2PcInstance extends L2Playable
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}
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/**
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* Send packet StatusUpdate with current HP,MP and CP to the L2PcInstance and only current HP, MP and Level to all other L2PcInstance of the Party. <B><U> Actions</U> :</B>
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* <li>Send the Server->Client packet StatusUpdate with current HP, MP and CP to this L2PcInstance</li><BR>
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* Send packet StatusUpdate with current HP,MP and CP to the L2PcInstance and only current HP, MP and Level to all other L2PcInstance of the Party. <B><U> Actions</U> :</B> <li>Send the Server->Client packet StatusUpdate with current HP, MP and CP to this L2PcInstance</li><BR>
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* <li>Send the Server->Client packet PartySmallWindowUpdate with current HP, MP and Level to all other L2PcInstance of the Party</li> <FONT COLOR=#FF0000><B> <U>Caution</U> : This method DOESN'T SEND current HP and MP to all L2PcInstance of the _statusListener</B></FONT>
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*/
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@Override
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@ -4267,10 +4267,8 @@ public final class L2PcInstance extends L2Playable
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/**
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* Send a Server->Client packet UserInfo to this L2PcInstance and CharInfo to all L2PcInstance in its _KnownPlayers. <B><U> Concept</U> :</B> Others L2PcInstance in the detection area of the L2PcInstance are identified in <B>_knownPlayers</B>. In order to inform other players of this
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* L2PcInstance state modifications, server just need to go through _knownPlayers to send Server->Client Packet <B><U> Actions</U> :</B>
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* <li>Send a Server->Client packet UserInfo to this L2PcInstance (Public and Private Data)</li>
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* <li>Send a Server->Client packet CharInfo to all L2PcInstance in _KnownPlayers of the L2PcInstance (Public data only)</li>
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* <FONT COLOR=#FF0000><B> <U>Caution</U> : DON'T SEND UserInfo packet to other players instead of CharInfo packet. Indeed, UserInfo packet contains PRIVATE DATA as MaxHP, STR, DEX...</B></FONT>
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* L2PcInstance state modifications, server just need to go through _knownPlayers to send Server->Client Packet <B><U> Actions</U> :</B> <li>Send a Server->Client packet UserInfo to this L2PcInstance (Public and Private Data)</li> <li>Send a Server->Client packet CharInfo to all L2PcInstance in
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* _KnownPlayers of the L2PcInstance (Public data only)</li> <FONT COLOR=#FF0000><B> <U>Caution</U> : DON'T SEND UserInfo packet to other players instead of CharInfo packet. Indeed, UserInfo packet contains PRIVATE DATA as MaxHP, STR, DEX...</B></FONT>
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*/
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public final void broadcastUserInfo()
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{
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@ -4469,10 +4467,8 @@ public final class L2PcInstance extends L2Playable
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}
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/**
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* Manage Interact Task with another L2PcInstance. <B><U> Actions</U> :</B>
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* <li>If the private store is a STORE_PRIVATE_SELL, send a Server->Client PrivateBuyListSell packet to the L2PcInstance</li>
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* <li>If the private store is a STORE_PRIVATE_BUY, send a Server->Client PrivateBuyListBuy packet to the L2PcInstance</li>
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* <li>If the private store is a STORE_PRIVATE_MANUFACTURE, send a Server->Client RecipeShopSellList packet to the L2PcInstance</li>
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* Manage Interact Task with another L2PcInstance. <B><U> Actions</U> :</B> <li>If the private store is a STORE_PRIVATE_SELL, send a Server->Client PrivateBuyListSell packet to the L2PcInstance</li> <li>If the private store is a STORE_PRIVATE_BUY, send a Server->Client PrivateBuyListBuy packet
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* to the L2PcInstance</li> <li>If the private store is a STORE_PRIVATE_MANUFACTURE, send a Server->Client RecipeShopSellList packet to the L2PcInstance</li>
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* @param target The L2Character targeted
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*/
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public void doInteract(L2Character target)
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@ -4546,13 +4542,9 @@ public final class L2PcInstance extends L2Playable
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}
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/**
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* Manage Pickup Task. <B><U> Actions</U> :</B>
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* <li>Send a Server->Client packet StopMove to this L2PcInstance</li>
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* <li>Remove the L2ItemInstance from the world and send server->client GetItem packets</li>
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* <li>Send a System Message to the L2PcInstance : YOU_PICKED_UP_S1_ADENA or YOU_PICKED_UP_S1_S2</li>
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* <li>Add the Item to the L2PcInstance inventory</li>
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* <li>Send a Server->Client packet InventoryUpdate to this L2PcInstance with NewItem (use a new slot) or ModifiedItem (increase amount)</li>
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* <li>Send a Server->Client packet StatusUpdate to this L2PcInstance with current weight</li> <FONT COLOR=#FF0000><B> <U>Caution</U> : If a Party is in progress, distribute Items between party members</B></FONT>
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* Manage Pickup Task. <B><U> Actions</U> :</B> <li>Send a Server->Client packet StopMove to this L2PcInstance</li> <li>Remove the L2ItemInstance from the world and send server->client GetItem packets</li> <li>Send a System Message to the L2PcInstance : YOU_PICKED_UP_S1_ADENA or
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* YOU_PICKED_UP_S1_S2</li> <li>Add the Item to the L2PcInstance inventory</li> <li>Send a Server->Client packet InventoryUpdate to this L2PcInstance with NewItem (use a new slot) or ModifiedItem (increase amount)</li> <li>Send a Server->Client packet StatusUpdate to this L2PcInstance with
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* current weight</li> <FONT COLOR=#FF0000><B> <U>Caution</U> : If a Party is in progress, distribute Items between party members</B></FONT>
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* @param object The L2ItemInstance to pick up
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*/
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@Override
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@ -5271,12 +5263,8 @@ public final class L2PcInstance extends L2Playable
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}
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/**
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* Kill the L2Character, Apply Death Penalty, Manage gain/loss Karma and Item Drop. <B><U> Actions</U> :</B>
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* <li>Reduce the Experience of the L2PcInstance in function of the calculated Death Penalty</li>
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* <li>If necessary, unsummon the Pet of the killed L2PcInstance</li>
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* <li>Manage Karma gain for attacker and Karam loss for the killed L2PcInstance</li>
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* <li>If the killed L2PcInstance has Karma, manage Drop Item</li>
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* <li>Kill the L2PcInstance</li>
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* Kill the L2Character, Apply Death Penalty, Manage gain/loss Karma and Item Drop. <B><U> Actions</U> :</B> <li>Reduce the Experience of the L2PcInstance in function of the calculated Death Penalty</li> <li>If necessary, unsummon the Pet of the killed L2PcInstance</li> <li>Manage Karma gain for
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* attacker and Karam loss for the killed L2PcInstance</li> <li>If the killed L2PcInstance has Karma, manage Drop Item</li> <li>Kill the L2PcInstance</li>
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* @param killer
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*/
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@Override
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@ -5767,11 +5755,7 @@ public final class L2PcInstance extends L2Playable
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/**
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* Reduce the Experience (and level if necessary) of the L2PcInstance in function of the calculated Death Penalty.<BR>
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* <B><U> Actions</U> :</B>
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* <li>Calculate the Experience loss</li>
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* <li>Set the value of _expBeforeDeath</li>
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* <li>Set the new Experience value of the L2PcInstance and Decrease its level if necessary</li>
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* <li>Send a Server->Client StatusUpdate packet with its new Experience</li>
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* <B><U> Actions</U> :</B> <li>Calculate the Experience loss</li> <li>Set the value of _expBeforeDeath</li> <li>Set the new Experience value of the L2PcInstance and Decrease its level if necessary</li> <li>Send a Server->Client StatusUpdate packet with its new Experience</li>
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* @param killer
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* @param atWar
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*/
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@ -5846,9 +5830,7 @@ public final class L2PcInstance extends L2Playable
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}
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/**
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* Stop the HP/MP/CP Regeneration task. <B><U> Actions</U> :</B>
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* <li>Set the RegenActive flag to False</li>
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* <li>Stop the HP/MP/CP Regeneration task</li>
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* Stop the HP/MP/CP Regeneration task. <B><U> Actions</U> :</B> <li>Set the RegenActive flag to False</li> <li>Stop the HP/MP/CP Regeneration task</li>
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*/
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public void stopAllTimers()
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{
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@ -6210,10 +6192,7 @@ public final class L2PcInstance extends L2Playable
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}
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/**
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* Set the Private Store type of the L2PcInstance. <B><U> Values </U> :</B>
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* <li>0 : STORE_PRIVATE_NONE</li>
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* <li>1 : STORE_PRIVATE_SELL</li>
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* <li>2 : sellmanage</li><BR>
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* Set the Private Store type of the L2PcInstance. <B><U> Values </U> :</B> <li>0 : STORE_PRIVATE_NONE</li> <li>1 : STORE_PRIVATE_SELL</li> <li>2 : sellmanage</li><BR>
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* <li>3 : STORE_PRIVATE_BUY</li><BR>
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* <li>4 : buymanage</li><BR>
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* <li>5 : STORE_PRIVATE_MANUFACTURE</li><BR>
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@ -6230,10 +6209,7 @@ public final class L2PcInstance extends L2Playable
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}
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/**
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* <B><U> Values </U> :</B>
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* <li>0 : STORE_PRIVATE_NONE</li>
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* <li>1 : STORE_PRIVATE_SELL</li>
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* <li>2 : sellmanage</li><BR>
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* <B><U> Values </U> :</B> <li>0 : STORE_PRIVATE_NONE</li> <li>1 : STORE_PRIVATE_SELL</li> <li>2 : sellmanage</li><BR>
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* <li>3 : STORE_PRIVATE_BUY</li><BR>
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* <li>4 : buymanage</li><BR>
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* <li>5 : STORE_PRIVATE_MANUFACTURE</li><BR>
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@ -7044,11 +7020,8 @@ public final class L2PcInstance extends L2Playable
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}
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/**
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* Retrieve a L2PcInstance from the characters table of the database and add it in _allObjects of the L2world. <B><U> Actions</U> :</B>
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* <li>Retrieve the L2PcInstance from the characters table of the database</li>
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* <li>Add the L2PcInstance object in _allObjects</li>
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* <li>Set the x,y,z position of the L2PcInstance and make it invisible</li>
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* <li>Update the overloaded status of the L2PcInstance</li>
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* Retrieve a L2PcInstance from the characters table of the database and add it in _allObjects of the L2world. <B><U> Actions</U> :</B> <li>Retrieve the L2PcInstance from the characters table of the database</li> <li>Add the L2PcInstance object in _allObjects</li> <li>Set the x,y,z position of
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* the L2PcInstance and make it invisible</li> <li>Update the overloaded status of the L2PcInstance</li>
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* @param objectId Identifier of the object to initialized
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* @return The L2PcInstance loaded from the database
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*/
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@ -7918,10 +7891,8 @@ public final class L2PcInstance extends L2Playable
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}
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/**
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* Add a skill to the L2PcInstance _skills and its Func objects to the calculator set of the L2PcInstance and save update in the character_skills table of the database. <B><U> Concept</U> :</B> All skills own by a L2PcInstance are identified in <B>_skills</B> <B><U> Actions</U> :</B>
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* <li>Replace oldSkill by newSkill or Add the newSkill</li>
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* <li>If an old skill has been replaced, remove all its Func objects of L2Character calculator set</li>
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* <li>Add Func objects of newSkill to the calculator set of the L2Character</li>
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* Add a skill to the L2PcInstance _skills and its Func objects to the calculator set of the L2PcInstance and save update in the character_skills table of the database. <B><U> Concept</U> :</B> All skills own by a L2PcInstance are identified in <B>_skills</B> <B><U> Actions</U> :</B> <li>Replace
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* oldSkill by newSkill or Add the newSkill</li> <li>If an old skill has been replaced, remove all its Func objects of L2Character calculator set</li> <li>Add Func objects of newSkill to the calculator set of the L2Character</li>
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* @param newSkill The L2Skill to add to the L2Character
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* @param store
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* @return The L2Skill replaced or null if just added a new L2Skill
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@ -7952,10 +7923,8 @@ public final class L2PcInstance extends L2Playable
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}
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/**
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* Remove a skill from the L2Character and its Func objects from calculator set of the L2Character and save update in the character_skills table of the database. <B><U> Concept</U> :</B> All skills own by a L2Character are identified in <B>_skills</B> <B><U> Actions</U> :</B>
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* <li>Remove the skill from the L2Character _skills</li>
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* <li>Remove all its Func objects from the L2Character calculator set</li> <B><U> Overridden in </U> :</B>
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* <li>L2PcInstance : Save update in the character_skills table of the database</li>
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* Remove a skill from the L2Character and its Func objects from calculator set of the L2Character and save update in the character_skills table of the database. <B><U> Concept</U> :</B> All skills own by a L2Character are identified in <B>_skills</B> <B><U> Actions</U> :</B> <li>Remove the
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* skill from the L2Character _skills</li> <li>Remove all its Func objects from the L2Character calculator set</li> <B><U> Overridden in </U> :</B> <li>L2PcInstance : Save update in the character_skills table of the database</li>
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* @param skill The L2Skill to remove from the L2Character
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* @return The L2Skill removed
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*/
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@ -8367,6 +8336,15 @@ public final class L2PcInstance extends L2Playable
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// Calculate Henna modifiers of this L2PcInstance
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recalcHennaStats();
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// Remove Henna skills
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for (SkillHolder skill : henna.getSkills())
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{
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if (getAllSkills().contains(skill.getSkill()))
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{
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removeSkill(skill.getSkill(), true);
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}
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}
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// Send Server->Client HennaInfo packet to this L2PcInstance
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sendPacket(new HennaInfo(this));
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@ -8374,6 +8352,8 @@ public final class L2PcInstance extends L2Playable
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UserInfo ui = new UserInfo(this, false);
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ui.addComponentType(UserInfoType.BASE_STATS, UserInfoType.MAX_HPCPMP, UserInfoType.STATS, UserInfoType.SPEED);
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sendPacket(ui);
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sendSkillList();
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// Add the recovered dyes to the player's inventory and notify them.
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getInventory().addItem("Henna", henna.getDyeItemId(), henna.getCancelCount(), this, null);
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reduceAdena("Henna", henna.getCancelFee(), this, false);
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@ -8405,6 +8385,15 @@ public final class L2PcInstance extends L2Playable
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// Calculate Henna modifiers of this L2PcInstance
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recalcHennaStats();
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// Add Henna skills
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for (SkillHolder skill : henna.getSkills())
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{
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if (!getAllSkills().contains(skill))
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{
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addSkill(skill.getSkill(), true);
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}
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}
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try (Connection con = ConnectionFactory.getInstance().getConnection();
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PreparedStatement ps = con.prepareStatement(ADD_CHAR_HENNA))
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{
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@ -8426,9 +8415,10 @@ public final class L2PcInstance extends L2Playable
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UserInfo ui = new UserInfo(this, false);
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ui.addComponentType(UserInfoType.BASE_STATS, UserInfoType.MAX_HPCPMP, UserInfoType.STATS, UserInfoType.SPEED);
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sendPacket(ui);
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sendSkillList();
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// Notify to scripts
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EventDispatcher.getInstance().notifyEventAsync(new OnPlayerHennaRemove(this, henna), this);
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EventDispatcher.getInstance().notifyEventAsync(new OnPlayerHennaAdd(this, henna), this);
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return true;
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}
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}
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@ -8889,7 +8879,7 @@ public final class L2PcInstance extends L2Playable
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switch (sklTargetType)
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{
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// Target the player if skill type is AURA, PARTY, CLAN or SELF
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// Target the player if skill type is AURA, PARTY, CLAN or SELF
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case AURA:
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case FRONT_AURA:
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case BEHIND_AURA:
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@ -9633,7 +9623,7 @@ public final class L2PcInstance extends L2Playable
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}
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if ((magic && (item.getItem().getDefaultAction() == ActionType.SPIRITSHOT)) //
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|| (physical && (item.getItem().getDefaultAction() == ActionType.SOULSHOT)))
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|| (physical && (item.getItem().getDefaultAction() == ActionType.SOULSHOT)))
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{
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handler.useItem(this, item, false);
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}
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@ -23,6 +23,7 @@ import java.util.List;
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import com.l2jserver.gameserver.model.StatsSet;
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import com.l2jserver.gameserver.model.base.ClassId;
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import com.l2jserver.gameserver.model.holders.SkillHolder;
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/**
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* Class for the Henna object.
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@ -46,6 +47,7 @@ public class L2Henna
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private final int _cancel_fee;
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private final int _cancel_count;
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private final List<ClassId> _wear_class;
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private final List<SkillHolder> _skills;
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public L2Henna(StatsSet set)
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{
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@ -65,6 +67,7 @@ public class L2Henna
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_cancel_fee = set.getInt("cancel_fee");
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_cancel_count = set.getInt("cancel_count");
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_wear_class = new ArrayList<>();
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_skills = new ArrayList<>();
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}
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/**
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@ -211,4 +214,14 @@ public class L2Henna
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{
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_wear_class.addAll(wearClassIds);
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}
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|
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public List<SkillHolder> getSkills()
|
||||
{
|
||||
return _skills;
|
||||
}
|
||||
|
||||
public void setSkills(List<SkillHolder> skills)
|
||||
{
|
||||
_skills.addAll(skills);
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue
Block a user