Fixed skill learn after class change.
Thanks Sdw for the pointers.
This commit is contained in:
@@ -144,7 +144,6 @@ public final class Config
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public static boolean LIFE_CRYSTAL_NEEDED;
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public static boolean ES_SP_BOOK_NEEDED;
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public static boolean DIVINE_SP_BOOK_NEEDED;
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public static boolean ALT_GAME_SKILL_LEARN;
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public static boolean ALT_GAME_SUBCLASS_WITHOUT_QUESTS;
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public static boolean ALLOW_TRANSFORM_WITHOUT_QUEST;
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public static int FEE_DELETE_TRANSFER_SKILLS;
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@@ -1330,7 +1329,6 @@ public final class Config
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LIFE_CRYSTAL_NEEDED = Character.getBoolean("LifeCrystalNeeded", true);
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ES_SP_BOOK_NEEDED = Character.getBoolean("EnchantSkillSpBookNeeded", true);
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DIVINE_SP_BOOK_NEEDED = Character.getBoolean("DivineInspirationSpBookNeeded", true);
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ALT_GAME_SKILL_LEARN = Character.getBoolean("AltGameSkillLearn", false);
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ALT_GAME_SUBCLASS_WITHOUT_QUESTS = Character.getBoolean("AltSubClassWithoutQuests", false);
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RESTORE_SERVITOR_ON_RECONNECT = Character.getBoolean("RestoreServitorOnReconnect", true);
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RESTORE_PET_ON_RECONNECT = Character.getBoolean("RestorePetOnReconnect", true);
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@@ -1171,7 +1171,7 @@ public final class SkillTreesData implements IGameXmlReader
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switch (skillType)
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{
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case CLASS:
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sl = getClassSkill(id, lvl, player.getLearningClass());
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sl = getClassSkill(id, lvl, player.getClassId());
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break;
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case TRANSFORM:
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sl = getTransformSkill(id, lvl);
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@@ -21,10 +21,8 @@ import java.util.HashSet;
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import java.util.List;
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import java.util.Set;
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import com.l2jmobius.Config;
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import com.l2jmobius.gameserver.data.xml.impl.SkillData;
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import com.l2jmobius.gameserver.enums.Race;
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import com.l2jmobius.gameserver.model.base.ClassId;
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import com.l2jmobius.gameserver.model.base.SocialClass;
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import com.l2jmobius.gameserver.model.holders.ItemHolder;
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import com.l2jmobius.gameserver.model.holders.SkillHolder;
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@@ -276,38 +274,6 @@ public final class L2SkillLearn
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return _pointsRequired;
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}
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/**
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* Used for AltGameSkillLearn mod.<br>
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* If the alternative skill learn system is enabled and the player is learning a skill from a different class apply a fee.<br>
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* If the player is learning a skill from other class type (mage learning warrior skills or vice versa) the fee is higher.
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* @param playerClass the player class Id.
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* @param learningClass the skill learning player class Id.
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* @return the amount of SP required to acquire this skill, by calculating the cost for the alternative skill learn system.
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*/
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public int getCalculatedLevelUpSp(ClassId playerClass, ClassId learningClass)
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{
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if ((playerClass == null) || (learningClass == null))
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{
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return _levelUpSp;
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}
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int levelUpSp = _levelUpSp;
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// If the alternative skill learn system is enabled and the player is learning a skill from a different class apply a fee.
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if (Config.ALT_GAME_SKILL_LEARN && (playerClass != learningClass))
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{
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// If the player is learning a skill from other class type (mage learning warrior skills or vice versa) the fee is higher.
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if (playerClass.isMage() != learningClass.isMage())
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{
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levelUpSp *= 3;
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}
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else
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{
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levelUpSp *= 2;
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}
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}
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return levelUpSp;
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}
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@Override
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public String toString()
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{
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@@ -134,8 +134,6 @@ public class L2NpcInstance extends L2Npc
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// Normal skills, No LearnedByFS, no AutoGet skills.
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final List<L2SkillLearn> skills = SkillTreesData.getInstance().getAvailableSkills(player, classId, false, false);
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player.setLearningClass(classId);
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if (skills.isEmpty())
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{
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final Map<Long, L2SkillLearn> skillTree = SkillTreesData.getInstance().getCompleteClassSkillTree(classId);
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@@ -2384,27 +2384,6 @@ public final class L2PcInstance extends L2Playable
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}
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}
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/**
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* Used for AltGameSkillLearn to set a custom skill learning class Id.
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*/
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private ClassId _learningClass = getClassId();
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/**
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* @return the custom skill learning class Id.
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*/
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public ClassId getLearningClass()
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{
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return _learningClass;
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}
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/**
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* @param learningClass the custom skill learning class Id to set.
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*/
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public void setLearningClass(ClassId learningClass)
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{
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_learningClass = learningClass;
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}
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/**
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* @return the Experience of the L2PcInstance.
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*/
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@@ -9636,8 +9615,6 @@ public final class L2PcInstance extends L2Playable
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}
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_classIndex = classIndex;
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setLearningClass(getClassId());
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if (isInParty())
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{
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getParty().recalculatePartyLevel();
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@@ -575,7 +575,7 @@ public final class RequestAcquireSkill implements IClientIncomingPacket
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}
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// First it checks that the skill require SP and the player has enough SP to learn it.
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final int levelUpSp = skillLearn.getCalculatedLevelUpSp(player.getClassId(), player.getLearningClass());
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final int levelUpSp = skillLearn.getLevelUpSp();
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if ((levelUpSp > 0) && (levelUpSp > player.getSp()))
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{
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player.sendPacket(SystemMessageId.YOU_DO_NOT_HAVE_ENOUGH_SP_TO_LEARN_THIS_SKILL);
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@@ -118,8 +118,7 @@ public final class RequestAcquireSkillInfo implements IClientIncomingPacket
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}
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case CLASS:
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{
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final int customSp = s.getCalculatedLevelUpSp(activeChar.getClassId(), activeChar.getLearningClass());
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client.sendPacket(new ExAcquireSkillInfo(activeChar, s, customSp));
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client.sendPacket(new ExAcquireSkillInfo(activeChar, s));
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break;
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}
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case PLEDGE:
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@@ -45,14 +45,13 @@ public class ExAcquireSkillInfo implements IClientOutgoingPacket
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* Sets a custom amount of SP.
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* @param player
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* @param skillLearn the skill learn.
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* @param sp the custom SP amount.
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*/
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public ExAcquireSkillInfo(L2PcInstance player, L2SkillLearn skillLearn, int sp)
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public ExAcquireSkillInfo(L2PcInstance player, L2SkillLearn skillLearn)
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{
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_id = skillLearn.getSkillId();
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_level = skillLearn.getSkillLevel();
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_dualClassLevel = skillLearn.getDualClassLevel();
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_spCost = sp;
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_spCost = skillLearn.getLevelUpSp();
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_minLevel = skillLearn.getGetLevel();
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_itemReq = skillLearn.getRequiredItems();
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_skillRem = skillLearn.getRemoveSkills().stream().map(player::getKnownSkill).filter(Objects::nonNull).collect(Collectors.toList());
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