Changed back to previous drop system.
This commit is contained in:
@ -23,12 +23,8 @@ import java.util.ArrayList;
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import java.util.Arrays;
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import java.util.Collection;
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import java.util.Collections;
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import java.util.HashMap;
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import java.util.Iterator;
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import java.util.LinkedList;
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import java.util.List;
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import java.util.Map;
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import java.util.Map.Entry;
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import java.util.Set;
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import java.util.concurrent.ConcurrentHashMap;
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import java.util.concurrent.CopyOnWriteArrayList;
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@ -62,9 +58,6 @@ import com.l2jmobius.gameserver.model.actor.instance.L2MonsterInstance;
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import com.l2jmobius.gameserver.model.actor.instance.L2PcInstance;
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import com.l2jmobius.gameserver.model.actor.instance.L2TrapInstance;
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import com.l2jmobius.gameserver.model.actor.templates.L2NpcTemplate;
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import com.l2jmobius.gameserver.model.drops.GeneralDropItem;
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import com.l2jmobius.gameserver.model.drops.GroupedGeneralDropItem;
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import com.l2jmobius.gameserver.model.drops.IDropItem;
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import com.l2jmobius.gameserver.model.entity.Castle;
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import com.l2jmobius.gameserver.model.entity.Fort;
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import com.l2jmobius.gameserver.model.entity.Instance;
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@ -144,7 +137,6 @@ import com.l2jmobius.gameserver.scripting.L2ScriptEngineManager;
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import com.l2jmobius.gameserver.scripting.ScriptManager;
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import com.l2jmobius.gameserver.util.MinionList;
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import com.l2jmobius.util.Rnd;
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import com.l2jmobius.util.Util;
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/**
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* Abstract script.
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@ -2349,499 +2341,6 @@ public abstract class AbstractScript implements INamable
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return false;
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}
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/**
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* Gives an item to the player
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* @param player
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* @param item
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* @param victim the character that "dropped" the item
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* @return <code>true</code> if at least one item was given, <code>false</code> otherwise
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*/
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protected static boolean giveItems(L2PcInstance player, IDropItem item, L2Character victim)
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{
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final List<ItemHolder> items = item.calculateDrops(victim, player);
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if ((items == null) || items.isEmpty())
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{
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return false;
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}
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giveItems(player, items);
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return true;
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}
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/**
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* Gives an item to the player
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* @param player
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* @param items
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*/
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protected static void giveItems(L2PcInstance player, List<ItemHolder> items)
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{
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for (ItemHolder item : items)
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{
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giveItems(player, item);
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}
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}
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/**
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* Gives an item to the player
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* @param player
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* @param item
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* @param limit the maximum amount of items the player can have. Won't give more if this limit is reached.
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* @return <code>true</code> if at least one item was given to the player, <code>false</code> otherwise
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*/
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protected static boolean giveItems(L2PcInstance player, ItemHolder item, long limit)
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{
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final long maxToGive = limit - player.getInventory().getInventoryItemCount(item.getId(), -1);
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if (maxToGive <= 0)
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{
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return false;
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}
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giveItems(player, item.getId(), Math.min(maxToGive, item.getCount()));
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return true;
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}
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protected static boolean giveItems(L2PcInstance player, ItemHolder item, long limit, boolean playSound)
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{
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final boolean drop = giveItems(player, item, limit);
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if (drop && playSound)
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{
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playSound(player, QuestSound.ITEMSOUND_QUEST_ITEMGET);
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}
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return drop;
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}
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/**
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* @param player
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* @param items
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* @param limit the maximum amount of items the player can have. Won't give more if this limit is reached.
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* @return <code>true</code> if at least one item was given to the player, <code>false</code> otherwise
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*/
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protected static boolean giveItems(L2PcInstance player, List<ItemHolder> items, long limit)
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{
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boolean b = false;
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for (ItemHolder item : items)
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{
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b |= giveItems(player, item, limit);
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}
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return b;
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}
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protected static boolean giveItems(L2PcInstance player, List<ItemHolder> items, long limit, boolean playSound)
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{
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final boolean drop = giveItems(player, items, limit);
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if (drop && playSound)
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{
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playSound(player, QuestSound.ITEMSOUND_QUEST_ITEMGET);
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}
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return drop;
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}
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/**
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* @param player
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* @param items
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* @param limit the maximum amount of items the player can have. Won't give more if this limit is reached. If a no limit for an itemId is specified, item will always be given
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* @return <code>true</code> if at least one item was given to the player, <code>false</code> otherwise
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*/
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protected static boolean giveItems(L2PcInstance player, List<ItemHolder> items, Map<Integer, Long> limit)
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{
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return giveItems(player, items, Util.mapToFunction(limit));
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}
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/**
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* @param player
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* @param items
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* @param limit the maximum amount of items the player can have. Won't give more if this limit is reached. If a no limit for an itemId is specified, item will always be given
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* @return <code>true</code> if at least one item was given to the player, <code>false</code> otherwise
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*/
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protected static boolean giveItems(L2PcInstance player, List<ItemHolder> items, Function<Integer, Long> limit)
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{
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boolean b = false;
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for (ItemHolder item : items)
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{
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if (limit != null)
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{
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final Long longLimit = limit.apply(item.getId());
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// null -> no limit specified for that item id. This trick is to avoid limit.apply() be called twice (once for the null check)
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if (longLimit != null)
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{
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b |= giveItems(player, item, longLimit);
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continue; // the item is given, continue with next
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}
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}
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// da BIG else
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// no limit specified here (either limit or limit.apply(item.getId()) is null)
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b = true;
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giveItems(player, item);
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}
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return b;
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}
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protected static boolean giveItems(L2PcInstance player, List<ItemHolder> items, Function<Integer, Long> limit, boolean playSound)
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{
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final boolean drop = giveItems(player, items, limit);
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if (drop && playSound)
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{
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playSound(player, QuestSound.ITEMSOUND_QUEST_ITEMGET);
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}
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return drop;
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}
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protected static boolean giveItems(L2PcInstance player, List<ItemHolder> items, Map<Integer, Long> limit, boolean playSound)
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{
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return giveItems(player, items, Util.mapToFunction(limit), playSound);
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}
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/**
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* @param player
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* @param item
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* @param victim the character that "dropped" the item
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* @param limit the maximum amount of items the player can have. Won't give more if this limit is reached.
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* @return <code>true</code> if at least one item was given to the player, <code>false</code> otherwise
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*/
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protected static boolean giveItems(L2PcInstance player, IDropItem item, L2Character victim, int limit)
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{
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return giveItems(player, item.calculateDrops(victim, player), limit);
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}
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protected static boolean giveItems(L2PcInstance player, IDropItem item, L2Character victim, int limit, boolean playSound)
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{
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final boolean drop = giveItems(player, item, victim, limit);
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if (drop && playSound)
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{
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playSound(player, QuestSound.ITEMSOUND_QUEST_ITEMGET);
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}
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return drop;
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}
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/**
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* @param player
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* @param item
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* @param victim the character that "dropped" the item
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* @param limit the maximum amount of items the player can have. Won't give more if this limit is reached. If a no limit for an itemId is specified, item will always be given
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* @return <code>true</code> if at least one item was given to the player, <code>false</code> otherwise
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*/
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protected static boolean giveItems(L2PcInstance player, IDropItem item, L2Character victim, Map<Integer, Long> limit)
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{
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return giveItems(player, item.calculateDrops(victim, player), limit);
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}
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/**
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* @param player
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* @param item
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* @param victim the character that "dropped" the item
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* @param limit the maximum amount of items the player can have. Won't give more if this limit is reached. If a no limit for an itemId is specified, item will always be given
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* @return <code>true</code> if at least one item was given to the player, <code>false</code> otherwise
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*/
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protected static boolean giveItems(L2PcInstance player, IDropItem item, L2Character victim, Function<Integer, Long> limit)
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{
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return giveItems(player, item.calculateDrops(victim, player), limit);
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}
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protected static boolean giveItems(L2PcInstance player, IDropItem item, L2Character victim, Map<Integer, Long> limit, boolean playSound)
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{
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return giveItems(player, item, victim, Util.mapToFunction(limit), playSound);
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}
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protected static boolean giveItems(L2PcInstance player, IDropItem item, L2Character victim, Function<Integer, Long> limit, boolean playSound)
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{
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final boolean drop = giveItems(player, item, victim, limit);
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if (drop && playSound)
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{
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playSound(player, QuestSound.ITEMSOUND_QUEST_ITEMGET);
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}
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return drop;
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}
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/**
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* Distributes items to players equally
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* @param players the players to whom the items will be distributed
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* @param items the items to distribute
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* @param limit the limit what single player can have of each item
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* @param playSound if to play sound if a player gets at least one item
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* @return the counts of each items given to each player
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*/
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protected static Map<L2PcInstance, Map<Integer, Long>> distributeItems(Collection<L2PcInstance> players, Collection<ItemHolder> items, Function<Integer, Long> limit, boolean playSound)
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{
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final Map<L2PcInstance, Map<Integer, Long>> rewardedCounts = calculateDistribution(players, items, limit);
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// now give the calculated items to the players
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giveItems(rewardedCounts, playSound);
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return rewardedCounts;
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}
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/**
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* Distributes items to players equally
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* @param players the players to whom the items will be distributed
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* @param items the items to distribute
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* @param limit the limit what single player can have of each item
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* @param playSound if to play sound if a player gets at least one item
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* @return the counts of each items given to each player
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*/
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protected static Map<L2PcInstance, Map<Integer, Long>> distributeItems(Collection<L2PcInstance> players, Collection<ItemHolder> items, Map<Integer, Long> limit, boolean playSound)
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{
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return distributeItems(players, items, Util.mapToFunction(limit), playSound);
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}
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/**
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* Distributes items to players equally
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* @param players the players to whom the items will be distributed
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* @param items the items to distribute
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* @param limit the limit what single player can have of each item
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* @param playSound if to play sound if a player gets at least one item
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* @return the counts of each items given to each player
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*/
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protected static Map<L2PcInstance, Map<Integer, Long>> distributeItems(Collection<L2PcInstance> players, Collection<ItemHolder> items, long limit, boolean playSound)
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{
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return distributeItems(players, items, t -> limit, playSound);
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}
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/**
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* Distributes items to players equally
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* @param players the players to whom the items will be distributed
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* @param item the items to distribute
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* @param limit the limit what single player can have of each item
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* @param playSound if to play sound if a player gets at least one item
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* @return the counts of each items given to each player
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*/
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protected static Map<L2PcInstance, Long> distributeItems(Collection<L2PcInstance> players, ItemHolder item, long limit, boolean playSound)
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{
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final Map<L2PcInstance, Map<Integer, Long>> distribution = distributeItems(players, Collections.singletonList(item), limit, playSound);
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final Map<L2PcInstance, Long> returnMap = new HashMap<>();
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for (Entry<L2PcInstance, Map<Integer, Long>> entry : distribution.entrySet())
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{
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for (Entry<Integer, Long> entry2 : entry.getValue().entrySet())
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{
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returnMap.put(entry.getKey(), entry2.getValue());
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}
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}
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return returnMap;
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}
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/**
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* Distributes items to players equally
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* @param players the players to whom the items will be distributed
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* @param items the items to distribute
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* @param killer the one who "kills" the victim
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* @param victim the character that "dropped" the item
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* @param limit the limit what single player can have of each item
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* @param playSound if to play sound if a player gets at least one item
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* @return the counts of each items given to each player
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*/
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protected static Map<L2PcInstance, Map<Integer, Long>> distributeItems(Collection<L2PcInstance> players, IDropItem items, L2Character killer, L2Character victim, Function<Integer, Long> limit, boolean playSound)
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{
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return distributeItems(players, items.calculateDrops(victim, killer), limit, playSound);
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}
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/**
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* Distributes items to players equally
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* @param players the players to whom the items will be distributed
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* @param items the items to distribute
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* @param killer the one who "kills" the victim
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* @param victim the character that "dropped" the item
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* @param limit the limit what single player can have of each item
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* @param playSound if to play sound if a player gets at least one item
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* @return the counts of each items given to each player
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*/
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protected static Map<L2PcInstance, Map<Integer, Long>> distributeItems(Collection<L2PcInstance> players, IDropItem items, L2Character killer, L2Character victim, Map<Integer, Long> limit, boolean playSound)
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{
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return distributeItems(players, items.calculateDrops(victim, killer), limit, playSound);
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}
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/**
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* Distributes items to players equally
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* @param players the players to whom the items will be distributed
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* @param items the items to distribute
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* @param killer the one who "kills" the victim
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* @param victim the character that "dropped" the item
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* @param limit the limit what single player can have of each item
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* @param playSound if to play sound if a player gets at least one item
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* @return the counts of each items given to each player
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*/
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protected static Map<L2PcInstance, Map<Integer, Long>> distributeItems(Collection<L2PcInstance> players, IDropItem items, L2Character killer, L2Character victim, long limit, boolean playSound)
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{
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return distributeItems(players, items.calculateDrops(victim, killer), limit, playSound);
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}
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/**
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* Distributes items to players equally
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* @param players the players to whom the items will be distributed
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* @param items the items to distribute
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* @param killer the one who "kills" the victim
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* @param victim the character that "dropped" the item
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* @param limit the limit what single player can have of each item
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* @param playSound if to play sound if a player gets at least one item
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* @param smartDrop true if to not calculate a drop, which can't be given to any player 'cause of limits
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* @return the counts of each items given to each player
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*/
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protected static Map<L2PcInstance, Map<Integer, Long>> distributeItems(Collection<L2PcInstance> players, GroupedGeneralDropItem items, L2Character killer, L2Character victim, Function<Integer, Long> limit, boolean playSound, boolean smartDrop)
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{
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GroupedGeneralDropItem toDrop;
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if (smartDrop)
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{
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toDrop = new GroupedGeneralDropItem(items.getChance(), items.getDropCalculationStrategy(), items.getKillerChanceModifierStrategy(), items.getPreciseStrategy());
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final List<GeneralDropItem> dropItems = new LinkedList<>(items.getItems());
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ITEM_LOOP: for (Iterator<GeneralDropItem> it = dropItems.iterator(); it.hasNext();)
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{
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final GeneralDropItem item = it.next();
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for (L2PcInstance player : players)
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{
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final int itemId = item.getItemId();
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if (player.getInventory().getInventoryItemCount(itemId, -1, true) < avoidNull(limit, itemId))
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{
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// we can give this item to this player
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continue ITEM_LOOP;
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}
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}
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// there's nobody to give this item to
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it.remove();
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}
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toDrop.setItems(dropItems);
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toDrop = toDrop.normalizeMe(victim, killer);
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}
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else
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{
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toDrop = items;
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}
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return distributeItems(players, toDrop, killer, victim, limit, playSound);
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}
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/**
|
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* Distributes items to players equally
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* @param players the players to whom the items will be distributed
|
||||
* @param items the items to distribute
|
||||
* @param killer the one who "kills" the victim
|
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* @param victim the character that "dropped" the item
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* @param limit the limit what single player can have of each item
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* @param playSound if to play sound if a player gets at least one item
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* @param smartDrop true if to not calculate a drop, which can't be given to any player
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* @return the counts of each items given to each player
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*/
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protected static Map<L2PcInstance, Map<Integer, Long>> distributeItems(Collection<L2PcInstance> players, GroupedGeneralDropItem items, L2Character killer, L2Character victim, Map<Integer, Long> limit, boolean playSound, boolean smartDrop)
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{
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return distributeItems(players, items, killer, victim, Util.mapToFunction(limit), playSound, smartDrop);
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}
|
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|
||||
/**
|
||||
* Distributes items to players equally
|
||||
* @param players the players to whom the items will be distributed
|
||||
* @param items the items to distribute
|
||||
* @param killer the one who "kills" the victim
|
||||
* @param victim the character that "dropped" the item
|
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* @param limit the limit what single player can have of each item
|
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* @param playSound if to play sound if a player gets at least one item
|
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* @param smartDrop true if to not calculate a drop, which can't be given to any player
|
||||
* @return the counts of each items given to each player
|
||||
*/
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||||
protected static Map<L2PcInstance, Map<Integer, Long>> distributeItems(Collection<L2PcInstance> players, GroupedGeneralDropItem items, L2Character killer, L2Character victim, long limit, boolean playSound, boolean smartDrop)
|
||||
{
|
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return distributeItems(players, items, killer, victim, t -> limit, playSound, smartDrop);
|
||||
}
|
||||
|
||||
/**
|
||||
* @param players
|
||||
* @param items
|
||||
* @param limit
|
||||
* @return
|
||||
*/
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||||
private static Map<L2PcInstance, Map<Integer, Long>> calculateDistribution(Collection<L2PcInstance> players, Collection<ItemHolder> items, Function<Integer, Long> limit)
|
||||
{
|
||||
final Map<L2PcInstance, Map<Integer, Long>> rewardedCounts = new HashMap<>();
|
||||
for (L2PcInstance player : players)
|
||||
{
|
||||
rewardedCounts.put(player, new HashMap<Integer, Long>());
|
||||
}
|
||||
NEXT_ITEM: for (ItemHolder item : items)
|
||||
{
|
||||
long equaldist = item.getCount() / players.size();
|
||||
long randomdist = item.getCount() % players.size();
|
||||
final List<L2PcInstance> toDist = new ArrayList<>(players);
|
||||
do // this must happen at least once in order to get away already full players (and then equaldist can become nonzero)
|
||||
{
|
||||
for (Iterator<L2PcInstance> it = toDist.iterator(); it.hasNext();)
|
||||
{
|
||||
final L2PcInstance player = it.next();
|
||||
if (!rewardedCounts.get(player).containsKey(item.getId()))
|
||||
{
|
||||
rewardedCounts.get(player).put(item.getId(), 0L);
|
||||
}
|
||||
final long maxGive = avoidNull(limit, item.getId()) - player.getInventory().getInventoryItemCount(item.getId(), -1, true) - rewardedCounts.get(player).get(item.getId());
|
||||
long toGive = equaldist;
|
||||
if (equaldist >= maxGive)
|
||||
{
|
||||
toGive = maxGive;
|
||||
randomdist += equaldist - maxGive; // overflown items are available to next players
|
||||
it.remove(); // this player is already full
|
||||
}
|
||||
rewardedCounts.get(player).put(item.getId(), rewardedCounts.get(player).get(item.getId()) + toGive);
|
||||
}
|
||||
if (toDist.isEmpty())
|
||||
{
|
||||
// there's no one to give items anymore, all players will be full when we give the items
|
||||
continue NEXT_ITEM;
|
||||
}
|
||||
equaldist = randomdist / toDist.size(); // the rest of items may be allowed to be equally distributed between remaining players
|
||||
randomdist %= toDist.size();
|
||||
}
|
||||
while (equaldist > 0);
|
||||
while (randomdist > 0)
|
||||
{
|
||||
if (toDist.isEmpty())
|
||||
{
|
||||
// we don't have any player left
|
||||
continue NEXT_ITEM;
|
||||
}
|
||||
final L2PcInstance player = toDist.get(getRandom(toDist.size()));
|
||||
// avoid null return
|
||||
final long maxGive = avoidNull(limit, item.getId()) - limit.apply(item.getId()) - player.getInventory().getInventoryItemCount(item.getId(), -1, true) - rewardedCounts.get(player).get(item.getId());
|
||||
if (maxGive > 0)
|
||||
{
|
||||
// we can add an item to player
|
||||
// so we add one item to player
|
||||
rewardedCounts.get(player).put(item.getId(), rewardedCounts.get(player).get(item.getId()) + 1);
|
||||
randomdist--;
|
||||
}
|
||||
toDist.remove(player); // Either way this player isn't allowable for next random award
|
||||
}
|
||||
}
|
||||
return rewardedCounts;
|
||||
}
|
||||
|
||||
/**
|
||||
* This function is for avoidance null returns in function limits
|
||||
* @param <T> the type of function arg
|
||||
* @param function the function
|
||||
* @param arg the argument
|
||||
* @return {@link Long#MAX_VALUE} if function.apply(arg) is null, function.apply(arg) otherwise
|
||||
*/
|
||||
private static <T> long avoidNull(Function<T, Long> function, T arg)
|
||||
{
|
||||
final Long longLimit = function.apply(arg);
|
||||
return longLimit == null ? Long.MAX_VALUE : longLimit;
|
||||
}
|
||||
|
||||
/**
|
||||
* Distributes items to players
|
||||
* @param rewardedCounts A scheme of distribution items (the structure is: Map<player Map<itemId, count>>)
|
||||
* @param playSound if to play sound if a player gets at least one item
|
||||
*/
|
||||
private static void giveItems(Map<L2PcInstance, Map<Integer, Long>> rewardedCounts, boolean playSound)
|
||||
{
|
||||
for (Entry<L2PcInstance, Map<Integer, Long>> entry : rewardedCounts.entrySet())
|
||||
{
|
||||
final L2PcInstance player = entry.getKey();
|
||||
boolean playPlayerSound = false;
|
||||
for (Entry<Integer, Long> item : entry.getValue().entrySet())
|
||||
{
|
||||
if (item.getValue() >= 0)
|
||||
{
|
||||
playPlayerSound = true;
|
||||
giveItems(player, item.getKey(), item.getValue());
|
||||
}
|
||||
}
|
||||
if (playSound && playPlayerSound)
|
||||
{
|
||||
playSound(player, QuestSound.ITEMSOUND_QUEST_ITEMGET);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Take an amount of a specified item from player's inventory.
|
||||
* @param player the player whose item to take
|
||||
|
Reference in New Issue
Block a user