Implemented Auto Shots with Config.

This commit is contained in:
MobiusDev
2016-07-08 23:46:39 +00:00
parent ee76eb17d9
commit 74fa05d65e
12 changed files with 97 additions and 26 deletions

View File

@@ -757,6 +757,10 @@ ExpertisePenalty = True
# Default: True
StoreCharUiSettings = True
# Enable automatic Shot usage on player login or weapon equipped.
# Default: True
EnableAutoShots = True
# Character name restriction
# Disallow characters to have a name which contains the words.
# Split them with ",". Example: announcements,announce...

View File

@@ -113,6 +113,6 @@ public final class Summon extends AbstractEffect
summon.setRunning();
summon.spawnMe();
player.handleAutoShots();
player.handleAutoShots(false);
}
}

View File

@@ -104,6 +104,6 @@ public final class SummonMulti extends AbstractEffect
summon.setRunning();
summon.spawnMe();
player.handleAutoShots();
player.handleAutoShots(false);
}
}

View File

@@ -42,21 +42,20 @@ public class BlessedSpiritShot implements IItemHandler
return false;
}
final L2PcInstance activeChar = (L2PcInstance) playable;
final L2PcInstance activeChar = playable.getActingPlayer();
final L2ItemInstance weaponInst = activeChar.getActiveWeaponInstance();
final L2Weapon weaponItem = activeChar.getActiveWeaponItem();
final List<ItemSkillHolder> skills = item.getItem().getSkills(ItemSkillType.NORMAL);
final int itemId = item.getId();
if (skills == null)
{
_log.warning(getClass().getSimpleName() + ": is missing skills!");
return false;
}
final int itemId = item.getId();
// Check if Blessed SpiritShot can be used
if ((weaponInst == null) || (weaponItem == null) || (weaponItem.getSpiritShotCount() == 0))
if ((weaponInst == null) || (weaponItem.getSpiritShotCount() == 0))
{
if (!activeChar.getAutoSoulShot().contains(itemId))
{
@@ -94,10 +93,14 @@ public class BlessedSpiritShot implements IItemHandler
return false;
}
// Send message to client
activeChar.sendPacket(SystemMessageId.YOUR_SPIRITSHOT_HAS_BEEN_ENABLED);
activeChar.setChargedShot(ShotType.BLESSED_SPIRITSHOTS, true);
// Charge Spirit shot
activeChar.setChargedShot(ShotType.SPIRITSHOTS, true);
// Send message to client
if (!activeChar.getAutoSoulShot().contains(item.getId()))
{
activeChar.sendPacket(SystemMessageId.YOUR_SPIRITSHOT_HAS_BEEN_ENABLED);
}
skills.forEach(holder -> Broadcast.toSelfAndKnownPlayersInRadius(activeChar, new MagicSkillUse(activeChar, activeChar, holder.getSkillId(), holder.getSkillLvl(), 0, 0), 600));
return true;
}

View File

@@ -109,7 +109,10 @@ public class SoulShots implements IItemHandler
}
// Send message to client
activeChar.sendPacket(SystemMessageId.YOUR_SOULSHOTS_ARE_ENABLED);
if (!activeChar.getAutoSoulShot().contains(item.getId()))
{
activeChar.sendPacket(SystemMessageId.YOUR_SOULSHOTS_ARE_ENABLED);
}
skills.forEach(holder -> Broadcast.toSelfAndKnownPlayersInRadius(activeChar, new MagicSkillUse(activeChar, activeChar, holder.getSkillId(), holder.getSkillLvl(), 0, 0), 600));
return true;
}

View File

@@ -42,7 +42,7 @@ public class SpiritShot implements IItemHandler
return false;
}
final L2PcInstance activeChar = (L2PcInstance) playable;
final L2PcInstance activeChar = playable.getActingPlayer();
final L2ItemInstance weaponInst = activeChar.getActiveWeaponInstance();
final L2Weapon weaponItem = activeChar.getActiveWeaponItem();
final List<ItemSkillHolder> skills = item.getItem().getSkills(ItemSkillType.NORMAL);
@@ -54,7 +54,7 @@ public class SpiritShot implements IItemHandler
final int itemId = item.getId();
// Check if Spirit shot can be used
// Check if SpiritShot can be used
if ((weaponInst == null) || (weaponItem.getSpiritShotCount() == 0))
{
if (!activeChar.getAutoSoulShot().contains(itemId))
@@ -64,12 +64,13 @@ public class SpiritShot implements IItemHandler
return false;
}
// Check if Spirit shot is already active
// Check if SpiritShot is already active
if (activeChar.isChargedShot(ShotType.SPIRITSHOTS))
{
return false;
}
// Check for correct grade
final boolean gradeCheck = item.isEtcItem() && (item.getEtcItem().getDefaultAction() == ActionType.SPIRITSHOT) && (weaponInst.getItem().getCrystalTypePlus() == item.getItem().getCrystalTypePlus());
if (!gradeCheck)
@@ -82,7 +83,7 @@ public class SpiritShot implements IItemHandler
return false;
}
// Consume Spirit shot if player has enough of them
// Consume SpiritShot if player has enough of them
if (!activeChar.destroyItemWithoutTrace("Consume", item.getObjectId(), weaponItem.getSpiritShotCount(), null, false))
{
if (!activeChar.disableAutoShot(itemId))
@@ -96,7 +97,10 @@ public class SpiritShot implements IItemHandler
activeChar.setChargedShot(ShotType.SPIRITSHOTS, true);
// Send message to client
activeChar.sendPacket(SystemMessageId.YOUR_SPIRITSHOT_HAS_BEEN_ENABLED);
if (!activeChar.getAutoSoulShot().contains(item.getId()))
{
activeChar.sendPacket(SystemMessageId.YOUR_SPIRITSHOT_HAS_BEEN_ENABLED);
}
skills.forEach(holder -> Broadcast.toSelfAndKnownPlayersInRadius(activeChar, new MagicSkillUse(activeChar, activeChar, holder.getSkillId(), holder.getSkillLvl(), 0, 0), 600));
return true;
}