Skill queue related adjustments.
Contributed by paparas21.
This commit is contained in:
@@ -263,21 +263,27 @@ public class PlayerAI extends PlayableAI
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private void thinkAttack()
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private void thinkAttack()
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{
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{
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final SkillUseHolder queuedSkill = _actor.getActingPlayer().getQueuedSkill();
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final SkillUseHolder queuedSkill = _actor.getActingPlayer().getQueuedSkill();
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if ((queuedSkill != null))
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if (queuedSkill != null)
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{
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{
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// Abort attack.
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// Remove the skill from queue.
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_actor.abortAttack();
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// Recharge shots.
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if (!_actor.isChargedShot(ShotType.SOULSHOTS) && !_actor.isChargedShot(ShotType.BLESSED_SOULSHOTS))
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{
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_actor.rechargeShots(true, false, false);
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}
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// Use queued skill.
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_actor.getActingPlayer().useMagic(queuedSkill.getSkill(), queuedSkill.getItem(), queuedSkill.isCtrlPressed(), queuedSkill.isShiftPressed());
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_actor.getActingPlayer().setQueuedSkill(null, null, false, false);
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_actor.getActingPlayer().setQueuedSkill(null, null, false, false);
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return;
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// Check if player has the needed MP for the queued skill.
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if (_actor.getCurrentMp() >= _actor.getStat().getMpInitialConsume(queuedSkill.getSkill()))
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{
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// Abort attack.
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_actor.abortAttack();
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// Recharge shots.
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if (!_actor.isChargedShot(ShotType.SOULSHOTS) && !_actor.isChargedShot(ShotType.BLESSED_SOULSHOTS))
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{
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_actor.rechargeShots(true, false, false);
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}
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// Use queued skill.
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_actor.getActingPlayer().useMagic(queuedSkill.getSkill(), queuedSkill.getItem(), queuedSkill.isCtrlPressed(), queuedSkill.isShiftPressed());
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return;
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}
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}
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}
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final WorldObject target = getTarget();
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final WorldObject target = getTarget();
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@@ -51,6 +51,11 @@ public class RequestTargetCanceld implements IClientIncomingPacket
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return;
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return;
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}
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}
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if (player.getQueuedSkill() != null)
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{
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player.setQueuedSkill(null, null, false, false);
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}
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if (player.isCastingNow())
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if (player.isCastingNow())
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{
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{
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player.abortAllSkillCasters();
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player.abortAllSkillCasters();
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@@ -263,21 +263,27 @@ public class PlayerAI extends PlayableAI
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private void thinkAttack()
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private void thinkAttack()
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{
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{
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final SkillUseHolder queuedSkill = _actor.getActingPlayer().getQueuedSkill();
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final SkillUseHolder queuedSkill = _actor.getActingPlayer().getQueuedSkill();
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if ((queuedSkill != null))
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if (queuedSkill != null)
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{
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{
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// Abort attack.
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// Remove the skill from queue.
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_actor.abortAttack();
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// Recharge shots.
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if (!_actor.isChargedShot(ShotType.SOULSHOTS) && !_actor.isChargedShot(ShotType.BLESSED_SOULSHOTS))
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{
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_actor.rechargeShots(true, false, false);
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}
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// Use queued skill.
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_actor.getActingPlayer().useMagic(queuedSkill.getSkill(), queuedSkill.getItem(), queuedSkill.isCtrlPressed(), queuedSkill.isShiftPressed());
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_actor.getActingPlayer().setQueuedSkill(null, null, false, false);
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_actor.getActingPlayer().setQueuedSkill(null, null, false, false);
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return;
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// Check if player has the needed MP for the queued skill.
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if (_actor.getCurrentMp() >= _actor.getStat().getMpInitialConsume(queuedSkill.getSkill()))
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{
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// Abort attack.
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_actor.abortAttack();
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// Recharge shots.
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if (!_actor.isChargedShot(ShotType.SOULSHOTS) && !_actor.isChargedShot(ShotType.BLESSED_SOULSHOTS))
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{
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_actor.rechargeShots(true, false, false);
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}
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// Use queued skill.
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_actor.getActingPlayer().useMagic(queuedSkill.getSkill(), queuedSkill.getItem(), queuedSkill.isCtrlPressed(), queuedSkill.isShiftPressed());
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return;
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}
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}
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}
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final WorldObject target = getTarget();
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final WorldObject target = getTarget();
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@@ -51,6 +51,11 @@ public class RequestTargetCanceld implements IClientIncomingPacket
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return;
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return;
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}
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}
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if (player.getQueuedSkill() != null)
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{
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player.setQueuedSkill(null, null, false, false);
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}
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if (player.isCastingNow())
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if (player.isCastingNow())
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{
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{
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player.abortAllSkillCasters();
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player.abortAllSkillCasters();
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@@ -263,21 +263,27 @@ public class PlayerAI extends PlayableAI
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private void thinkAttack()
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private void thinkAttack()
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{
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{
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final SkillUseHolder queuedSkill = _actor.getActingPlayer().getQueuedSkill();
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final SkillUseHolder queuedSkill = _actor.getActingPlayer().getQueuedSkill();
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if ((queuedSkill != null))
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if (queuedSkill != null)
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{
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{
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// Abort attack.
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// Remove the skill from queue.
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_actor.abortAttack();
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// Recharge shots.
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if (!_actor.isChargedShot(ShotType.SOULSHOTS) && !_actor.isChargedShot(ShotType.BLESSED_SOULSHOTS))
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{
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_actor.rechargeShots(true, false, false);
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}
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// Use queued skill.
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_actor.getActingPlayer().useMagic(queuedSkill.getSkill(), queuedSkill.getItem(), queuedSkill.isCtrlPressed(), queuedSkill.isShiftPressed());
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_actor.getActingPlayer().setQueuedSkill(null, null, false, false);
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_actor.getActingPlayer().setQueuedSkill(null, null, false, false);
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return;
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// Check if player has the needed MP for the queued skill.
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if (_actor.getCurrentMp() >= _actor.getStat().getMpInitialConsume(queuedSkill.getSkill()))
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{
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// Abort attack.
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_actor.abortAttack();
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// Recharge shots.
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if (!_actor.isChargedShot(ShotType.SOULSHOTS) && !_actor.isChargedShot(ShotType.BLESSED_SOULSHOTS))
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{
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_actor.rechargeShots(true, false, false);
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}
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// Use queued skill.
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_actor.getActingPlayer().useMagic(queuedSkill.getSkill(), queuedSkill.getItem(), queuedSkill.isCtrlPressed(), queuedSkill.isShiftPressed());
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return;
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}
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}
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}
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final WorldObject target = getTarget();
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final WorldObject target = getTarget();
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@@ -51,6 +51,11 @@ public class RequestTargetCanceld implements IClientIncomingPacket
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return;
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return;
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}
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}
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if (player.getQueuedSkill() != null)
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{
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player.setQueuedSkill(null, null, false, false);
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}
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if (player.isCastingNow())
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if (player.isCastingNow())
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{
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{
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player.abortAllSkillCasters();
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player.abortAllSkillCasters();
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@@ -263,21 +263,27 @@ public class PlayerAI extends PlayableAI
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private void thinkAttack()
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private void thinkAttack()
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{
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{
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final SkillUseHolder queuedSkill = _actor.getActingPlayer().getQueuedSkill();
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final SkillUseHolder queuedSkill = _actor.getActingPlayer().getQueuedSkill();
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if ((queuedSkill != null))
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if (queuedSkill != null)
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{
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{
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// Abort attack.
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// Remove the skill from queue.
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_actor.abortAttack();
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// Recharge shots.
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if (!_actor.isChargedShot(ShotType.SOULSHOTS) && !_actor.isChargedShot(ShotType.BLESSED_SOULSHOTS))
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{
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_actor.rechargeShots(true, false, false);
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}
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// Use queued skill.
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_actor.getActingPlayer().useMagic(queuedSkill.getSkill(), queuedSkill.getItem(), queuedSkill.isCtrlPressed(), queuedSkill.isShiftPressed());
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_actor.getActingPlayer().setQueuedSkill(null, null, false, false);
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_actor.getActingPlayer().setQueuedSkill(null, null, false, false);
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return;
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// Check if player has the needed MP for the queued skill.
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if (_actor.getCurrentMp() >= _actor.getStat().getMpInitialConsume(queuedSkill.getSkill()))
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{
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// Abort attack.
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_actor.abortAttack();
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// Recharge shots.
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if (!_actor.isChargedShot(ShotType.SOULSHOTS) && !_actor.isChargedShot(ShotType.BLESSED_SOULSHOTS))
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{
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_actor.rechargeShots(true, false, false);
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}
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// Use queued skill.
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_actor.getActingPlayer().useMagic(queuedSkill.getSkill(), queuedSkill.getItem(), queuedSkill.isCtrlPressed(), queuedSkill.isShiftPressed());
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return;
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}
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}
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}
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final WorldObject target = getTarget();
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final WorldObject target = getTarget();
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@@ -51,6 +51,11 @@ public class RequestTargetCanceld implements IClientIncomingPacket
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return;
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return;
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}
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}
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if (player.getQueuedSkill() != null)
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{
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player.setQueuedSkill(null, null, false, false);
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}
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if (player.isCastingNow())
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if (player.isCastingNow())
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{
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{
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player.abortAllSkillCasters();
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player.abortAllSkillCasters();
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@@ -263,21 +263,27 @@ public class PlayerAI extends PlayableAI
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private void thinkAttack()
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private void thinkAttack()
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{
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{
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final SkillUseHolder queuedSkill = _actor.getActingPlayer().getQueuedSkill();
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final SkillUseHolder queuedSkill = _actor.getActingPlayer().getQueuedSkill();
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if ((queuedSkill != null))
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if (queuedSkill != null)
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{
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{
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// Abort attack.
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// Remove the skill from queue.
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_actor.abortAttack();
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// Recharge shots.
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if (!_actor.isChargedShot(ShotType.SOULSHOTS) && !_actor.isChargedShot(ShotType.BLESSED_SOULSHOTS))
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{
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_actor.rechargeShots(true, false, false);
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}
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// Use queued skill.
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_actor.getActingPlayer().useMagic(queuedSkill.getSkill(), queuedSkill.getItem(), queuedSkill.isCtrlPressed(), queuedSkill.isShiftPressed());
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_actor.getActingPlayer().setQueuedSkill(null, null, false, false);
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_actor.getActingPlayer().setQueuedSkill(null, null, false, false);
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return;
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// Check if player has the needed MP for the queued skill.
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if (_actor.getCurrentMp() >= _actor.getStat().getMpInitialConsume(queuedSkill.getSkill()))
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{
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// Abort attack.
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_actor.abortAttack();
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// Recharge shots.
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if (!_actor.isChargedShot(ShotType.SOULSHOTS) && !_actor.isChargedShot(ShotType.BLESSED_SOULSHOTS))
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{
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_actor.rechargeShots(true, false, false);
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}
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// Use queued skill.
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_actor.getActingPlayer().useMagic(queuedSkill.getSkill(), queuedSkill.getItem(), queuedSkill.isCtrlPressed(), queuedSkill.isShiftPressed());
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return;
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}
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}
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}
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final WorldObject target = getTarget();
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final WorldObject target = getTarget();
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@@ -51,6 +51,11 @@ public class RequestTargetCanceld implements IClientIncomingPacket
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return;
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return;
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}
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}
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if (player.getQueuedSkill() != null)
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{
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player.setQueuedSkill(null, null, false, false);
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}
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if (player.isCastingNow())
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if (player.isCastingNow())
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{
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{
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player.abortAllSkillCasters();
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player.abortAllSkillCasters();
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@@ -263,21 +263,27 @@ public class PlayerAI extends PlayableAI
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private void thinkAttack()
|
private void thinkAttack()
|
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{
|
{
|
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final SkillUseHolder queuedSkill = _actor.getActingPlayer().getQueuedSkill();
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final SkillUseHolder queuedSkill = _actor.getActingPlayer().getQueuedSkill();
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if ((queuedSkill != null))
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if (queuedSkill != null)
|
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{
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{
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// Abort attack.
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// Remove the skill from queue.
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_actor.abortAttack();
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// Recharge shots.
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if (!_actor.isChargedShot(ShotType.SOULSHOTS) && !_actor.isChargedShot(ShotType.BLESSED_SOULSHOTS))
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{
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_actor.rechargeShots(true, false, false);
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}
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// Use queued skill.
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_actor.getActingPlayer().useMagic(queuedSkill.getSkill(), queuedSkill.getItem(), queuedSkill.isCtrlPressed(), queuedSkill.isShiftPressed());
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_actor.getActingPlayer().setQueuedSkill(null, null, false, false);
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_actor.getActingPlayer().setQueuedSkill(null, null, false, false);
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return;
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// Check if player has the needed MP for the queued skill.
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if (_actor.getCurrentMp() >= _actor.getStat().getMpInitialConsume(queuedSkill.getSkill()))
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{
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// Abort attack.
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_actor.abortAttack();
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// Recharge shots.
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if (!_actor.isChargedShot(ShotType.SOULSHOTS) && !_actor.isChargedShot(ShotType.BLESSED_SOULSHOTS))
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{
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_actor.rechargeShots(true, false, false);
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}
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// Use queued skill.
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_actor.getActingPlayer().useMagic(queuedSkill.getSkill(), queuedSkill.getItem(), queuedSkill.isCtrlPressed(), queuedSkill.isShiftPressed());
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return;
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|
}
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}
|
}
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|
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final WorldObject target = getTarget();
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final WorldObject target = getTarget();
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|
@@ -51,6 +51,11 @@ public class RequestTargetCanceld implements IClientIncomingPacket
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return;
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return;
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}
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}
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if (player.getQueuedSkill() != null)
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{
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player.setQueuedSkill(null, null, false, false);
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}
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if (player.isCastingNow())
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if (player.isCastingNow())
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{
|
{
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player.abortAllSkillCasters();
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player.abortAllSkillCasters();
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|
@@ -263,21 +263,27 @@ public class PlayerAI extends PlayableAI
|
|||||||
private void thinkAttack()
|
private void thinkAttack()
|
||||||
{
|
{
|
||||||
final SkillUseHolder queuedSkill = _actor.getActingPlayer().getQueuedSkill();
|
final SkillUseHolder queuedSkill = _actor.getActingPlayer().getQueuedSkill();
|
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if ((queuedSkill != null))
|
if (queuedSkill != null)
|
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{
|
{
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// Abort attack.
|
// Remove the skill from queue.
|
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_actor.abortAttack();
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|
|
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// Recharge shots.
|
|
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if (!_actor.isChargedShot(ShotType.SOULSHOTS) && !_actor.isChargedShot(ShotType.BLESSED_SOULSHOTS))
|
|
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{
|
|
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_actor.rechargeShots(true, false, false);
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|
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}
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|
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|
|
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// Use queued skill.
|
|
||||||
_actor.getActingPlayer().useMagic(queuedSkill.getSkill(), queuedSkill.getItem(), queuedSkill.isCtrlPressed(), queuedSkill.isShiftPressed());
|
|
||||||
_actor.getActingPlayer().setQueuedSkill(null, null, false, false);
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_actor.getActingPlayer().setQueuedSkill(null, null, false, false);
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||||||
return;
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|
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// Check if player has the needed MP for the queued skill.
|
||||||
|
if (_actor.getCurrentMp() >= _actor.getStat().getMpInitialConsume(queuedSkill.getSkill()))
|
||||||
|
{
|
||||||
|
// Abort attack.
|
||||||
|
_actor.abortAttack();
|
||||||
|
|
||||||
|
// Recharge shots.
|
||||||
|
if (!_actor.isChargedShot(ShotType.SOULSHOTS) && !_actor.isChargedShot(ShotType.BLESSED_SOULSHOTS))
|
||||||
|
{
|
||||||
|
_actor.rechargeShots(true, false, false);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Use queued skill.
|
||||||
|
_actor.getActingPlayer().useMagic(queuedSkill.getSkill(), queuedSkill.getItem(), queuedSkill.isCtrlPressed(), queuedSkill.isShiftPressed());
|
||||||
|
return;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
final WorldObject target = getTarget();
|
final WorldObject target = getTarget();
|
||||||
|
@@ -51,6 +51,11 @@ public class RequestTargetCanceld implements IClientIncomingPacket
|
|||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (player.getQueuedSkill() != null)
|
||||||
|
{
|
||||||
|
player.setQueuedSkill(null, null, false, false);
|
||||||
|
}
|
||||||
|
|
||||||
if (player.isCastingNow())
|
if (player.isCastingNow())
|
||||||
{
|
{
|
||||||
player.abortAllSkillCasters();
|
player.abortAllSkillCasters();
|
||||||
|
@@ -263,21 +263,27 @@ public class PlayerAI extends PlayableAI
|
|||||||
private void thinkAttack()
|
private void thinkAttack()
|
||||||
{
|
{
|
||||||
final SkillUseHolder queuedSkill = _actor.getActingPlayer().getQueuedSkill();
|
final SkillUseHolder queuedSkill = _actor.getActingPlayer().getQueuedSkill();
|
||||||
if ((queuedSkill != null))
|
if (queuedSkill != null)
|
||||||
{
|
{
|
||||||
// Abort attack.
|
// Remove the skill from queue.
|
||||||
_actor.abortAttack();
|
|
||||||
|
|
||||||
// Recharge shots.
|
|
||||||
if (!_actor.isChargedShot(ShotType.SOULSHOTS) && !_actor.isChargedShot(ShotType.BLESSED_SOULSHOTS))
|
|
||||||
{
|
|
||||||
_actor.rechargeShots(true, false, false);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Use queued skill.
|
|
||||||
_actor.getActingPlayer().useMagic(queuedSkill.getSkill(), queuedSkill.getItem(), queuedSkill.isCtrlPressed(), queuedSkill.isShiftPressed());
|
|
||||||
_actor.getActingPlayer().setQueuedSkill(null, null, false, false);
|
_actor.getActingPlayer().setQueuedSkill(null, null, false, false);
|
||||||
return;
|
|
||||||
|
// Check if player has the needed MP for the queued skill.
|
||||||
|
if (_actor.getCurrentMp() >= _actor.getStat().getMpInitialConsume(queuedSkill.getSkill()))
|
||||||
|
{
|
||||||
|
// Abort attack.
|
||||||
|
_actor.abortAttack();
|
||||||
|
|
||||||
|
// Recharge shots.
|
||||||
|
if (!_actor.isChargedShot(ShotType.SOULSHOTS) && !_actor.isChargedShot(ShotType.BLESSED_SOULSHOTS))
|
||||||
|
{
|
||||||
|
_actor.rechargeShots(true, false, false);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Use queued skill.
|
||||||
|
_actor.getActingPlayer().useMagic(queuedSkill.getSkill(), queuedSkill.getItem(), queuedSkill.isCtrlPressed(), queuedSkill.isShiftPressed());
|
||||||
|
return;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
final WorldObject target = getTarget();
|
final WorldObject target = getTarget();
|
||||||
|
@@ -51,6 +51,11 @@ public class RequestTargetCanceld implements IClientIncomingPacket
|
|||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (player.getQueuedSkill() != null)
|
||||||
|
{
|
||||||
|
player.setQueuedSkill(null, null, false, false);
|
||||||
|
}
|
||||||
|
|
||||||
if (player.isCastingNow())
|
if (player.isCastingNow())
|
||||||
{
|
{
|
||||||
player.abortAllSkillCasters();
|
player.abortAllSkillCasters();
|
||||||
|
@@ -263,21 +263,27 @@ public class PlayerAI extends PlayableAI
|
|||||||
private void thinkAttack()
|
private void thinkAttack()
|
||||||
{
|
{
|
||||||
final SkillUseHolder queuedSkill = _actor.getActingPlayer().getQueuedSkill();
|
final SkillUseHolder queuedSkill = _actor.getActingPlayer().getQueuedSkill();
|
||||||
if ((queuedSkill != null))
|
if (queuedSkill != null)
|
||||||
{
|
{
|
||||||
// Abort attack.
|
// Remove the skill from queue.
|
||||||
_actor.abortAttack();
|
|
||||||
|
|
||||||
// Recharge shots.
|
|
||||||
if (!_actor.isChargedShot(ShotType.SOULSHOTS) && !_actor.isChargedShot(ShotType.BLESSED_SOULSHOTS))
|
|
||||||
{
|
|
||||||
_actor.rechargeShots(true, false, false);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Use queued skill.
|
|
||||||
_actor.getActingPlayer().useMagic(queuedSkill.getSkill(), queuedSkill.getItem(), queuedSkill.isCtrlPressed(), queuedSkill.isShiftPressed());
|
|
||||||
_actor.getActingPlayer().setQueuedSkill(null, null, false, false);
|
_actor.getActingPlayer().setQueuedSkill(null, null, false, false);
|
||||||
return;
|
|
||||||
|
// Check if player has the needed MP for the queued skill.
|
||||||
|
if (_actor.getCurrentMp() >= _actor.getStat().getMpInitialConsume(queuedSkill.getSkill()))
|
||||||
|
{
|
||||||
|
// Abort attack.
|
||||||
|
_actor.abortAttack();
|
||||||
|
|
||||||
|
// Recharge shots.
|
||||||
|
if (!_actor.isChargedShot(ShotType.SOULSHOTS) && !_actor.isChargedShot(ShotType.BLESSED_SOULSHOTS))
|
||||||
|
{
|
||||||
|
_actor.rechargeShots(true, false, false);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Use queued skill.
|
||||||
|
_actor.getActingPlayer().useMagic(queuedSkill.getSkill(), queuedSkill.getItem(), queuedSkill.isCtrlPressed(), queuedSkill.isShiftPressed());
|
||||||
|
return;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
final WorldObject target = getTarget();
|
final WorldObject target = getTarget();
|
||||||
|
@@ -51,6 +51,11 @@ public class RequestTargetCanceld implements IClientIncomingPacket
|
|||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (player.getQueuedSkill() != null)
|
||||||
|
{
|
||||||
|
player.setQueuedSkill(null, null, false, false);
|
||||||
|
}
|
||||||
|
|
||||||
if (player.isCastingNow())
|
if (player.isCastingNow())
|
||||||
{
|
{
|
||||||
player.abortAllSkillCasters();
|
player.abortAllSkillCasters();
|
||||||
|
@@ -263,21 +263,27 @@ public class PlayerAI extends PlayableAI
|
|||||||
private void thinkAttack()
|
private void thinkAttack()
|
||||||
{
|
{
|
||||||
final SkillUseHolder queuedSkill = _actor.getActingPlayer().getQueuedSkill();
|
final SkillUseHolder queuedSkill = _actor.getActingPlayer().getQueuedSkill();
|
||||||
if ((queuedSkill != null))
|
if (queuedSkill != null)
|
||||||
{
|
{
|
||||||
// Abort attack.
|
// Remove the skill from queue.
|
||||||
_actor.abortAttack();
|
|
||||||
|
|
||||||
// Recharge shots.
|
|
||||||
if (!_actor.isChargedShot(ShotType.SOULSHOTS) && !_actor.isChargedShot(ShotType.BLESSED_SOULSHOTS))
|
|
||||||
{
|
|
||||||
_actor.rechargeShots(true, false, false);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Use queued skill.
|
|
||||||
_actor.getActingPlayer().useMagic(queuedSkill.getSkill(), queuedSkill.getItem(), queuedSkill.isCtrlPressed(), queuedSkill.isShiftPressed());
|
|
||||||
_actor.getActingPlayer().setQueuedSkill(null, null, false, false);
|
_actor.getActingPlayer().setQueuedSkill(null, null, false, false);
|
||||||
return;
|
|
||||||
|
// Check if player has the needed MP for the queued skill.
|
||||||
|
if (_actor.getCurrentMp() >= _actor.getStat().getMpInitialConsume(queuedSkill.getSkill()))
|
||||||
|
{
|
||||||
|
// Abort attack.
|
||||||
|
_actor.abortAttack();
|
||||||
|
|
||||||
|
// Recharge shots.
|
||||||
|
if (!_actor.isChargedShot(ShotType.SOULSHOTS) && !_actor.isChargedShot(ShotType.BLESSED_SOULSHOTS))
|
||||||
|
{
|
||||||
|
_actor.rechargeShots(true, false, false);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Use queued skill.
|
||||||
|
_actor.getActingPlayer().useMagic(queuedSkill.getSkill(), queuedSkill.getItem(), queuedSkill.isCtrlPressed(), queuedSkill.isShiftPressed());
|
||||||
|
return;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
final WorldObject target = getTarget();
|
final WorldObject target = getTarget();
|
||||||
|
@@ -51,6 +51,11 @@ public class RequestTargetCanceld implements IClientIncomingPacket
|
|||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (player.getQueuedSkill() != null)
|
||||||
|
{
|
||||||
|
player.setQueuedSkill(null, null, false, false);
|
||||||
|
}
|
||||||
|
|
||||||
if (player.isCastingNow())
|
if (player.isCastingNow())
|
||||||
{
|
{
|
||||||
player.abortAllSkillCasters();
|
player.abortAllSkillCasters();
|
||||||
|
@@ -263,21 +263,27 @@ public class PlayerAI extends PlayableAI
|
|||||||
private void thinkAttack()
|
private void thinkAttack()
|
||||||
{
|
{
|
||||||
final SkillUseHolder queuedSkill = _actor.getActingPlayer().getQueuedSkill();
|
final SkillUseHolder queuedSkill = _actor.getActingPlayer().getQueuedSkill();
|
||||||
if ((queuedSkill != null))
|
if (queuedSkill != null)
|
||||||
{
|
{
|
||||||
// Abort attack.
|
// Remove the skill from queue.
|
||||||
_actor.abortAttack();
|
|
||||||
|
|
||||||
// Recharge shots.
|
|
||||||
if (!_actor.isChargedShot(ShotType.SOULSHOTS) && !_actor.isChargedShot(ShotType.BLESSED_SOULSHOTS))
|
|
||||||
{
|
|
||||||
_actor.rechargeShots(true, false, false);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Use queued skill.
|
|
||||||
_actor.getActingPlayer().useMagic(queuedSkill.getSkill(), queuedSkill.getItem(), queuedSkill.isCtrlPressed(), queuedSkill.isShiftPressed());
|
|
||||||
_actor.getActingPlayer().setQueuedSkill(null, null, false, false);
|
_actor.getActingPlayer().setQueuedSkill(null, null, false, false);
|
||||||
return;
|
|
||||||
|
// Check if player has the needed MP for the queued skill.
|
||||||
|
if (_actor.getCurrentMp() >= _actor.getStat().getMpInitialConsume(queuedSkill.getSkill()))
|
||||||
|
{
|
||||||
|
// Abort attack.
|
||||||
|
_actor.abortAttack();
|
||||||
|
|
||||||
|
// Recharge shots.
|
||||||
|
if (!_actor.isChargedShot(ShotType.SOULSHOTS) && !_actor.isChargedShot(ShotType.BLESSED_SOULSHOTS))
|
||||||
|
{
|
||||||
|
_actor.rechargeShots(true, false, false);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Use queued skill.
|
||||||
|
_actor.getActingPlayer().useMagic(queuedSkill.getSkill(), queuedSkill.getItem(), queuedSkill.isCtrlPressed(), queuedSkill.isShiftPressed());
|
||||||
|
return;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
final WorldObject target = getTarget();
|
final WorldObject target = getTarget();
|
||||||
|
@@ -51,6 +51,11 @@ public class RequestTargetCanceld implements IClientIncomingPacket
|
|||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (player.getQueuedSkill() != null)
|
||||||
|
{
|
||||||
|
player.setQueuedSkill(null, null, false, false);
|
||||||
|
}
|
||||||
|
|
||||||
if (player.isCastingNow())
|
if (player.isCastingNow())
|
||||||
{
|
{
|
||||||
player.abortAllSkillCasters();
|
player.abortAllSkillCasters();
|
||||||
|
@@ -263,21 +263,27 @@ public class PlayerAI extends PlayableAI
|
|||||||
private void thinkAttack()
|
private void thinkAttack()
|
||||||
{
|
{
|
||||||
final SkillUseHolder queuedSkill = _actor.getActingPlayer().getQueuedSkill();
|
final SkillUseHolder queuedSkill = _actor.getActingPlayer().getQueuedSkill();
|
||||||
if ((queuedSkill != null))
|
if (queuedSkill != null)
|
||||||
{
|
{
|
||||||
// Abort attack.
|
// Remove the skill from queue.
|
||||||
_actor.abortAttack();
|
|
||||||
|
|
||||||
// Recharge shots.
|
|
||||||
if (!_actor.isChargedShot(ShotType.SOULSHOTS) && !_actor.isChargedShot(ShotType.BLESSED_SOULSHOTS))
|
|
||||||
{
|
|
||||||
_actor.rechargeShots(true, false, false);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Use queued skill.
|
|
||||||
_actor.getActingPlayer().useMagic(queuedSkill.getSkill(), queuedSkill.getItem(), queuedSkill.isCtrlPressed(), queuedSkill.isShiftPressed());
|
|
||||||
_actor.getActingPlayer().setQueuedSkill(null, null, false, false);
|
_actor.getActingPlayer().setQueuedSkill(null, null, false, false);
|
||||||
return;
|
|
||||||
|
// Check if player has the needed MP for the queued skill.
|
||||||
|
if (_actor.getCurrentMp() >= _actor.getStat().getMpInitialConsume(queuedSkill.getSkill()))
|
||||||
|
{
|
||||||
|
// Abort attack.
|
||||||
|
_actor.abortAttack();
|
||||||
|
|
||||||
|
// Recharge shots.
|
||||||
|
if (!_actor.isChargedShot(ShotType.SOULSHOTS) && !_actor.isChargedShot(ShotType.BLESSED_SOULSHOTS))
|
||||||
|
{
|
||||||
|
_actor.rechargeShots(true, false, false);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Use queued skill.
|
||||||
|
_actor.getActingPlayer().useMagic(queuedSkill.getSkill(), queuedSkill.getItem(), queuedSkill.isCtrlPressed(), queuedSkill.isShiftPressed());
|
||||||
|
return;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
final WorldObject target = getTarget();
|
final WorldObject target = getTarget();
|
||||||
|
@@ -51,6 +51,11 @@ public class RequestTargetCanceld implements IClientIncomingPacket
|
|||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (player.getQueuedSkill() != null)
|
||||||
|
{
|
||||||
|
player.setQueuedSkill(null, null, false, false);
|
||||||
|
}
|
||||||
|
|
||||||
if (player.isCastingNow())
|
if (player.isCastingNow())
|
||||||
{
|
{
|
||||||
player.abortAllSkillCasters();
|
player.abortAllSkillCasters();
|
||||||
|
@@ -263,21 +263,27 @@ public class PlayerAI extends PlayableAI
|
|||||||
private void thinkAttack()
|
private void thinkAttack()
|
||||||
{
|
{
|
||||||
final SkillUseHolder queuedSkill = _actor.getActingPlayer().getQueuedSkill();
|
final SkillUseHolder queuedSkill = _actor.getActingPlayer().getQueuedSkill();
|
||||||
if ((queuedSkill != null))
|
if (queuedSkill != null)
|
||||||
{
|
{
|
||||||
// Abort attack.
|
// Remove the skill from queue.
|
||||||
_actor.abortAttack();
|
|
||||||
|
|
||||||
// Recharge shots.
|
|
||||||
if (!_actor.isChargedShot(ShotType.SOULSHOTS) && !_actor.isChargedShot(ShotType.BLESSED_SOULSHOTS))
|
|
||||||
{
|
|
||||||
_actor.rechargeShots(true, false, false);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Use queued skill.
|
|
||||||
_actor.getActingPlayer().useMagic(queuedSkill.getSkill(), queuedSkill.getItem(), queuedSkill.isCtrlPressed(), queuedSkill.isShiftPressed());
|
|
||||||
_actor.getActingPlayer().setQueuedSkill(null, null, false, false);
|
_actor.getActingPlayer().setQueuedSkill(null, null, false, false);
|
||||||
return;
|
|
||||||
|
// Check if player has the needed MP for the queued skill.
|
||||||
|
if (_actor.getCurrentMp() >= _actor.getStat().getMpInitialConsume(queuedSkill.getSkill()))
|
||||||
|
{
|
||||||
|
// Abort attack.
|
||||||
|
_actor.abortAttack();
|
||||||
|
|
||||||
|
// Recharge shots.
|
||||||
|
if (!_actor.isChargedShot(ShotType.SOULSHOTS) && !_actor.isChargedShot(ShotType.BLESSED_SOULSHOTS))
|
||||||
|
{
|
||||||
|
_actor.rechargeShots(true, false, false);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Use queued skill.
|
||||||
|
_actor.getActingPlayer().useMagic(queuedSkill.getSkill(), queuedSkill.getItem(), queuedSkill.isCtrlPressed(), queuedSkill.isShiftPressed());
|
||||||
|
return;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
final WorldObject target = getTarget();
|
final WorldObject target = getTarget();
|
||||||
|
@@ -51,6 +51,11 @@ public class RequestTargetCanceld implements IClientIncomingPacket
|
|||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (player.getQueuedSkill() != null)
|
||||||
|
{
|
||||||
|
player.setQueuedSkill(null, null, false, false);
|
||||||
|
}
|
||||||
|
|
||||||
if (player.isCastingNow())
|
if (player.isCastingNow())
|
||||||
{
|
{
|
||||||
player.abortAllSkillCasters();
|
player.abortAllSkillCasters();
|
||||||
|
@@ -263,21 +263,27 @@ public class PlayerAI extends PlayableAI
|
|||||||
private void thinkAttack()
|
private void thinkAttack()
|
||||||
{
|
{
|
||||||
final SkillUseHolder queuedSkill = _actor.getActingPlayer().getQueuedSkill();
|
final SkillUseHolder queuedSkill = _actor.getActingPlayer().getQueuedSkill();
|
||||||
if ((queuedSkill != null))
|
if (queuedSkill != null)
|
||||||
{
|
{
|
||||||
// Abort attack.
|
// Remove the skill from queue.
|
||||||
_actor.abortAttack();
|
|
||||||
|
|
||||||
// Recharge shots.
|
|
||||||
if (!_actor.isChargedShot(ShotType.SOULSHOTS) && !_actor.isChargedShot(ShotType.BLESSED_SOULSHOTS))
|
|
||||||
{
|
|
||||||
_actor.rechargeShots(true, false, false);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Use queued skill.
|
|
||||||
_actor.getActingPlayer().useMagic(queuedSkill.getSkill(), queuedSkill.getItem(), queuedSkill.isCtrlPressed(), queuedSkill.isShiftPressed());
|
|
||||||
_actor.getActingPlayer().setQueuedSkill(null, null, false, false);
|
_actor.getActingPlayer().setQueuedSkill(null, null, false, false);
|
||||||
return;
|
|
||||||
|
// Check if player has the needed MP for the queued skill.
|
||||||
|
if (_actor.getCurrentMp() >= _actor.getStat().getMpInitialConsume(queuedSkill.getSkill()))
|
||||||
|
{
|
||||||
|
// Abort attack.
|
||||||
|
_actor.abortAttack();
|
||||||
|
|
||||||
|
// Recharge shots.
|
||||||
|
if (!_actor.isChargedShot(ShotType.SOULSHOTS) && !_actor.isChargedShot(ShotType.BLESSED_SOULSHOTS))
|
||||||
|
{
|
||||||
|
_actor.rechargeShots(true, false, false);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Use queued skill.
|
||||||
|
_actor.getActingPlayer().useMagic(queuedSkill.getSkill(), queuedSkill.getItem(), queuedSkill.isCtrlPressed(), queuedSkill.isShiftPressed());
|
||||||
|
return;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
final WorldObject target = getTarget();
|
final WorldObject target = getTarget();
|
||||||
|
@@ -51,6 +51,11 @@ public class RequestTargetCanceld implements IClientIncomingPacket
|
|||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (player.getQueuedSkill() != null)
|
||||||
|
{
|
||||||
|
player.setQueuedSkill(null, null, false, false);
|
||||||
|
}
|
||||||
|
|
||||||
if (player.isCastingNow())
|
if (player.isCastingNow())
|
||||||
{
|
{
|
||||||
player.abortAllSkillCasters();
|
player.abortAllSkillCasters();
|
||||||
|
@@ -263,21 +263,27 @@ public class PlayerAI extends PlayableAI
|
|||||||
private void thinkAttack()
|
private void thinkAttack()
|
||||||
{
|
{
|
||||||
final SkillUseHolder queuedSkill = _actor.getActingPlayer().getQueuedSkill();
|
final SkillUseHolder queuedSkill = _actor.getActingPlayer().getQueuedSkill();
|
||||||
if ((queuedSkill != null))
|
if (queuedSkill != null)
|
||||||
{
|
{
|
||||||
// Abort attack.
|
// Remove the skill from queue.
|
||||||
_actor.abortAttack();
|
|
||||||
|
|
||||||
// Recharge shots.
|
|
||||||
if (!_actor.isChargedShot(ShotType.SOULSHOTS) && !_actor.isChargedShot(ShotType.BLESSED_SOULSHOTS))
|
|
||||||
{
|
|
||||||
_actor.rechargeShots(true, false, false);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Use queued skill.
|
|
||||||
_actor.getActingPlayer().useMagic(queuedSkill.getSkill(), queuedSkill.getItem(), queuedSkill.isCtrlPressed(), queuedSkill.isShiftPressed());
|
|
||||||
_actor.getActingPlayer().setQueuedSkill(null, null, false, false);
|
_actor.getActingPlayer().setQueuedSkill(null, null, false, false);
|
||||||
return;
|
|
||||||
|
// Check if player has the needed MP for the queued skill.
|
||||||
|
if (_actor.getCurrentMp() >= _actor.getStat().getMpInitialConsume(queuedSkill.getSkill()))
|
||||||
|
{
|
||||||
|
// Abort attack.
|
||||||
|
_actor.abortAttack();
|
||||||
|
|
||||||
|
// Recharge shots.
|
||||||
|
if (!_actor.isChargedShot(ShotType.SOULSHOTS) && !_actor.isChargedShot(ShotType.BLESSED_SOULSHOTS))
|
||||||
|
{
|
||||||
|
_actor.rechargeShots(true, false, false);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Use queued skill.
|
||||||
|
_actor.getActingPlayer().useMagic(queuedSkill.getSkill(), queuedSkill.getItem(), queuedSkill.isCtrlPressed(), queuedSkill.isShiftPressed());
|
||||||
|
return;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
final WorldObject target = getTarget();
|
final WorldObject target = getTarget();
|
||||||
|
@@ -51,6 +51,11 @@ public class RequestTargetCanceld implements IClientIncomingPacket
|
|||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (player.getQueuedSkill() != null)
|
||||||
|
{
|
||||||
|
player.setQueuedSkill(null, null, false, false);
|
||||||
|
}
|
||||||
|
|
||||||
if (player.isCastingNow())
|
if (player.isCastingNow())
|
||||||
{
|
{
|
||||||
player.abortAllSkillCasters();
|
player.abortAllSkillCasters();
|
||||||
|
@@ -263,21 +263,27 @@ public class PlayerAI extends PlayableAI
|
|||||||
private void thinkAttack()
|
private void thinkAttack()
|
||||||
{
|
{
|
||||||
final SkillUseHolder queuedSkill = _actor.getActingPlayer().getQueuedSkill();
|
final SkillUseHolder queuedSkill = _actor.getActingPlayer().getQueuedSkill();
|
||||||
if ((queuedSkill != null))
|
if (queuedSkill != null)
|
||||||
{
|
{
|
||||||
// Abort attack.
|
// Remove the skill from queue.
|
||||||
_actor.abortAttack();
|
|
||||||
|
|
||||||
// Recharge shots.
|
|
||||||
if (!_actor.isChargedShot(ShotType.SOULSHOTS) && !_actor.isChargedShot(ShotType.BLESSED_SOULSHOTS))
|
|
||||||
{
|
|
||||||
_actor.rechargeShots(true, false, false);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Use queued skill.
|
|
||||||
_actor.getActingPlayer().useMagic(queuedSkill.getSkill(), queuedSkill.getItem(), queuedSkill.isCtrlPressed(), queuedSkill.isShiftPressed());
|
|
||||||
_actor.getActingPlayer().setQueuedSkill(null, null, false, false);
|
_actor.getActingPlayer().setQueuedSkill(null, null, false, false);
|
||||||
return;
|
|
||||||
|
// Check if player has the needed MP for the queued skill.
|
||||||
|
if (_actor.getCurrentMp() >= _actor.getStat().getMpInitialConsume(queuedSkill.getSkill()))
|
||||||
|
{
|
||||||
|
// Abort attack.
|
||||||
|
_actor.abortAttack();
|
||||||
|
|
||||||
|
// Recharge shots.
|
||||||
|
if (!_actor.isChargedShot(ShotType.SOULSHOTS) && !_actor.isChargedShot(ShotType.BLESSED_SOULSHOTS))
|
||||||
|
{
|
||||||
|
_actor.rechargeShots(true, false, false);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Use queued skill.
|
||||||
|
_actor.getActingPlayer().useMagic(queuedSkill.getSkill(), queuedSkill.getItem(), queuedSkill.isCtrlPressed(), queuedSkill.isShiftPressed());
|
||||||
|
return;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
final WorldObject target = getTarget();
|
final WorldObject target = getTarget();
|
||||||
|
@@ -51,6 +51,11 @@ public class RequestTargetCanceld implements IClientIncomingPacket
|
|||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (player.getQueuedSkill() != null)
|
||||||
|
{
|
||||||
|
player.setQueuedSkill(null, null, false, false);
|
||||||
|
}
|
||||||
|
|
||||||
if (player.isCastingNow())
|
if (player.isCastingNow())
|
||||||
{
|
{
|
||||||
player.abortAllSkillCasters();
|
player.abortAllSkillCasters();
|
||||||
|
@@ -263,21 +263,27 @@ public class PlayerAI extends PlayableAI
|
|||||||
private void thinkAttack()
|
private void thinkAttack()
|
||||||
{
|
{
|
||||||
final SkillUseHolder queuedSkill = _actor.getActingPlayer().getQueuedSkill();
|
final SkillUseHolder queuedSkill = _actor.getActingPlayer().getQueuedSkill();
|
||||||
if ((queuedSkill != null))
|
if (queuedSkill != null)
|
||||||
{
|
{
|
||||||
// Abort attack.
|
// Remove the skill from queue.
|
||||||
_actor.abortAttack();
|
|
||||||
|
|
||||||
// Recharge shots.
|
|
||||||
if (!_actor.isChargedShot(ShotType.SOULSHOTS) && !_actor.isChargedShot(ShotType.BLESSED_SOULSHOTS))
|
|
||||||
{
|
|
||||||
_actor.rechargeShots(true, false, false);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Use queued skill.
|
|
||||||
_actor.getActingPlayer().useMagic(queuedSkill.getSkill(), queuedSkill.getItem(), queuedSkill.isCtrlPressed(), queuedSkill.isShiftPressed());
|
|
||||||
_actor.getActingPlayer().setQueuedSkill(null, null, false, false);
|
_actor.getActingPlayer().setQueuedSkill(null, null, false, false);
|
||||||
return;
|
|
||||||
|
// Check if player has the needed MP for the queued skill.
|
||||||
|
if (_actor.getCurrentMp() >= _actor.getStat().getMpInitialConsume(queuedSkill.getSkill()))
|
||||||
|
{
|
||||||
|
// Abort attack.
|
||||||
|
_actor.abortAttack();
|
||||||
|
|
||||||
|
// Recharge shots.
|
||||||
|
if (!_actor.isChargedShot(ShotType.SOULSHOTS) && !_actor.isChargedShot(ShotType.BLESSED_SOULSHOTS))
|
||||||
|
{
|
||||||
|
_actor.rechargeShots(true, false, false);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Use queued skill.
|
||||||
|
_actor.getActingPlayer().useMagic(queuedSkill.getSkill(), queuedSkill.getItem(), queuedSkill.isCtrlPressed(), queuedSkill.isShiftPressed());
|
||||||
|
return;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
final WorldObject target = getTarget();
|
final WorldObject target = getTarget();
|
||||||
|
@@ -51,6 +51,11 @@ public class RequestTargetCanceld implements IClientIncomingPacket
|
|||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (player.getQueuedSkill() != null)
|
||||||
|
{
|
||||||
|
player.setQueuedSkill(null, null, false, false);
|
||||||
|
}
|
||||||
|
|
||||||
if (player.isCastingNow())
|
if (player.isCastingNow())
|
||||||
{
|
{
|
||||||
player.abortAllSkillCasters();
|
player.abortAllSkillCasters();
|
||||||
|
@@ -263,21 +263,27 @@ public class PlayerAI extends PlayableAI
|
|||||||
private void thinkAttack()
|
private void thinkAttack()
|
||||||
{
|
{
|
||||||
final SkillUseHolder queuedSkill = _actor.getActingPlayer().getQueuedSkill();
|
final SkillUseHolder queuedSkill = _actor.getActingPlayer().getQueuedSkill();
|
||||||
if ((queuedSkill != null))
|
if (queuedSkill != null)
|
||||||
{
|
{
|
||||||
// Abort attack.
|
// Remove the skill from queue.
|
||||||
_actor.abortAttack();
|
|
||||||
|
|
||||||
// Recharge shots.
|
|
||||||
if (!_actor.isChargedShot(ShotType.SOULSHOTS) && !_actor.isChargedShot(ShotType.BLESSED_SOULSHOTS))
|
|
||||||
{
|
|
||||||
_actor.rechargeShots(true, false, false);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Use queued skill.
|
|
||||||
_actor.getActingPlayer().useMagic(queuedSkill.getSkill(), queuedSkill.getItem(), queuedSkill.isCtrlPressed(), queuedSkill.isShiftPressed());
|
|
||||||
_actor.getActingPlayer().setQueuedSkill(null, null, false, false);
|
_actor.getActingPlayer().setQueuedSkill(null, null, false, false);
|
||||||
return;
|
|
||||||
|
// Check if player has the needed MP for the queued skill.
|
||||||
|
if (_actor.getCurrentMp() >= _actor.getStat().getMpInitialConsume(queuedSkill.getSkill()))
|
||||||
|
{
|
||||||
|
// Abort attack.
|
||||||
|
_actor.abortAttack();
|
||||||
|
|
||||||
|
// Recharge shots.
|
||||||
|
if (!_actor.isChargedShot(ShotType.SOULSHOTS) && !_actor.isChargedShot(ShotType.BLESSED_SOULSHOTS))
|
||||||
|
{
|
||||||
|
_actor.rechargeShots(true, false, false);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Use queued skill.
|
||||||
|
_actor.getActingPlayer().useMagic(queuedSkill.getSkill(), queuedSkill.getItem(), queuedSkill.isCtrlPressed(), queuedSkill.isShiftPressed());
|
||||||
|
return;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
final WorldObject target = getTarget();
|
final WorldObject target = getTarget();
|
||||||
|
@@ -51,6 +51,11 @@ public class RequestTargetCanceld implements IClientIncomingPacket
|
|||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (player.getQueuedSkill() != null)
|
||||||
|
{
|
||||||
|
player.setQueuedSkill(null, null, false, false);
|
||||||
|
}
|
||||||
|
|
||||||
if (player.isCastingNow())
|
if (player.isCastingNow())
|
||||||
{
|
{
|
||||||
player.abortAllSkillCasters();
|
player.abortAllSkillCasters();
|
||||||
|
@@ -263,21 +263,27 @@ public class PlayerAI extends PlayableAI
|
|||||||
private void thinkAttack()
|
private void thinkAttack()
|
||||||
{
|
{
|
||||||
final SkillUseHolder queuedSkill = _actor.getActingPlayer().getQueuedSkill();
|
final SkillUseHolder queuedSkill = _actor.getActingPlayer().getQueuedSkill();
|
||||||
if ((queuedSkill != null))
|
if (queuedSkill != null)
|
||||||
{
|
{
|
||||||
// Abort attack.
|
// Remove the skill from queue.
|
||||||
_actor.abortAttack();
|
|
||||||
|
|
||||||
// Recharge shots.
|
|
||||||
if (!_actor.isChargedShot(ShotType.SOULSHOTS) && !_actor.isChargedShot(ShotType.BLESSED_SOULSHOTS))
|
|
||||||
{
|
|
||||||
_actor.rechargeShots(true, false, false);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Use queued skill.
|
|
||||||
_actor.getActingPlayer().useMagic(queuedSkill.getSkill(), queuedSkill.getItem(), queuedSkill.isCtrlPressed(), queuedSkill.isShiftPressed());
|
|
||||||
_actor.getActingPlayer().setQueuedSkill(null, null, false, false);
|
_actor.getActingPlayer().setQueuedSkill(null, null, false, false);
|
||||||
return;
|
|
||||||
|
// Check if player has the needed MP for the queued skill.
|
||||||
|
if (_actor.getCurrentMp() >= _actor.getStat().getMpInitialConsume(queuedSkill.getSkill()))
|
||||||
|
{
|
||||||
|
// Abort attack.
|
||||||
|
_actor.abortAttack();
|
||||||
|
|
||||||
|
// Recharge shots.
|
||||||
|
if (!_actor.isChargedShot(ShotType.SOULSHOTS) && !_actor.isChargedShot(ShotType.BLESSED_SOULSHOTS))
|
||||||
|
{
|
||||||
|
_actor.rechargeShots(true, false, false);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Use queued skill.
|
||||||
|
_actor.getActingPlayer().useMagic(queuedSkill.getSkill(), queuedSkill.getItem(), queuedSkill.isCtrlPressed(), queuedSkill.isShiftPressed());
|
||||||
|
return;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
final WorldObject target = getTarget();
|
final WorldObject target = getTarget();
|
||||||
|
@@ -51,6 +51,11 @@ public class RequestTargetCanceld implements IClientIncomingPacket
|
|||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (player.getQueuedSkill() != null)
|
||||||
|
{
|
||||||
|
player.setQueuedSkill(null, null, false, false);
|
||||||
|
}
|
||||||
|
|
||||||
if (player.isCastingNow())
|
if (player.isCastingNow())
|
||||||
{
|
{
|
||||||
player.abortAllSkillCasters();
|
player.abortAllSkillCasters();
|
||||||
|
Reference in New Issue
Block a user