Support for RestorationRandom effect enchanted products.
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@@ -17,7 +17,10 @@
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package handlers.effecthandlers;
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import java.util.ArrayList;
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import java.util.HashMap;
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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 com.l2jmobius.Config;
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import com.l2jmobius.commons.util.Rnd;
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@@ -27,16 +30,17 @@ import com.l2jmobius.gameserver.model.actor.L2Character;
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import com.l2jmobius.gameserver.model.actor.instance.L2PcInstance;
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import com.l2jmobius.gameserver.model.effects.AbstractEffect;
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import com.l2jmobius.gameserver.model.effects.L2EffectType;
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import com.l2jmobius.gameserver.model.holders.ItemHolder;
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import com.l2jmobius.gameserver.model.holders.RestorationItemHolder;
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import com.l2jmobius.gameserver.model.items.instance.L2ItemInstance;
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import com.l2jmobius.gameserver.model.skills.Skill;
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import com.l2jmobius.gameserver.network.SystemMessageId;
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import com.l2jmobius.gameserver.network.serverpackets.SystemMessage;
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/**
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* Restoration Random effect implementation.<br>
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* This effect is present in item skills that "extract" new items upon usage.<br>
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* This effect has been unhardcoded in order to work on targets as well.
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* @author Zoey76
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* @author Zoey76, Mobius
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*/
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public final class RestorationRandom extends AbstractEffect
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{
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@@ -46,10 +50,10 @@ public final class RestorationRandom extends AbstractEffect
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{
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for (StatsSet group : params.getList("items", StatsSet.class))
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{
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final List<ItemHolder> items = new ArrayList<>();
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final List<RestorationItemHolder> items = new ArrayList<>();
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for (StatsSet item : group.getList(".", StatsSet.class))
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{
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items.add(new ItemHolder(item.getInt(".id"), item.getInt(".count")));
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items.add(new RestorationItemHolder(item.getInt(".id"), item.getInt(".count"), item.getInt(".minEnchant", 0), item.getInt(".maxEnchant", 0)));
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}
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_products.add(new L2ExtractableProductItem(items, group.getFloat(".chance")));
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}
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@@ -67,7 +71,7 @@ public final class RestorationRandom extends AbstractEffect
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final double rndNum = 100 * Rnd.nextDouble();
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double chance = 0;
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double chanceFrom = 0;
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final List<ItemHolder> creationList = new ArrayList<>();
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final List<RestorationItemHolder> creationList = new ArrayList<>();
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// Explanation for future changes:
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// You get one chance for the current skill, then you can fall into
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@@ -96,13 +100,35 @@ public final class RestorationRandom extends AbstractEffect
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return;
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}
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for (ItemHolder createdItem : creationList)
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final Map<L2ItemInstance, Long> extractedItems = new HashMap<>();
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for (RestorationItemHolder createdItem : creationList)
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{
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if ((createdItem.getId() <= 0) || (createdItem.getCount() <= 0))
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{
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continue;
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}
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player.addItem("Extract", createdItem.getId(), (long) (createdItem.getCount() * Config.RATE_EXTRACTABLE), effector, true);
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long itemCount = (long) (createdItem.getCount() * Config.RATE_EXTRACTABLE);
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final L2ItemInstance newItem = player.addItem("Extract", createdItem.getId(), itemCount, effector, false);
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if (createdItem.getMaxEnchant() > 0)
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{
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newItem.setEnchantLevel(Rnd.get(createdItem.getMinEnchant(), createdItem.getMaxEnchant()));
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}
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if (extractedItems.get(newItem) != null)
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{
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extractedItems.put(newItem, extractedItems.get(newItem) + itemCount);
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}
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else
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{
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extractedItems.put(newItem, itemCount);
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}
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}
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for (Entry<L2ItemInstance, Long> entry : extractedItems.entrySet())
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{
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sendMessage(player, entry.getKey(), entry.getValue());
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}
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}
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@@ -111,4 +137,27 @@ public final class RestorationRandom extends AbstractEffect
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{
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return L2EffectType.EXTRACT_ITEM;
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}
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private void sendMessage(L2PcInstance player, L2ItemInstance item, Long count)
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{
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final SystemMessage sm;
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if (count > 1)
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{
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sm = SystemMessage.getSystemMessage(SystemMessageId.YOU_HAVE_OBTAINED_S2_S1);
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sm.addItemName(item);
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sm.addLong(count);
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}
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else if (item.getEnchantLevel() > 0)
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{
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sm = SystemMessage.getSystemMessage(SystemMessageId.YOU_HAVE_OBTAINED_A_S1_S2);
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sm.addInt(item.getEnchantLevel());
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sm.addItemName(item);
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}
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else
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{
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sm = SystemMessage.getSystemMessage(SystemMessageId.YOU_HAVE_OBTAINED_S1);
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sm.addItemName(item);
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}
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player.sendPacket(sm);
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}
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}
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@@ -1237,6 +1237,8 @@
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<xs:complexType>
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<xs:attribute name="id" type="xs:unsignedShort" use="required" />
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<xs:attribute name="count" type="xs:unsignedInt" use="required" />
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<xs:attribute name="minEnchant" type="xs:unsignedInt" />
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<xs:attribute name="maxEnchant" type="xs:unsignedInt" />
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</xs:complexType>
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</xs:element>
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</xs:sequence>
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