Support for Blessed Soulshots.
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@@ -23,6 +23,7 @@ public enum ShotType
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{
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SOULSHOTS,
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SPIRITSHOTS,
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BLESSED_SOULSHOTS,
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BLESSED_SPIRITSHOTS,
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FISH_SOULSHOTS;
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@@ -1134,7 +1134,7 @@ public abstract class L2Character extends L2Object implements ISkillsHolder, IDe
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setCurrentCp(getCurrentCp() - 10);
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}
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final boolean wasSSCharged = isChargedShot(ShotType.SOULSHOTS); // Verify if soulshots are charged.
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final boolean wasSSCharged = isChargedShot(ShotType.SOULSHOTS) || isChargedShot(ShotType.BLESSED_SOULSHOTS); // Verify if soulshots are charged.
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final int timeAtk = Formulas.calculateTimeBetweenAttacks(this, weaponType); // Get the Attack Speed of the L2Character (delay (in milliseconds) before next attack)
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final int timeToHit = timeAtk / 2; // the hit is calculated to happen halfway to the animation - might need further tuning e.g. in bow case
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final int ssGrade = (weaponItem != null) ? weaponItem.getItemGrade().ordinal() : 0;
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@@ -4013,7 +4013,7 @@ public abstract class L2Character extends L2Object implements ISkillsHolder, IDe
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else
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{
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// If we didn't miss the hit, discharge the shoulshots, if any
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setChargedShot(ShotType.SOULSHOTS, false);
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setChargedShot(isChargedShot(ShotType.BLESSED_SOULSHOTS) ? ShotType.BLESSED_SOULSHOTS : ShotType.SOULSHOTS, false);
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}
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// Check Raidboss attack
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@@ -1467,7 +1467,7 @@ public final class Skill implements IIdentifiable
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}
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else if (useSoulShot())
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{
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caster.setChargedShot(ShotType.SOULSHOTS, false);
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caster.setChargedShot(caster.isChargedShot(ShotType.BLESSED_SOULSHOTS) ? ShotType.BLESSED_SOULSHOTS : ShotType.SOULSHOTS, false);
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}
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}
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@@ -221,7 +221,7 @@ public class SkillChannelizer implements Runnable
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}
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else
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{
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_channelizer.setChargedShot(ShotType.SOULSHOTS, false);
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_channelizer.setChargedShot(_channelizer.isChargedShot(ShotType.BLESSED_SOULSHOTS) ? ShotType.BLESSED_SOULSHOTS : ShotType.SOULSHOTS, false);
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}
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// Shots are re-charged every cast.
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