Dropped CreateItemRandom effect.

This commit is contained in:
MobiusDev
2019-02-27 12:09:40 +00:00
parent 5473448f56
commit a5e6ee19d1
131 changed files with 34281 additions and 17532 deletions

View File

@@ -91,7 +91,6 @@ public final class EffectMasterHandler
EffectHandler.getInstance().registerHandler("CpHealOverTime", CpHealOverTime::new);
EffectHandler.getInstance().registerHandler("CpHealPercent", CpHealPercent::new);
EffectHandler.getInstance().registerHandler("CpRegen", CpRegen::new);
EffectHandler.getInstance().registerHandler("CreateItemRandom", CreateItemRandom::new);
EffectHandler.getInstance().registerHandler("CriticalDamage", CriticalDamage::new);
EffectHandler.getInstance().registerHandler("CriticalDamagePosition", CriticalDamagePosition::new);
EffectHandler.getInstance().registerHandler("CriticalRate", CriticalRate::new);

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@@ -1,81 +0,0 @@
/*
* This file is part of the L2J Mobius project.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
package handlers.effecthandlers;
import java.util.logging.Logger;
import com.l2jmobius.commons.util.Rnd;
import com.l2jmobius.gameserver.model.StatsSet;
import com.l2jmobius.gameserver.model.actor.L2Character;
import com.l2jmobius.gameserver.model.actor.instance.L2PcInstance;
import com.l2jmobius.gameserver.model.effects.AbstractEffect;
import com.l2jmobius.gameserver.model.holders.ItemChanceHolder;
import com.l2jmobius.gameserver.model.items.instance.L2ItemInstance;
import com.l2jmobius.gameserver.model.skills.Skill;
import com.l2jmobius.gameserver.network.SystemMessageId;
/**
* @author UnAfraid
*/
public class CreateItemRandom extends AbstractEffect
{
private static final Logger LOGGER = Logger.getLogger(CreateItemRandom.class.getName());
public CreateItemRandom(StatsSet params)
{
}
@Override
public boolean isInstant()
{
return Boolean.TRUE;
}
@Override
public void instant(L2Character effector, L2Character effected, Skill skill, L2ItemInstance item)
{
final L2PcInstance player = effected.getActingPlayer();
if (player == null)
{
return;
}
else if (item == null)
{
LOGGER.warning("" + player + " Attempting to cast skill: " + skill + " without item defined!");
return;
}
else if (item.getItem().getCreateItems().isEmpty())
{
LOGGER.warning("" + player + " Attempting to cast skill: " + skill + " with item " + item + " without createItems defined!");
return;
}
double cumulativeChance = 0;
final int random = Rnd.get(100);
for (ItemChanceHolder holder : item.getItem().getCreateItems())
{
cumulativeChance += holder.getChance();
if (random < cumulativeChance)
{
player.addItem("CreateItems", holder.getId(), holder.getCount(), player, true);
return;
}
}
player.sendPacket(SystemMessageId.THERE_WAS_NOTHING_FOUND_INSIDE);
}
}

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@@ -207,11 +207,6 @@
<set name="is_sellable" val="false" />
<set name="is_stackable" val="true" />
<set name="handler" val="ItemSkills" />
<createItems>
<item id="70024" count="1" chance="33" /> <!-- Daily Coin -->
<item id="1419" count="1" chance="33" /> <!-- Proof of Blood -->
<item id="29648" count="1" chance="34" /> <!-- XP/SP Scroll - Normal -->
</createItems>
<skills>
<skill id="51038" level="1" /> <!-- Battle Box Lv. 1 -->
</skills>
@@ -227,13 +222,6 @@
<set name="is_sellable" val="false" />
<set name="is_stackable" val="true" />
<set name="handler" val="ItemSkills" />
<createItems>
<item id="49758" count="1" chance="20" /> <!-- Blood Crystal -->
<item id="90012" count="1" chance="20" /> <!-- Common Life Stone -->
<item id="70024" count="2" chance="20" /> <!-- Daily Coin -->
<item id="1419" count="2" chance="20" /> <!-- Proof of Blood -->
<item id="29648" count="2" chance="20" /> <!-- XP/SP Scroll - Normal -->
</createItems>
<skills>
<skill id="51039" level="1" /> <!-- Battle Box Lv. 2 -->
</skills>
@@ -249,12 +237,6 @@
<set name="is_sellable" val="false" />
<set name="is_stackable" val="true" />
<set name="handler" val="ItemSkills" />
<createItems>
<item id="90012" count="1" chance="25" /> <!-- Common Life Stone -->
<item id="70024" count="3" chance="25" /> <!-- Daily Coin -->
<item id="29649" count="4" chance="25" /> <!-- XP/SP Scroll - Medium -->
<item id="29648" count="4" chance="25" /> <!-- XP/SP Scroll - Normal -->
</createItems>
<skills>
<skill id="51040" level="1" /> <!-- Battle Box Lv. 3 -->
</skills>
@@ -270,17 +252,6 @@
<set name="is_sellable" val="false" />
<set name="is_stackable" val="true" />
<set name="handler" val="ItemSkills" />
<createItems>
<item id="49756" count="1" chance="11" /> <!-- Cloth Piece -->
<item id="90012" count="1" chance="11" /> <!-- Common Life Stone -->
<item id="70024" count="5" chance="11" /> <!-- Daily Coin -->
<item id="90013" count="1" chance="11" /> <!-- Mid-grade Life Stone -->
<item id="730" count="1" chance="11" /> <!-- Scroll: Enchant Armor (A-grade) -->
<item id="948" count="1" chance="11" /> <!-- Scroll: Enchant Armor (B-grade) -->
<item id="729" count="1" chance="11" /> <!-- Scroll: Enchant Weapon (A-grade) -->
<item id="947" count="1" chance="11" /> <!-- Scroll: Enchant Weapon (B-grade) -->
<item id="29649" count="1" chance="11" /> <!-- XP/SP Scroll - Medium -->
</createItems>
<skills>
<skill id="51041" level="1" /> <!-- Battle Box Lv. 4 -->
</skills>

View File

@@ -196,7 +196,19 @@
</condition>
</conditions>
<effects>
<effect name="CreateItemRandom" />
<effect name="RestorationRandom">
<items>
<item chance="33">
<item id="70024" count="1" /> <!-- Daily Coin -->
</item>
<item chance="33">
<item id="1419" count="1" /> <!-- Proof of Blood -->
</item>
<item chance="34">
<item id="29648" count="1" /> <!-- XP/SP Scroll - Normal -->
</item>
</items>
</effect>
</effects>
</skill>
<skill id="51039" toLevel="1" name="Battle Box Lv. 2">
@@ -218,7 +230,25 @@
</condition>
</conditions>
<effects>
<effect name="CreateItemRandom" />
<effect name="RestorationRandom">
<items>
<item chance="20">
<item id="49758" count="1" /> <!-- Blood Crystal -->
</item>
<item chance="20">
<item id="90012" count="1" /> <!-- Common Life Stone -->
</item>
<item chance="20">
<item id="70024" count="2" /> <!-- Daily Coin -->
</item>
<item chance="20">
<item id="1419" count="2" /> <!-- Proof of Blood -->
</item>
<item chance="20">
<item id="29648" count="2" /> <!-- XP/SP Scroll - Normal -->
</item>
</items>
</effect>
</effects>
</skill>
<skill id="51040" toLevel="1" name="Battle Box Lv. 3">
@@ -240,7 +270,22 @@
</condition>
</conditions>
<effects>
<effect name="CreateItemRandom" />
<effect name="RestorationRandom">
<items>
<item chance="25">
<item id="90012" count="1" /> <!-- Common Life Stone -->
</item>
<item chance="25">
<item id="70024" count="3" /> <!-- Daily Coin -->
</item>
<item chance="25">
<item id="29649" count="4" /> <!-- XP/SP Scroll - Medium -->
</item>
<item chance="25">
<item id="29648" count="4" /> <!-- XP/SP Scroll - Normal -->
</item>
</items>
</effect>
</effects>
</skill>
<skill id="51041" toLevel="1" name="Battle Box Lv. 4">
@@ -262,7 +307,37 @@
</condition>
</conditions>
<effects>
<effect name="CreateItemRandom" />
<effect name="RestorationRandom">
<items>
<item chance="11">
<item id="49756" count="1" /> <!-- Cloth Piece -->
</item>
<item chance="11">
<item id="90012" count="1" /> <!-- Common Life Stone -->
</item>
<item chance="11">
<item id="70024" count="5" /> <!-- Daily Coin -->
</item>
<item chance="11">
<item id="90013" count="1" /> <!-- Mid-grade Life Stone -->
</item>
<item chance="11">
<item id="730" count="1" /> <!-- Scroll: Enchant Armor (A-grade) -->
</item>
<item chance="11">
<item id="948" count="1" /> <!-- Scroll: Enchant Armor (B-grade) -->
</item>
<item chance="11">
<item id="729" count="1" /> <!-- Scroll: Enchant Weapon (A-grade) -->
</item>
<item chance="11">
<item id="947" count="1" /> <!-- Scroll: Enchant Weapon (B-grade) -->
</item>
<item chance="11">
<item id="29649" count="1" /> <!-- XP/SP Scroll - Medium -->
</item>
</items>
</effect>
</effects>
</skill>
<skill id="51042" toLevel="1" name="Battle Box">

View File

@@ -60,7 +60,6 @@ CpHealOverTime: Increases current CP by a given amount over time.
CpHealPercent: Increases current CP by a given percentage amount.
Cp: Increases current CP by a static amount.
CpRegen: CP Regeneration stat.
CreateItemRandom: Creates an item randomly from a given list. All extractable items with chances to get different items are using this effect.
CriticalDamage: Critical Damage stat.
CriticalDamagePosition: Critical Damage depending on position stat.
CriticalRate: Critical Rate stat.

View File

@@ -18,12 +18,6 @@
</xs:sequence>
</xs:complexType>
<xs:complexType name="createItemsType">
<xs:sequence>
<xs:element name="item" type="createItemType" maxOccurs="unbounded" />
</xs:sequence>
</xs:complexType>
<xs:complexType name="skillType">
<xs:attribute name="id" type="xs:positiveInteger" use="required" />
<xs:attribute name="level" type="xs:positiveInteger" use="required" />
@@ -300,7 +294,6 @@
<xs:element name="set" maxOccurs="unbounded" minOccurs="1" type="setType" />
<xs:element name="unequip_skills" minOccurs="0" type="skillsType" />
<xs:element name="capsuled_items" minOccurs="0" type="capsuledItemsType" />
<xs:element name="createItems" minOccurs="0" type="createItemsType" />
<xs:element name="cond" maxOccurs="2" minOccurs="0" type="condType" />
<xs:element name="skills" minOccurs="0" type="skillsType" />
<xs:element name="stats" maxOccurs="1" minOccurs="0" type="forType" />

View File

@@ -33,7 +33,6 @@ import com.l2jmobius.gameserver.enums.ItemSkillType;
import com.l2jmobius.gameserver.model.L2ExtractableProduct;
import com.l2jmobius.gameserver.model.StatsSet;
import com.l2jmobius.gameserver.model.conditions.Condition;
import com.l2jmobius.gameserver.model.holders.ItemChanceHolder;
import com.l2jmobius.gameserver.model.holders.ItemSkillHolder;
import com.l2jmobius.gameserver.model.items.L2Item;
import com.l2jmobius.gameserver.model.stats.Stats;
@@ -182,20 +181,6 @@ public final class DocumentItem extends DocumentBase implements IGameXmlReader
}
}
}
else if ("createItems".equalsIgnoreCase(n.getNodeName()))
{
makeItem();
for (Node b = n.getFirstChild(); b != null; b = b.getNextSibling())
{
if ("item".equals(b.getNodeName()))
{
final int id = parseInteger(b.getAttributes(), "id");
final int count = parseInteger(b.getAttributes(), "count");
final double chance = parseDouble(b.getAttributes(), "chance");
_currentItem.item.addCreateItem(new ItemChanceHolder(id, chance, count));
}
}
}
else if ("cond".equalsIgnoreCase(n.getNodeName()))
{
makeItem();

View File

@@ -42,7 +42,6 @@ import com.l2jmobius.gameserver.model.ceremonyofchaos.CeremonyOfChaosEvent;
import com.l2jmobius.gameserver.model.commission.CommissionItemType;
import com.l2jmobius.gameserver.model.conditions.Condition;
import com.l2jmobius.gameserver.model.events.ListenersContainer;
import com.l2jmobius.gameserver.model.holders.ItemChanceHolder;
import com.l2jmobius.gameserver.model.holders.ItemSkillHolder;
import com.l2jmobius.gameserver.model.interfaces.IIdentifiable;
import com.l2jmobius.gameserver.model.items.enchant.attribute.AttributeHolder;
@@ -164,7 +163,6 @@ public abstract class L2Item extends ListenersContainer implements IIdentifiable
protected List<FuncTemplate> _funcTemplates;
protected List<Condition> _preConditions;
private List<ItemSkillHolder> _skills;
private List<ItemChanceHolder> _createItems;
private int _useSkillDisTime;
private int _reuseDelay;
@@ -760,20 +758,6 @@ public abstract class L2Item extends ListenersContainer implements IIdentifiable
_skills.add(holder);
}
public List<ItemChanceHolder> getCreateItems()
{
return _createItems != null ? _createItems : Collections.emptyList();
}
public void addCreateItem(ItemChanceHolder item)
{
if (_createItems == null)
{
_createItems = new ArrayList<>();
}
_createItems.add(item);
}
public boolean checkCondition(L2Character activeChar, L2Object object, boolean sendMessage)
{
if (activeChar.canOverrideCond(PcCondOverride.ITEM_CONDITIONS) && !Config.GM_ITEM_RESTRICTION)