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118
trunk/dist/game/data/scripts/handlers/itemhandlers/SoulShots.java
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118
trunk/dist/game/data/scripts/handlers/itemhandlers/SoulShots.java
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/*
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* Copyright (C) 2004-2014 L2J DataPack
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*
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* This file is part of L2J DataPack.
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*
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* L2J DataPack is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* L2J DataPack is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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package handlers.itemhandlers;
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import java.util.logging.Level;
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import com.l2jserver.gameserver.enums.ShotType;
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import com.l2jserver.gameserver.handler.IItemHandler;
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import com.l2jserver.gameserver.model.actor.L2Playable;
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import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
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import com.l2jserver.gameserver.model.holders.SkillHolder;
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import com.l2jserver.gameserver.model.items.L2Weapon;
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import com.l2jserver.gameserver.model.items.instance.L2ItemInstance;
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import com.l2jserver.gameserver.model.items.type.ActionType;
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import com.l2jserver.gameserver.network.SystemMessageId;
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import com.l2jserver.gameserver.network.serverpackets.MagicSkillUse;
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import com.l2jserver.gameserver.util.Broadcast;
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import com.l2jserver.util.Rnd;
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public class SoulShots implements IItemHandler
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{
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@Override
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public boolean useItem(L2Playable playable, L2ItemInstance item, boolean forceUse)
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{
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if (!playable.isPlayer())
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{
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playable.sendPacket(SystemMessageId.YOUR_PET_CANNOT_CARRY_THIS_ITEM);
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return false;
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}
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final L2PcInstance activeChar = playable.getActingPlayer();
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final L2ItemInstance weaponInst = activeChar.getActiveWeaponInstance();
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final L2Weapon weaponItem = activeChar.getActiveWeaponItem();
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final SkillHolder[] skills = item.getItem().getSkills();
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int itemId = item.getId();
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if (skills == null)
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{
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_log.log(Level.WARNING, getClass().getSimpleName() + ": is missing skills!");
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return false;
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}
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// Check if Soul shot can be used
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if ((weaponInst == null) || (weaponItem.getSoulShotCount() == 0))
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{
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if (!activeChar.getAutoSoulShot().contains(itemId))
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{
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activeChar.sendPacket(SystemMessageId.CANNOT_USE_SOULSHOTS);
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}
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return false;
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}
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boolean gradeCheck = item.isEtcItem() && (item.getEtcItem().getDefaultAction() == ActionType.SOULSHOT) && (weaponInst.getItem().getItemGradeSPlus() == item.getItem().getItemGradeSPlus());
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if (!gradeCheck)
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{
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if (!activeChar.getAutoSoulShot().contains(itemId))
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{
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activeChar.sendPacket(SystemMessageId.THE_SOULSHOT_YOU_ARE_ATTEMPTING_TO_USE_DOES_NOT_MATCH_THE_GRADE_OF_YOUR_EQUIPPED_WEAPON);
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}
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return false;
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}
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activeChar.soulShotLock.lock();
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try
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{
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// Check if Soul shot is already active
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if (activeChar.isChargedShot(ShotType.SOULSHOTS))
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{
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return false;
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}
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// Consume Soul shots if player has enough of them
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int SSCount = weaponItem.getSoulShotCount();
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if ((weaponItem.getReducedSoulShot() > 0) && (Rnd.get(100) < weaponItem.getReducedSoulShotChance()))
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{
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SSCount = weaponItem.getReducedSoulShot();
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}
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if (!activeChar.destroyItemWithoutTrace("Consume", item.getObjectId(), SSCount, null, false))
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{
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if (!activeChar.disableAutoShot(itemId))
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{
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activeChar.sendPacket(SystemMessageId.YOU_DO_NOT_HAVE_ENOUGH_SOULSHOTS_FOR_THAT);
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}
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return false;
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}
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// Charge soul shot
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weaponInst.setChargedShot(ShotType.SOULSHOTS, true);
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}
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finally
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{
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activeChar.soulShotLock.unlock();
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}
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// Send message to client
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activeChar.sendPacket(SystemMessageId.YOUR_SOULSHOTS_ARE_ENABLED);
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Broadcast.toSelfAndKnownPlayersInRadius(activeChar, new MagicSkillUse(activeChar, activeChar, skills[0].getSkillId(), skills[0].getSkillLvl(), 0, 0), 600);
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return true;
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}
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}
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