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/*
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* This file is part of the L2J Mobius project.
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*
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* This program 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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* This program 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 com.l2jmobius.gameserver.model.skills;
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import java.util.ArrayList;
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import java.util.List;
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import java.util.concurrent.ScheduledFuture;
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import java.util.logging.Logger;
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import com.l2jmobius.gameserver.GeoData;
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import com.l2jmobius.gameserver.ThreadPoolManager;
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import com.l2jmobius.gameserver.datatables.SkillData;
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import com.l2jmobius.gameserver.enums.ShotType;
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import com.l2jmobius.gameserver.model.L2Object;
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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.network.SystemMessageId;
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import com.l2jmobius.gameserver.network.serverpackets.MagicSkillLaunched;
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import com.l2jmobius.gameserver.util.Util;
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/**
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* Skill Channelizer implementation.
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* @author UnAfraid
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*/
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public class SkillChannelizer implements Runnable
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{
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private static final Logger _log = Logger.getLogger(SkillChannelizer.class.getName());
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private final L2Character _channelizer;
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private List<L2Character> _channelized;
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private Skill _skill;
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private volatile ScheduledFuture<?> _task = null;
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public SkillChannelizer(L2Character channelizer)
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{
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_channelizer = channelizer;
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}
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public L2Character getChannelizer()
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{
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return _channelizer;
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}
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public List<L2Character> getChannelized()
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{
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return _channelized;
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}
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public boolean hasChannelized()
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{
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return _channelized != null;
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}
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public void startChanneling(Skill skill)
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{
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// Verify for same status.
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if (isChanneling())
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{
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_log.warning("Character: " + _channelizer + " is attempting to channel skill but he already does!");
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return;
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}
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// Start channeling.
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_skill = skill;
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_task = ThreadPoolManager.getInstance().scheduleGeneralAtFixedRate(this, skill.getChannelingTickInitialDelay(), skill.getChannelingTickInterval());
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}
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public void stopChanneling()
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{
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// Verify for same status.
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if (!isChanneling())
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{
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_log.warning("Character: " + _channelizer + " is attempting to stop channel skill but he does not!");
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return;
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}
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// Cancel the task and unset it.
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_task.cancel(true);
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_task = null;
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// Cancel target channelization and unset it.
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if (_channelized != null)
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{
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for (L2Character chars : _channelized)
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{
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chars.getSkillChannelized().removeChannelizer(_skill.getChannelingSkillId(), getChannelizer());
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}
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_channelized = null;
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}
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// unset skill.
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_skill = null;
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}
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public Skill getSkill()
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{
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return _skill;
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}
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public boolean isChanneling()
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{
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return _task != null;
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}
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@Override
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public void run()
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{
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if (!isChanneling())
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{
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return;
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}
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if (_skill == null)
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{
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return;
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}
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try
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{
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if (_skill.getMpPerChanneling() > 0)
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{
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// Validate mana per tick.
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if (_channelizer.getCurrentMp() < _skill.getMpPerChanneling())
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{
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if (_channelizer.isPlayer())
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{
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_channelizer.sendPacket(SystemMessageId.YOUR_SKILL_WAS_DEACTIVATED_DUE_TO_LACK_OF_MP);
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}
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_channelizer.abortCast();
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return;
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}
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// Reduce mana per tick
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_channelizer.reduceCurrentMp(_skill.getMpPerChanneling());
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}
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// Apply channeling skills on the targets.
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if (_skill.getChannelingSkillId() > 0)
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{
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final Skill baseSkill = SkillData.getInstance().getSkill(_skill.getChannelingSkillId(), 1);
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if (baseSkill == null)
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{
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_log.warning(getClass().getSimpleName() + ": skill " + _skill + " couldn't find effect id skill: " + _skill.getChannelingSkillId() + " !");
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_channelizer.abortCast();
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return;
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}
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final List<L2Character> targetList = new ArrayList<>();
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for (L2Object chars : _skill.getTargetList(_channelizer))
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{
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if (chars.isCharacter())
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{
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targetList.add((L2Character) chars);
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((L2Character) chars).getSkillChannelized().addChannelizer(_skill.getChannelingSkillId(), getChannelizer());
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}
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}
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if (targetList.isEmpty())
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{
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return;
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}
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_channelized = targetList;
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for (L2Character character : _channelized)
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{
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if (!Util.checkIfInRange(_skill.getEffectRange(), _channelizer, character, true))
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{
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continue;
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}
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else if (!GeoData.getInstance().canSeeTarget(_channelizer, character))
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{
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continue;
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}
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else
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{
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final int maxSkillLevel = SkillData.getInstance().getMaxLevel(_skill.getChannelingSkillId());
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final int skillLevel = Math.min(character.getSkillChannelized().getChannerlizersSize(_skill.getChannelingSkillId()), maxSkillLevel);
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final BuffInfo info = character.getEffectList().getBuffInfoBySkillId(_skill.getChannelingSkillId());
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if ((info == null) || (info.getSkill().getLevel() < skillLevel))
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{
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final Skill skill = SkillData.getInstance().getSkill(_skill.getChannelingSkillId(), skillLevel);
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if (skill == null)
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{
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_log.warning(getClass().getSimpleName() + ": Non existent channeling skill requested: " + _skill);
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_channelizer.abortCast();
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return;
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}
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// Update PvP status
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if (character.isPlayable() && getChannelizer().isPlayer() && skill.isBad())
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{
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((L2PcInstance) getChannelizer()).updatePvPStatus(character);
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}
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skill.applyEffects(getChannelizer(), character);
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// Reduce shots.
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if (_skill.useSpiritShot())
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{
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_channelizer.setChargedShot(_channelizer.isChargedShot(ShotType.BLESSED_SPIRITSHOTS) ? ShotType.BLESSED_SPIRITSHOTS : ShotType.SPIRITSHOTS, false);
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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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}
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// Shots are re-charged every cast.
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_channelizer.rechargeShots(_skill.useSoulShot(), _skill.useSpiritShot());
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}
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_channelizer.broadcastPacket(new MagicSkillLaunched(_channelizer, _skill.getId(), _skill.getLevel(), character));
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}
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}
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}
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}
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catch (Exception e)
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{
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_log.warning("Error while channelizing skill: " + _skill + " channelizer: " + _channelizer + " channelized: " + _channelized + "; " + e.getMessage());
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}
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}
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}
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