From c97bc5f513efdbb8256fe4056c974b818f9ddaf4 Mon Sep 17 00:00:00 2001 From: MobiusDev <8391001+MobiusDevelopment@users.noreply.github.com> Date: Fri, 8 Feb 2019 02:37:05 +0000 Subject: [PATCH] Charge available soulshots when attacking. --- .../com/l2jmobius/gameserver/model/actor/L2Character.java | 6 ++++++ .../com/l2jmobius/gameserver/model/actor/L2Character.java | 6 ++++++ .../com/l2jmobius/gameserver/model/actor/L2Character.java | 6 ++++++ .../com/l2jmobius/gameserver/model/actor/L2Character.java | 6 ++++++ .../com/l2jmobius/gameserver/model/actor/L2Character.java | 6 ++++++ .../com/l2jmobius/gameserver/model/actor/L2Character.java | 6 ++++++ .../com/l2jmobius/gameserver/model/actor/L2Character.java | 6 ++++++ .../com/l2jmobius/gameserver/model/actor/L2Character.java | 6 ++++++ .../com/l2jmobius/gameserver/model/actor/L2Character.java | 6 ++++++ .../com/l2jmobius/gameserver/model/actor/L2Character.java | 6 ++++++ 10 files changed, 60 insertions(+) diff --git a/L2J_Mobius_1.0_Ertheia/java/com/l2jmobius/gameserver/model/actor/L2Character.java b/L2J_Mobius_1.0_Ertheia/java/com/l2jmobius/gameserver/model/actor/L2Character.java index 5256d7ee9a..80b5d159f6 100644 --- a/L2J_Mobius_1.0_Ertheia/java/com/l2jmobius/gameserver/model/actor/L2Character.java +++ b/L2J_Mobius_1.0_Ertheia/java/com/l2jmobius/gameserver/model/actor/L2Character.java @@ -1073,6 +1073,12 @@ public abstract class L2Character extends L2Object implements ISkillsHolder, IDe // also works: setHeading(Util.convertDegreeToClientHeading(Util.calculateAngleFrom(this, target))); setHeading(Util.calculateHeadingFrom(this, target)); + // Always try to charge soulshots. + if (!isChargedShot(ShotType.SOULSHOTS)) + { + rechargeShots(true, false, false); + } + // Get the Attack Reuse Delay of the L2Weapon final Attack attack = generateAttackTargetData(target, weaponItem, attackType); boolean crossbow = false; diff --git a/L2J_Mobius_2.5_Underground/java/com/l2jmobius/gameserver/model/actor/L2Character.java b/L2J_Mobius_2.5_Underground/java/com/l2jmobius/gameserver/model/actor/L2Character.java index 5256d7ee9a..80b5d159f6 100644 --- a/L2J_Mobius_2.5_Underground/java/com/l2jmobius/gameserver/model/actor/L2Character.java +++ b/L2J_Mobius_2.5_Underground/java/com/l2jmobius/gameserver/model/actor/L2Character.java @@ -1073,6 +1073,12 @@ public abstract class L2Character extends L2Object implements ISkillsHolder, IDe // also works: setHeading(Util.convertDegreeToClientHeading(Util.calculateAngleFrom(this, target))); setHeading(Util.calculateHeadingFrom(this, target)); + // Always try to charge soulshots. + if (!isChargedShot(ShotType.SOULSHOTS)) + { + rechargeShots(true, false, false); + } + // Get the Attack Reuse Delay of the L2Weapon final Attack attack = generateAttackTargetData(target, weaponItem, attackType); boolean crossbow = false; diff --git a/L2J_Mobius_3.0_Helios/java/com/l2jmobius/gameserver/model/actor/L2Character.java b/L2J_Mobius_3.0_Helios/java/com/l2jmobius/gameserver/model/actor/L2Character.java index 5256d7ee9a..80b5d159f6 100644 --- a/L2J_Mobius_3.0_Helios/java/com/l2jmobius/gameserver/model/actor/L2Character.java +++ b/L2J_Mobius_3.0_Helios/java/com/l2jmobius/gameserver/model/actor/L2Character.java @@ -1073,6 +1073,12 @@ public abstract class L2Character extends L2Object implements ISkillsHolder, IDe // also works: setHeading(Util.convertDegreeToClientHeading(Util.calculateAngleFrom(this, target))); setHeading(Util.calculateHeadingFrom(this, target)); + // Always try to charge soulshots. + if (!isChargedShot(ShotType.SOULSHOTS)) + { + rechargeShots(true, false, false); + } + // Get the Attack Reuse Delay of the L2Weapon final Attack attack = generateAttackTargetData(target, weaponItem, attackType); boolean crossbow = false; diff --git a/L2J_Mobius_4.0_GrandCrusade/java/com/l2jmobius/gameserver/model/actor/L2Character.java b/L2J_Mobius_4.0_GrandCrusade/java/com/l2jmobius/gameserver/model/actor/L2Character.java index 5256d7ee9a..80b5d159f6 100644 --- a/L2J_Mobius_4.0_GrandCrusade/java/com/l2jmobius/gameserver/model/actor/L2Character.java +++ b/L2J_Mobius_4.0_GrandCrusade/java/com/l2jmobius/gameserver/model/actor/L2Character.java @@ -1073,6 +1073,12 @@ public abstract class L2Character extends L2Object implements ISkillsHolder, IDe // also works: setHeading(Util.convertDegreeToClientHeading(Util.calculateAngleFrom(this, target))); setHeading(Util.calculateHeadingFrom(this, target)); + // Always try to charge soulshots. + if (!isChargedShot(ShotType.SOULSHOTS)) + { + rechargeShots(true, false, false); + } + // Get the Attack Reuse Delay of the L2Weapon final Attack attack = generateAttackTargetData(target, weaponItem, attackType); boolean crossbow = false; diff --git a/L2J_Mobius_5.0_Salvation/java/com/l2jmobius/gameserver/model/actor/L2Character.java b/L2J_Mobius_5.0_Salvation/java/com/l2jmobius/gameserver/model/actor/L2Character.java index 5256d7ee9a..80b5d159f6 100644 --- a/L2J_Mobius_5.0_Salvation/java/com/l2jmobius/gameserver/model/actor/L2Character.java +++ b/L2J_Mobius_5.0_Salvation/java/com/l2jmobius/gameserver/model/actor/L2Character.java @@ -1073,6 +1073,12 @@ public abstract class L2Character extends L2Object implements ISkillsHolder, IDe // also works: setHeading(Util.convertDegreeToClientHeading(Util.calculateAngleFrom(this, target))); setHeading(Util.calculateHeadingFrom(this, target)); + // Always try to charge soulshots. + if (!isChargedShot(ShotType.SOULSHOTS)) + { + rechargeShots(true, false, false); + } + // Get the Attack Reuse Delay of the L2Weapon final Attack attack = generateAttackTargetData(target, weaponItem, attackType); boolean crossbow = false; diff --git a/L2J_Mobius_5.5_EtinasFate/java/com/l2jmobius/gameserver/model/actor/L2Character.java b/L2J_Mobius_5.5_EtinasFate/java/com/l2jmobius/gameserver/model/actor/L2Character.java index 5256d7ee9a..80b5d159f6 100644 --- a/L2J_Mobius_5.5_EtinasFate/java/com/l2jmobius/gameserver/model/actor/L2Character.java +++ b/L2J_Mobius_5.5_EtinasFate/java/com/l2jmobius/gameserver/model/actor/L2Character.java @@ -1073,6 +1073,12 @@ public abstract class L2Character extends L2Object implements ISkillsHolder, IDe // also works: setHeading(Util.convertDegreeToClientHeading(Util.calculateAngleFrom(this, target))); setHeading(Util.calculateHeadingFrom(this, target)); + // Always try to charge soulshots. + if (!isChargedShot(ShotType.SOULSHOTS)) + { + rechargeShots(true, false, false); + } + // Get the Attack Reuse Delay of the L2Weapon final Attack attack = generateAttackTargetData(target, weaponItem, attackType); boolean crossbow = false; diff --git a/L2J_Mobius_Classic_2.0_Saviors/java/com/l2jmobius/gameserver/model/actor/L2Character.java b/L2J_Mobius_Classic_2.0_Saviors/java/com/l2jmobius/gameserver/model/actor/L2Character.java index 9e3aa26196..41eb11552e 100644 --- a/L2J_Mobius_Classic_2.0_Saviors/java/com/l2jmobius/gameserver/model/actor/L2Character.java +++ b/L2J_Mobius_Classic_2.0_Saviors/java/com/l2jmobius/gameserver/model/actor/L2Character.java @@ -1073,6 +1073,12 @@ public abstract class L2Character extends L2Object implements ISkillsHolder, IDe // also works: setHeading(Util.convertDegreeToClientHeading(Util.calculateAngleFrom(this, target))); setHeading(Util.calculateHeadingFrom(this, target)); + // Always try to charge soulshots. + if (!isChargedShot(ShotType.SOULSHOTS)) + { + rechargeShots(true, false, false); + } + // Get the Attack Reuse Delay of the L2Weapon final Attack attack = generateAttackTargetData(target, weaponItem, attackType); boolean crossbow = false; diff --git a/L2J_Mobius_Classic_2.1_Zaken/java/com/l2jmobius/gameserver/model/actor/L2Character.java b/L2J_Mobius_Classic_2.1_Zaken/java/com/l2jmobius/gameserver/model/actor/L2Character.java index 9e3aa26196..41eb11552e 100644 --- a/L2J_Mobius_Classic_2.1_Zaken/java/com/l2jmobius/gameserver/model/actor/L2Character.java +++ b/L2J_Mobius_Classic_2.1_Zaken/java/com/l2jmobius/gameserver/model/actor/L2Character.java @@ -1073,6 +1073,12 @@ public abstract class L2Character extends L2Object implements ISkillsHolder, IDe // also works: setHeading(Util.convertDegreeToClientHeading(Util.calculateAngleFrom(this, target))); setHeading(Util.calculateHeadingFrom(this, target)); + // Always try to charge soulshots. + if (!isChargedShot(ShotType.SOULSHOTS)) + { + rechargeShots(true, false, false); + } + // Get the Attack Reuse Delay of the L2Weapon final Attack attack = generateAttackTargetData(target, weaponItem, attackType); boolean crossbow = false; diff --git a/L2J_Mobius_Classic_2.2_Antharas/java/com/l2jmobius/gameserver/model/actor/L2Character.java b/L2J_Mobius_Classic_2.2_Antharas/java/com/l2jmobius/gameserver/model/actor/L2Character.java index 9e3aa26196..41eb11552e 100644 --- a/L2J_Mobius_Classic_2.2_Antharas/java/com/l2jmobius/gameserver/model/actor/L2Character.java +++ b/L2J_Mobius_Classic_2.2_Antharas/java/com/l2jmobius/gameserver/model/actor/L2Character.java @@ -1073,6 +1073,12 @@ public abstract class L2Character extends L2Object implements ISkillsHolder, IDe // also works: setHeading(Util.convertDegreeToClientHeading(Util.calculateAngleFrom(this, target))); setHeading(Util.calculateHeadingFrom(this, target)); + // Always try to charge soulshots. + if (!isChargedShot(ShotType.SOULSHOTS)) + { + rechargeShots(true, false, false); + } + // Get the Attack Reuse Delay of the L2Weapon final Attack attack = generateAttackTargetData(target, weaponItem, attackType); boolean crossbow = false; diff --git a/L2J_Mobius_Classic_2.3_SevenSigns/java/com/l2jmobius/gameserver/model/actor/L2Character.java b/L2J_Mobius_Classic_2.3_SevenSigns/java/com/l2jmobius/gameserver/model/actor/L2Character.java index 9e3aa26196..41eb11552e 100644 --- a/L2J_Mobius_Classic_2.3_SevenSigns/java/com/l2jmobius/gameserver/model/actor/L2Character.java +++ b/L2J_Mobius_Classic_2.3_SevenSigns/java/com/l2jmobius/gameserver/model/actor/L2Character.java @@ -1073,6 +1073,12 @@ public abstract class L2Character extends L2Object implements ISkillsHolder, IDe // also works: setHeading(Util.convertDegreeToClientHeading(Util.calculateAngleFrom(this, target))); setHeading(Util.calculateHeadingFrom(this, target)); + // Always try to charge soulshots. + if (!isChargedShot(ShotType.SOULSHOTS)) + { + rechargeShots(true, false, false); + } + // Get the Attack Reuse Delay of the L2Weapon final Attack attack = generateAttackTargetData(target, weaponItem, attackType); boolean crossbow = false;