Charge available soulshots when attacking.
This commit is contained in:
@ -1073,6 +1073,12 @@ public abstract class L2Character extends L2Object implements ISkillsHolder, IDe
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// also works: setHeading(Util.convertDegreeToClientHeading(Util.calculateAngleFrom(this, target)));
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// also works: setHeading(Util.convertDegreeToClientHeading(Util.calculateAngleFrom(this, target)));
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setHeading(Util.calculateHeadingFrom(this, target));
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setHeading(Util.calculateHeadingFrom(this, target));
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// Always try to charge soulshots.
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if (!isChargedShot(ShotType.SOULSHOTS))
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{
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rechargeShots(true, false, false);
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}
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// Get the Attack Reuse Delay of the L2Weapon
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// Get the Attack Reuse Delay of the L2Weapon
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final Attack attack = generateAttackTargetData(target, weaponItem, attackType);
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final Attack attack = generateAttackTargetData(target, weaponItem, attackType);
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boolean crossbow = false;
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boolean crossbow = false;
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@ -1073,6 +1073,12 @@ public abstract class L2Character extends L2Object implements ISkillsHolder, IDe
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// also works: setHeading(Util.convertDegreeToClientHeading(Util.calculateAngleFrom(this, target)));
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// also works: setHeading(Util.convertDegreeToClientHeading(Util.calculateAngleFrom(this, target)));
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setHeading(Util.calculateHeadingFrom(this, target));
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setHeading(Util.calculateHeadingFrom(this, target));
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// Always try to charge soulshots.
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if (!isChargedShot(ShotType.SOULSHOTS))
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{
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rechargeShots(true, false, false);
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}
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// Get the Attack Reuse Delay of the L2Weapon
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// Get the Attack Reuse Delay of the L2Weapon
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final Attack attack = generateAttackTargetData(target, weaponItem, attackType);
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final Attack attack = generateAttackTargetData(target, weaponItem, attackType);
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boolean crossbow = false;
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boolean crossbow = false;
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@ -1073,6 +1073,12 @@ public abstract class L2Character extends L2Object implements ISkillsHolder, IDe
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// also works: setHeading(Util.convertDegreeToClientHeading(Util.calculateAngleFrom(this, target)));
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// also works: setHeading(Util.convertDegreeToClientHeading(Util.calculateAngleFrom(this, target)));
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setHeading(Util.calculateHeadingFrom(this, target));
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setHeading(Util.calculateHeadingFrom(this, target));
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// Always try to charge soulshots.
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if (!isChargedShot(ShotType.SOULSHOTS))
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{
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rechargeShots(true, false, false);
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}
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// Get the Attack Reuse Delay of the L2Weapon
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// Get the Attack Reuse Delay of the L2Weapon
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final Attack attack = generateAttackTargetData(target, weaponItem, attackType);
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final Attack attack = generateAttackTargetData(target, weaponItem, attackType);
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boolean crossbow = false;
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boolean crossbow = false;
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@ -1073,6 +1073,12 @@ public abstract class L2Character extends L2Object implements ISkillsHolder, IDe
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// also works: setHeading(Util.convertDegreeToClientHeading(Util.calculateAngleFrom(this, target)));
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// also works: setHeading(Util.convertDegreeToClientHeading(Util.calculateAngleFrom(this, target)));
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setHeading(Util.calculateHeadingFrom(this, target));
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setHeading(Util.calculateHeadingFrom(this, target));
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// Always try to charge soulshots.
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if (!isChargedShot(ShotType.SOULSHOTS))
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{
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rechargeShots(true, false, false);
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}
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// Get the Attack Reuse Delay of the L2Weapon
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// Get the Attack Reuse Delay of the L2Weapon
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final Attack attack = generateAttackTargetData(target, weaponItem, attackType);
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final Attack attack = generateAttackTargetData(target, weaponItem, attackType);
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boolean crossbow = false;
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boolean crossbow = false;
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@ -1073,6 +1073,12 @@ public abstract class L2Character extends L2Object implements ISkillsHolder, IDe
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// also works: setHeading(Util.convertDegreeToClientHeading(Util.calculateAngleFrom(this, target)));
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// also works: setHeading(Util.convertDegreeToClientHeading(Util.calculateAngleFrom(this, target)));
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setHeading(Util.calculateHeadingFrom(this, target));
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setHeading(Util.calculateHeadingFrom(this, target));
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// Always try to charge soulshots.
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if (!isChargedShot(ShotType.SOULSHOTS))
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{
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rechargeShots(true, false, false);
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}
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// Get the Attack Reuse Delay of the L2Weapon
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// Get the Attack Reuse Delay of the L2Weapon
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final Attack attack = generateAttackTargetData(target, weaponItem, attackType);
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final Attack attack = generateAttackTargetData(target, weaponItem, attackType);
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boolean crossbow = false;
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boolean crossbow = false;
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@ -1073,6 +1073,12 @@ public abstract class L2Character extends L2Object implements ISkillsHolder, IDe
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// also works: setHeading(Util.convertDegreeToClientHeading(Util.calculateAngleFrom(this, target)));
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// also works: setHeading(Util.convertDegreeToClientHeading(Util.calculateAngleFrom(this, target)));
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setHeading(Util.calculateHeadingFrom(this, target));
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setHeading(Util.calculateHeadingFrom(this, target));
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// Always try to charge soulshots.
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if (!isChargedShot(ShotType.SOULSHOTS))
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{
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rechargeShots(true, false, false);
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}
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// Get the Attack Reuse Delay of the L2Weapon
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// Get the Attack Reuse Delay of the L2Weapon
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final Attack attack = generateAttackTargetData(target, weaponItem, attackType);
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final Attack attack = generateAttackTargetData(target, weaponItem, attackType);
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boolean crossbow = false;
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boolean crossbow = false;
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@ -1073,6 +1073,12 @@ public abstract class L2Character extends L2Object implements ISkillsHolder, IDe
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// also works: setHeading(Util.convertDegreeToClientHeading(Util.calculateAngleFrom(this, target)));
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// also works: setHeading(Util.convertDegreeToClientHeading(Util.calculateAngleFrom(this, target)));
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setHeading(Util.calculateHeadingFrom(this, target));
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setHeading(Util.calculateHeadingFrom(this, target));
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// Always try to charge soulshots.
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if (!isChargedShot(ShotType.SOULSHOTS))
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{
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rechargeShots(true, false, false);
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}
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// Get the Attack Reuse Delay of the L2Weapon
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// Get the Attack Reuse Delay of the L2Weapon
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final Attack attack = generateAttackTargetData(target, weaponItem, attackType);
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final Attack attack = generateAttackTargetData(target, weaponItem, attackType);
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boolean crossbow = false;
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boolean crossbow = false;
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@ -1073,6 +1073,12 @@ public abstract class L2Character extends L2Object implements ISkillsHolder, IDe
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// also works: setHeading(Util.convertDegreeToClientHeading(Util.calculateAngleFrom(this, target)));
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// also works: setHeading(Util.convertDegreeToClientHeading(Util.calculateAngleFrom(this, target)));
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setHeading(Util.calculateHeadingFrom(this, target));
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setHeading(Util.calculateHeadingFrom(this, target));
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// Always try to charge soulshots.
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if (!isChargedShot(ShotType.SOULSHOTS))
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{
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rechargeShots(true, false, false);
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}
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// Get the Attack Reuse Delay of the L2Weapon
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// Get the Attack Reuse Delay of the L2Weapon
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final Attack attack = generateAttackTargetData(target, weaponItem, attackType);
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final Attack attack = generateAttackTargetData(target, weaponItem, attackType);
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boolean crossbow = false;
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boolean crossbow = false;
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@ -1073,6 +1073,12 @@ public abstract class L2Character extends L2Object implements ISkillsHolder, IDe
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// also works: setHeading(Util.convertDegreeToClientHeading(Util.calculateAngleFrom(this, target)));
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// also works: setHeading(Util.convertDegreeToClientHeading(Util.calculateAngleFrom(this, target)));
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setHeading(Util.calculateHeadingFrom(this, target));
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setHeading(Util.calculateHeadingFrom(this, target));
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// Always try to charge soulshots.
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if (!isChargedShot(ShotType.SOULSHOTS))
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{
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rechargeShots(true, false, false);
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}
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// Get the Attack Reuse Delay of the L2Weapon
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// Get the Attack Reuse Delay of the L2Weapon
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final Attack attack = generateAttackTargetData(target, weaponItem, attackType);
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final Attack attack = generateAttackTargetData(target, weaponItem, attackType);
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boolean crossbow = false;
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boolean crossbow = false;
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@ -1073,6 +1073,12 @@ public abstract class L2Character extends L2Object implements ISkillsHolder, IDe
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// also works: setHeading(Util.convertDegreeToClientHeading(Util.calculateAngleFrom(this, target)));
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// also works: setHeading(Util.convertDegreeToClientHeading(Util.calculateAngleFrom(this, target)));
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setHeading(Util.calculateHeadingFrom(this, target));
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setHeading(Util.calculateHeadingFrom(this, target));
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// Always try to charge soulshots.
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if (!isChargedShot(ShotType.SOULSHOTS))
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{
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rechargeShots(true, false, false);
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}
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// Get the Attack Reuse Delay of the L2Weapon
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// Get the Attack Reuse Delay of the L2Weapon
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final Attack attack = generateAttackTargetData(target, weaponItem, attackType);
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final Attack attack = generateAttackTargetData(target, weaponItem, attackType);
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boolean crossbow = false;
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boolean crossbow = false;
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