Charge available soulshots when attacking.

This commit is contained in:
MobiusDev
2019-02-08 02:37:05 +00:00
parent 4fbc332c97
commit c97bc5f513
10 changed files with 60 additions and 0 deletions

View File

@ -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;

View File

@ -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;

View File

@ -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;

View File

@ -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;

View File

@ -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;

View File

@ -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;

View File

@ -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;

View File

@ -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;

View File

@ -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;

View File

@ -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;