
-Update TriggerForce effect to avoid visual bug when Sigel' class use any aura on party, and some bug fixes on this effect. -Implemented soulshot\spiritshot\blessed spiritshot damage bonus from enchanted weapon -Implemented soulshot\spiritshot\blessed spiritshot damage bonus from Jewels Ruby\Sapphire -Implemented Ruby\Sapphire\Topaz\Opal\Obsidian\Diamond\Emerald\Aquamarine\Pearl Jewels and its stats\skills. -Changed compound jewels rate (in official servers - chances are lower (and from 3-5 lvls - greatly lower) -Added visual effect to SS\SPS\BSPS if you equip Ruby\Sapphire 3\4\5 lvls (blue\yellow\red glow effects) -New parameter weaponElementPower - increase weapon attribute power (if fire added in weapon - this parameter increase fire.. also about others) -Small update skills.xsd to remove some eclipse warnings. Contributed by NviX.
120 lines
4.6 KiB
Java
120 lines
4.6 KiB
Java
/*
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* Copyright (C) 2004-2015 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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public class BlessedSpiritShot 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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L2PcInstance activeChar = (L2PcInstance) playable;
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L2ItemInstance weaponInst = activeChar.getActiveWeaponInstance();
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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 Blessed SpiritShot can be used
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if ((weaponInst == null) || (weaponItem == null) || (weaponItem.getSpiritShotCount() == 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.YOU_MAY_NOT_USE_SPIRITSHOTS);
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}
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return false;
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}
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// Check if Blessed SpiritShot is already active (it can be charged over SpiritShot)
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if (activeChar.isChargedShot(ShotType.BLESSED_SPIRITSHOTS))
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{
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return false;
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}
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// Check for correct grade
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boolean gradeCheck = item.isEtcItem() && (item.getEtcItem().getDefaultAction() == ActionType.SPIRITSHOT) && (weaponInst.getItem().getCrystalTypePlus() == item.getItem().getCrystalTypePlus());
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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.YOUR_SPIRITSHOT_DOES_NOT_MATCH_THE_WEAPON_S_GRADE);
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}
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return false;
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}
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// Consume Blessed SpiritShot if player has enough of them
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if (!activeChar.destroyItemWithoutTrace("Consume", item.getObjectId(), weaponItem.getSpiritShotCount(), 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_SPIRITSHOT_FOR_THAT);
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}
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return false;
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}
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// Send message to client
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activeChar.sendPacket(SystemMessageId.YOUR_SPIRITSHOT_HAS_BEEN_ENABLED);
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activeChar.setChargedShot(ShotType.BLESSED_SPIRITSHOTS, true);
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// Visual effect change if player has equipped Sapphire lvl 3 or higher
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if ((activeChar.getInventory().getItemByItemId(38931) != null) && (activeChar.getInventory().getItemByItemId(38931).isEquipped()))
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{
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Broadcast.toSelfAndKnownPlayersInRadius(activeChar, new MagicSkillUse(activeChar, activeChar, 17821, 2, 0, 0), 600);
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}
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else if ((activeChar.getInventory().getItemByItemId(38930) != null) && (activeChar.getInventory().getItemByItemId(38930).isEquipped()))
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{
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Broadcast.toSelfAndKnownPlayersInRadius(activeChar, new MagicSkillUse(activeChar, activeChar, 17820, 2, 0, 0), 600);
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}
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else if ((activeChar.getInventory().getItemByItemId(38929) != null) && (activeChar.getInventory().getItemByItemId(38929).isEquipped()))
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{
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Broadcast.toSelfAndKnownPlayersInRadius(activeChar, new MagicSkillUse(activeChar, activeChar, 17819, 2, 0, 0), 600);
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}
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else
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{
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Broadcast.toSelfAndKnownPlayersInRadius(activeChar, new MagicSkillUse(activeChar, activeChar, skills[0].getSkillId(), skills[0].getSkillLvl(), 0, 0), 600);
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}
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return true;
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}
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} |