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- /*
- * This program is free software: you can redistribute it and/or modify it under
- * the terms of the GNU General Public License as published by the Free Software
- * Foundation, either version 3 of the License, or (at your option) any later
- * version.
- *
- * This program is distributed in the hope that it will be useful, but WITHOUT
- * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
- * FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
- * details.
- *
- * You should have received a copy of the GNU General Public License along with
- * this program. If not, see <http://www.gnu.org/licenses/>.
- */
- package handlers.itemhandlers;
- import java.util.logging.Level;
- import com.l2jserver.gameserver.handler.IItemHandler;
- import com.l2jserver.gameserver.model.actor.L2Playable;
- import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
- import com.l2jserver.gameserver.model.holders.SkillHolder;
- import com.l2jserver.gameserver.model.items.L2Weapon;
- import com.l2jserver.gameserver.model.items.instance.L2ItemInstance;
- import com.l2jserver.gameserver.model.items.type.L2ActionType;
- import com.l2jserver.gameserver.network.SystemMessageId;
- import com.l2jserver.gameserver.network.serverpackets.MagicSkillUse;
- import com.l2jserver.gameserver.util.Broadcast;
- public class SpiritShot implements IItemHandler
- {
- @Override
- public boolean useItem(L2Playable playable, L2ItemInstance item, boolean forceUse)
- {
- if (!playable.isPlayer())
- {
- playable.sendPacket(SystemMessageId.ITEM_NOT_FOR_PETS);
- return false;
- }
-
- final L2PcInstance activeChar = (L2PcInstance) playable;
- final L2ItemInstance weaponInst = activeChar.getActiveWeaponInstance();
- final L2Weapon weaponItem = activeChar.getActiveWeaponItem();
- final SkillHolder[] skills = item.getItem().getSkills();
-
- int itemId = item.getItemId();
-
- if (skills == null)
- {
- _log.log(Level.WARNING, getClass().getSimpleName() + ": is missing skills!");
- return false;
- }
-
- // Check if Spirit shot can be used
- if (weaponInst == null || weaponItem.getSpiritShotCount() == 0)
- {
- if (!activeChar.getAutoSoulShot().contains(itemId))
- activeChar.sendPacket(SystemMessageId.CANNOT_USE_SPIRITSHOTS);
- return false;
- }
-
- // Check if Spirit shot is already active
- if (weaponInst.getChargedSpiritshot() != L2ItemInstance.CHARGED_NONE)
- return false;
-
- boolean gradeCheck = item.isEtcItem() && item.getEtcItem().getDefaultAction() == L2ActionType.spiritshot && weaponInst.getItem().getItemGradeSPlus() == item.getItem().getItemGradeSPlus();
-
- if (!gradeCheck)
- {
- if (!activeChar.getAutoSoulShot().contains(itemId))
- activeChar.sendPacket(SystemMessageId.SPIRITSHOTS_GRADE_MISMATCH);
-
- return false;
- }
-
- // Consume Spirit shot if player has enough of them
- if (!activeChar.destroyItemWithoutTrace("Consume", item.getObjectId(), weaponItem.getSpiritShotCount(), null, false))
- {
- if (!activeChar.disableAutoShot(itemId))
- activeChar.sendPacket(SystemMessageId.NOT_ENOUGH_SPIRITSHOTS);
- return false;
- }
-
- // Charge Spirit shot
- weaponInst.setChargedSpiritshot(L2ItemInstance.CHARGED_SPIRITSHOT);
-
- // Send message to client
- activeChar.sendPacket(SystemMessageId.ENABLED_SPIRITSHOT);
- Broadcast.toSelfAndKnownPlayersInRadius(activeChar, new MagicSkillUse(activeChar, activeChar, skills[0].getSkillId(), skills[0].getSkillLvl(), 0, 0), 600);
- return true;
- }
- }
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