BlessedSpiritShot.java 3.7 KB

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  1. /*
  2. * Copyright (C) 2004-2015 L2J DataPack
  3. *
  4. * This file is part of L2J DataPack.
  5. *
  6. * L2J DataPack is free software: you can redistribute it and/or modify
  7. * it under the terms of the GNU General Public License as published by
  8. * the Free Software Foundation, either version 3 of the License, or
  9. * (at your option) any later version.
  10. *
  11. * L2J DataPack is distributed in the hope that it will be useful,
  12. * but WITHOUT ANY WARRANTY; without even the implied warranty of
  13. * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
  14. * General Public License for more details.
  15. *
  16. * You should have received a copy of the GNU General Public License
  17. * along with this program. If not, see <http://www.gnu.org/licenses/>.
  18. */
  19. package handlers.itemhandlers;
  20. import java.util.logging.Level;
  21. import com.l2jserver.gameserver.enums.ShotType;
  22. import com.l2jserver.gameserver.handler.IItemHandler;
  23. import com.l2jserver.gameserver.model.actor.L2Playable;
  24. import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
  25. import com.l2jserver.gameserver.model.holders.SkillHolder;
  26. import com.l2jserver.gameserver.model.items.L2Weapon;
  27. import com.l2jserver.gameserver.model.items.instance.L2ItemInstance;
  28. import com.l2jserver.gameserver.model.items.type.ActionType;
  29. import com.l2jserver.gameserver.network.SystemMessageId;
  30. import com.l2jserver.gameserver.network.serverpackets.MagicSkillUse;
  31. import com.l2jserver.gameserver.util.Broadcast;
  32. public class BlessedSpiritShot implements IItemHandler
  33. {
  34. @Override
  35. public boolean useItem(L2Playable playable, L2ItemInstance item, boolean forceUse)
  36. {
  37. if (!playable.isPlayer())
  38. {
  39. playable.sendPacket(SystemMessageId.ITEM_NOT_FOR_PETS);
  40. return false;
  41. }
  42. L2PcInstance activeChar = (L2PcInstance) playable;
  43. L2ItemInstance weaponInst = activeChar.getActiveWeaponInstance();
  44. L2Weapon weaponItem = activeChar.getActiveWeaponItem();
  45. final SkillHolder[] skills = item.getItem().getSkills();
  46. int itemId = item.getId();
  47. if (skills == null)
  48. {
  49. _log.log(Level.WARNING, getClass().getSimpleName() + ": is missing skills!");
  50. return false;
  51. }
  52. // Check if Blessed SpiritShot can be used
  53. if ((weaponInst == null) || (weaponItem == null) || (weaponItem.getSpiritShotCount() == 0))
  54. {
  55. if (!activeChar.getAutoSoulShot().contains(itemId))
  56. {
  57. activeChar.sendPacket(SystemMessageId.CANNOT_USE_SPIRITSHOTS);
  58. }
  59. return false;
  60. }
  61. // Check if Blessed SpiritShot is already active (it can be charged over SpiritShot)
  62. if (activeChar.isChargedShot(ShotType.BLESSED_SPIRITSHOTS))
  63. {
  64. return false;
  65. }
  66. // Check for correct grade
  67. boolean gradeCheck = item.isEtcItem() && (item.getEtcItem().getDefaultAction() == ActionType.SPIRITSHOT) && (weaponInst.getItem().getItemGradeSPlus() == item.getItem().getItemGradeSPlus());
  68. if (!gradeCheck)
  69. {
  70. if (!activeChar.getAutoSoulShot().contains(itemId))
  71. {
  72. activeChar.sendPacket(SystemMessageId.SPIRITSHOTS_GRADE_MISMATCH);
  73. }
  74. return false;
  75. }
  76. // Consume Blessed SpiritShot if player has enough of them
  77. if (!activeChar.destroyItemWithoutTrace("Consume", item.getObjectId(), weaponItem.getSpiritShotCount(), null, false))
  78. {
  79. if (!activeChar.disableAutoShot(itemId))
  80. {
  81. activeChar.sendPacket(SystemMessageId.NOT_ENOUGH_SPIRITSHOTS);
  82. }
  83. return false;
  84. }
  85. // Send message to client
  86. activeChar.sendPacket(SystemMessageId.ENABLED_SPIRITSHOT);
  87. activeChar.setChargedShot(ShotType.BLESSED_SPIRITSHOTS, true);
  88. Broadcast.toSelfAndKnownPlayersInRadius(activeChar, new MagicSkillUse(activeChar, activeChar, skills[0].getSkillId(), skills[0].getSkillLvl(), 0, 0), 600);
  89. return true;
  90. }
  91. }