/* * 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 . */ package com.l2jserver.gameserver.templates.item; import java.util.ArrayList; import com.l2jserver.gameserver.model.L2ItemInstance; import com.l2jserver.gameserver.model.L2Skill; import com.l2jserver.gameserver.model.actor.L2Character; import com.l2jserver.gameserver.skills.Env; import com.l2jserver.gameserver.skills.SkillHolder; import com.l2jserver.gameserver.skills.funcs.Func; import com.l2jserver.gameserver.skills.funcs.FuncTemplate; import com.l2jserver.gameserver.templates.StatsSet; import com.l2jserver.util.StringUtil; /** * This class is dedicated to the management of armors. * * @version $Revision: 1.2.2.1.2.6 $ $Date: 2005/03/27 15:30:10 $ */ public final class L2Armor extends L2Item { private final int _avoidModifier; private SkillHolder _enchant4Skill = null; // skill that activates when armor is enchanted +4 // private final String[] _skill; private L2ArmorType _type; /** * Constructor for Armor.

* Variables filled :
*
  • _avoidModifier
  • *
  • _pDef & _mDef
  • *
  • _mpBonus & _hpBonus
  • *
  • enchant4Skill
  • * @param type : L2ArmorType designating the type of armor * @param set : StatsSet designating the set of couples (key,value) caracterizing the armor * @see L2Item constructor */ public L2Armor(StatsSet set) { super(set); _type = L2ArmorType.valueOf(set.getString("armor_type", "none").toUpperCase()); int _bodyPart = getBodyPart(); if (_bodyPart == L2Item.SLOT_NECK || _bodyPart == L2Item.SLOT_HAIR || _bodyPart == L2Item.SLOT_HAIR2 || _bodyPart == L2Item.SLOT_HAIRALL || (_bodyPart & L2Item.SLOT_L_EAR) != 0 || (_bodyPart & L2Item.SLOT_L_FINGER) != 0 || (_bodyPart & L2Item.SLOT_R_BRACELET) != 0 || (_bodyPart & L2Item.SLOT_L_BRACELET) != 0 || (_bodyPart & L2Item.SLOT_BACK) != 0 ) { _type1 = L2Item.TYPE1_WEAPON_RING_EARRING_NECKLACE; _type2 = L2Item.TYPE2_ACCESSORY; } else { if (_type == L2ArmorType.NONE && getBodyPart() == L2Item.SLOT_L_HAND) // retail define shield as NONE _type = L2ArmorType.SHIELD; _type1 = L2Item.TYPE1_SHIELD_ARMOR; _type2 = L2Item.TYPE2_SHIELD_ARMOR; } _avoidModifier = set.getInteger("avoid_modify", 0); String skill = set.getString("enchant4_skill", null); if (skill != null) { String[] info = skill.split("-"); if (info != null && info.length == 2) { int id = 0; int level = 0; try { id = Integer.parseInt(info[0]); level = Integer.parseInt(info[1]); } catch (Exception nfe) { // Incorrect syntax, dont add new skill _log.info(StringUtil.concat("> Couldnt parse ", skill, " in armor enchant skills! item ",this.toString())); } if (id > 0 && level > 0) _enchant4Skill = new SkillHolder(id, level); } } } /** * Returns the type of the armor. * @return L2ArmorType */ @Override public L2ArmorType getItemType() { return _type; } /** * Returns the ID of the item after applying the mask. * @return int : ID of the item */ @Override public final int getItemMask() { return getItemType().mask(); } /** * Returns avoid modifier given by the armor * @return int : avoid modifier */ public final int getAvoidModifier() { return _avoidModifier; } /** * Returns skill that player get when has equiped armor +4 or more * @return */ public L2Skill getEnchant4Skill() { if (_enchant4Skill == null) return null; return _enchant4Skill.getSkill(); } /** * Returns array of Func objects containing the list of functions used by the armor * @param instance : L2ItemInstance pointing out the armor * @param player : L2Character pointing out the player * @return Func[] : array of functions */ @Override public Func[] getStatFuncs(L2ItemInstance instance, L2Character player) { if (_funcTemplates == null || _funcTemplates.length == 0) return _emptyFunctionSet; ArrayList funcs = new ArrayList(_funcTemplates.length); Env env = new Env(); env.player = player; env.item = instance; Func f; for (FuncTemplate t : _funcTemplates) { f = t.getFunc(env, instance); if (f != null) funcs.add(f); } return funcs.toArray(new Func[funcs.size()]); } }