/*
* 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 java.util.List;
import java.util.logging.Logger;
import javolution.util.FastList;
import com.l2jserver.Config;
import com.l2jserver.gameserver.datatables.ItemTable;
import com.l2jserver.gameserver.model.Elementals;
import com.l2jserver.gameserver.model.L2Effect;
import com.l2jserver.gameserver.model.L2ItemInstance;
import com.l2jserver.gameserver.model.L2Object;
import com.l2jserver.gameserver.model.actor.L2Character;
import com.l2jserver.gameserver.model.actor.L2Summon;
import com.l2jserver.gameserver.network.SystemMessageId;
import com.l2jserver.gameserver.network.serverpackets.SystemMessage;
import com.l2jserver.gameserver.skills.Env;
import com.l2jserver.gameserver.skills.SkillHolder;
import com.l2jserver.gameserver.skills.conditions.Condition;
import com.l2jserver.gameserver.skills.conditions.ConditionLogicOr;
import com.l2jserver.gameserver.skills.conditions.ConditionPetType;
import com.l2jserver.gameserver.skills.funcs.Func;
import com.l2jserver.gameserver.skills.funcs.FuncTemplate;
import com.l2jserver.gameserver.templates.StatsSet;
import com.l2jserver.gameserver.templates.effects.EffectTemplate;
import com.l2jserver.util.StringUtil;
/**
* This class contains all informations concerning the item (weapon, armor, etc).
* Mother class of :
*
L2Armor
* L2EtcItem
* L2Weapon
* @version $Revision: 1.7.2.2.2.5 $ $Date: 2005/04/06 18:25:18 $
*/
public abstract class L2Item
{
public static final int TYPE1_WEAPON_RING_EARRING_NECKLACE = 0;
public static final int TYPE1_SHIELD_ARMOR = 1;
public static final int TYPE1_ITEM_QUESTITEM_ADENA = 4;
public static final int TYPE2_WEAPON = 0;
public static final int TYPE2_SHIELD_ARMOR = 1;
public static final int TYPE2_ACCESSORY = 2;
public static final int TYPE2_QUEST = 3;
public static final int TYPE2_MONEY = 4;
public static final int TYPE2_OTHER = 5;
public static final int WOLF = 0x1;
public static final int HATCHLING = 0x2;
public static final int STRIDER = 0x4;
public static final int BABY = 0x8;
public static final int IMPROVED_BABY = 0x10;
public static final int GROWN_WOLF = 0x20;
public static final int ALL_WOLF = 0x21;
public static final int ALL_PET = 0x3F;
public static final int SLOT_NONE = 0x0000;
public static final int SLOT_UNDERWEAR = 0x0001;
public static final int SLOT_R_EAR = 0x0002;
public static final int SLOT_L_EAR = 0x0004;
public static final int SLOT_LR_EAR = 0x00006;
public static final int SLOT_NECK = 0x0008;
public static final int SLOT_R_FINGER = 0x0010;
public static final int SLOT_L_FINGER = 0x0020;
public static final int SLOT_LR_FINGER = 0x0030;
public static final int SLOT_HEAD = 0x0040;
public static final int SLOT_R_HAND = 0x0080;
public static final int SLOT_L_HAND = 0x0100;
public static final int SLOT_GLOVES = 0x0200;
public static final int SLOT_CHEST = 0x0400;
public static final int SLOT_LEGS = 0x0800;
public static final int SLOT_FEET = 0x1000;
public static final int SLOT_BACK = 0x2000;
public static final int SLOT_LR_HAND = 0x4000;
public static final int SLOT_FULL_ARMOR = 0x8000;
public static final int SLOT_HAIR = 0x010000;
public static final int SLOT_ALLDRESS = 0x020000;
public static final int SLOT_HAIR2 = 0x040000;
public static final int SLOT_HAIRALL = 0x080000;
public static final int SLOT_R_BRACELET = 0x100000;
public static final int SLOT_L_BRACELET = 0x200000;
public static final int SLOT_DECO = 0x400000;
public static final int SLOT_BELT = 0x10000000;
public static final int SLOT_WOLF = -100;
public static final int SLOT_HATCHLING = -101;
public static final int SLOT_STRIDER = -102;
public static final int SLOT_BABYPET = -103;
public static final int SLOT_GREATWOLF = -104;
public static final int SLOT_MULTI_ALLWEAPON = SLOT_LR_HAND | SLOT_R_HAND;
public static final int MATERIAL_STEEL = 0x00; // ??
public static final int MATERIAL_FINE_STEEL = 0x01; // ??
public static final int MATERIAL_BLOOD_STEEL = 0x02; // ??
public static final int MATERIAL_BRONZE = 0x03; // ??
public static final int MATERIAL_SILVER = 0x04; // ??
public static final int MATERIAL_GOLD = 0x05; // ??
public static final int MATERIAL_MITHRIL = 0x06; // ??
public static final int MATERIAL_ORIHARUKON = 0x07; // ??
public static final int MATERIAL_PAPER = 0x08; // ??
public static final int MATERIAL_WOOD = 0x09; // ??
public static final int MATERIAL_CLOTH = 0x0a; // ??
public static final int MATERIAL_LEATHER = 0x0b; // ??
public static final int MATERIAL_BONE = 0x0c; // ??
public static final int MATERIAL_HORN = 0x0d; // ??
public static final int MATERIAL_DAMASCUS = 0x0e; // ??
public static final int MATERIAL_ADAMANTAITE = 0x0f; // ??
public static final int MATERIAL_CHRYSOLITE = 0x10; // ??
public static final int MATERIAL_CRYSTAL = 0x11; // ??
public static final int MATERIAL_LIQUID = 0x12; // ??
public static final int MATERIAL_SCALE_OF_DRAGON = 0x13; // ??
public static final int MATERIAL_DYESTUFF = 0x14; // ??
public static final int MATERIAL_COBWEB = 0x15; // ??
public static final int MATERIAL_SEED = 0x16; // ??
public static final int MATERIAL_FISH = 0x17; // ??
public static final int MATERIAL_RUNE_XP = 0x18; // ??
public static final int MATERIAL_RUNE_SP = 0x19; // ??
public static final int MATERIAL_RUNE_PENALTY = 0x20; // ??
public static final int CRYSTAL_NONE = 0x00; // ??
public static final int CRYSTAL_D = 0x01; // ??
public static final int CRYSTAL_C = 0x02; // ??
public static final int CRYSTAL_B = 0x03; // ??
public static final int CRYSTAL_A = 0x04; // ??
public static final int CRYSTAL_S = 0x05; // ??
public static final int CRYSTAL_S80 = 0x06; // ??
public static final int CRYSTAL_S84 = 0x07; // ??
private static final int[] crystalItemId =
{
0, 1458, 1459, 1460, 1461, 1462, 1462, 1462
};
private static final int[] crystalEnchantBonusArmor =
{
0, 11, 6, 11, 19, 25, 25, 25
};
private static final int[] crystalEnchantBonusWeapon =
{
0, 90, 45, 67, 144, 250, 250, 250
};
private final int _itemId;
private final String _name;
private final String _icon;
private final int _weight;
private final boolean _stackable;
private final int _materialType;
private final int _crystalType; // default to none-grade
private final int _duration;
private final int _time;
private final int _bodyPart;
private final int _referencePrice;
private final int _crystalCount;
private final boolean _sellable;
private final boolean _dropable;
private final boolean _destroyable;
private final boolean _tradeable;
private final boolean _depositable;
private final boolean _questItem;
private final boolean _common;
private final boolean _heroItem;
private final boolean _pvpItem;
private final boolean _ex_immediate_effect;
private final L2ActionType _defaultAction;
protected int _type1; // needed for item list (inventory)
protected int _type2; // different lists for armor, weapon, etc
protected Elementals[] _elementals = null;
protected FuncTemplate[] _funcTemplates;
protected EffectTemplate[] _effectTemplates;
protected List _preConditions;
private SkillHolder[] _skillHolder;
protected static final Func[] _emptyFunctionSet = new Func[0];
protected static final L2Effect[] _emptyEffectSet = new L2Effect[0];
protected static final Logger _log = Logger.getLogger(L2Item.class.getName());
/**
* Constructor of the L2Item that fill class variables.
* @param set : StatsSet corresponding to a set of couples (key,value) for description of the item
*/
protected L2Item(StatsSet set)
{
_itemId = set.getInteger("item_id");
_name = set.getString("name");
_icon = set.getString("icon", null);
_weight = set.getInteger("weight", 0);
_materialType = ItemTable._materials.get(set.getString("material", "steel")); // default is steel, yeah and what?
_duration = set.getInteger("duration", -1);
_time = set.getInteger("time", -1);
_bodyPart = ItemTable._slots.get(set.getString("bodypart", "none"));
_referencePrice = set.getInteger("price", 0);
_crystalType = ItemTable._crystalTypes.get(set.getString("crystal_type", "none")); // default to none-grade
_crystalCount = set.getInteger("crystal_count", 0);
_stackable = set.getBool("is_stackable", false);
_sellable = set.getBool("is_sellable", true);
_dropable = set.getBool("is_dropable", true);
_destroyable = set.getBool("is_destroyable", true);
_tradeable = set.getBool("is_tradable", true);
_depositable = set.getBool("is_depositable", true);
_questItem = set.getBool("is_questitem", false);
//_immediate_effect - herb
_ex_immediate_effect = set.getInteger("ex_immediate_effect", 0) > 0;
//used for custom type select
_defaultAction = set.getEnum("default_action", L2ActionType.class, L2ActionType.none);
//TODO cleanup + finish
String equip_condition = set.getString("equip_condition", null);
if (equip_condition != null)
{
//pet conditions
ConditionLogicOr cond = new ConditionLogicOr();
if (equip_condition.contains("all_wolf_group"))
cond.add(new ConditionPetType(ALL_WOLF));
if (equip_condition.contains("hatchling_group"))
cond.add(new ConditionPetType(HATCHLING));
if (equip_condition.contains("strider"))
cond.add(new ConditionPetType(STRIDER));
if (equip_condition.contains("baby_pet_group"))
cond.add(new ConditionPetType(BABY));
if (equip_condition.contains("upgrade_baby_pet_group"))
cond.add(new ConditionPetType(IMPROVED_BABY));
if (equip_condition.contains("grown_up_wolf_group"))
cond.add(new ConditionPetType(GROWN_WOLF));
if (equip_condition.contains("item_equip_pet_group"))
cond.add(new ConditionPetType(ALL_PET));
if (cond.conditions.length > 0)
attach(cond);
}
String skills = set.getString("item_skill", null);
if (skills != null)
{
String[] skillsSplit = skills.split(";");
_skillHolder = new SkillHolder[skillsSplit.length];
int used = 0;
for (int i = 0;i < skillsSplit.length;++ i)
{
try
{
String[] skillSplit = skillsSplit[i].split("-");
int id = Integer.parseInt(skillSplit[0]);
int level = Integer.parseInt(skillSplit[1]);
if (id == 0)
{
_log.info(StringUtil.concat("Ignoring item_skill(", skillsSplit[i], ") for item ", toString(), ". Skill id is 0!"));
continue;
}
if (level == 0)
{
_log.info(StringUtil.concat("Ignoring item_skill(", skillsSplit[i], ") for item ", toString(), ". Skill level is 0!"));
continue;
}
_skillHolder[used] = new SkillHolder(id, level);
++ used;
}
catch (Exception e)
{
_log.warning(StringUtil.concat("Failed to parse item_skill(", skillsSplit[i], ") for item ", toString(), "! Format: SkillId0-SkillLevel0[;SkillIdN-SkillLevelN]"));
}
}
// this is only loading? just don't leave a null or use a collection?
if (used != _skillHolder.length)
{
SkillHolder[] skillHolder = new SkillHolder[used];
System.arraycopy(_skillHolder, 0, skillHolder, 0, used);
_skillHolder = skillHolder;
}
}
_common = (_itemId >= 11605 && _itemId <= 12361);
_heroItem = (_itemId >= 6611 && _itemId <= 6621) || (_itemId >= 9388 && _itemId <= 9390) || _itemId == 6842;
_pvpItem = (_itemId >= 10667 && _itemId <= 10835) || (_itemId >= 12852 && _itemId <= 12977) || (_itemId >= 14363 && _itemId <= 14525) || _itemId == 14528 || _itemId == 14529 || _itemId == 14558 || (_itemId >=15913 && _itemId <= 16024) || (_itemId >=16134 && _itemId <= 16147) || _itemId == 16149 || _itemId == 16151 || _itemId == 16153 || _itemId == 16155 || _itemId == 16157 || _itemId == 16159 || (_itemId >=16168 && _itemId <= 16176) || (_itemId >=16179 && _itemId <= 16220);
}
/**
* Returns the itemType.
* @return Enum
*/
public abstract L2ItemType getItemType();
/**
* Returns the duration of the item
* @return int
*/
public final int getDuration()
{
return _duration;
}
/**
* Returns the time of the item
* @return int
*/
public final int getTime()
{
return _time;
}
/**
* Returns the ID of the iden
* @return int
*/
public final int getItemId()
{
return _itemId;
}
public abstract int getItemMask();
/**
* Return the type of material of the item
* @return int
*/
public final int getMaterialType()
{
return _materialType;
}
/**
* Returns the type 2 of the item
* @return int
*/
public final int getType2()
{
return _type2;
}
/**
* Returns the weight of the item
* @return int
*/
public final int getWeight()
{
return _weight;
}
/**
* Returns if the item is crystallizable
* @return boolean
*/
public final boolean isCrystallizable()
{
return _crystalType != L2Item.CRYSTAL_NONE && _crystalCount > 0;
}
/**
* Return the type of crystal if item is crystallizable
* @return int
*/
public final int getCrystalType()
{
return _crystalType;
}
/**
* Return the type of crystal if item is crystallizable
* @return int
*/
public final int getCrystalItemId()
{
return crystalItemId[_crystalType];
}
/**
* Returns the grade of the item.
* Concept :
* In fact, this fucntion returns the type of crystal of the item.
* @return int
*/
public final int getItemGrade()
{
return getCrystalType();
}
/**
* Returns the grade of the item.
* For grades S80 and S84 return S
* @return int
*/
public final int getItemGradeSPlus()
{
switch (getItemGrade())
{
case CRYSTAL_S80:
case CRYSTAL_S84:
return CRYSTAL_S;
default:
return getItemGrade();
}
}
/**
* Returns the quantity of crystals for crystallization
* @return int
*/
public final int getCrystalCount()
{
return _crystalCount;
}
/**
* Returns the quantity of crystals for crystallization on specific enchant level
* @return int
*/
public final int getCrystalCount(int enchantLevel)
{
if (enchantLevel > 3)
switch (_type2)
{
case TYPE2_SHIELD_ARMOR:
case TYPE2_ACCESSORY:
return _crystalCount + crystalEnchantBonusArmor[getCrystalType()] * (3 * enchantLevel - 6);
case TYPE2_WEAPON:
return _crystalCount + crystalEnchantBonusWeapon[getCrystalType()] * (2 * enchantLevel - 3);
default:
return _crystalCount;
}
else if (enchantLevel > 0)
switch (_type2)
{
case TYPE2_SHIELD_ARMOR:
case TYPE2_ACCESSORY:
return _crystalCount + crystalEnchantBonusArmor[getCrystalType()] * enchantLevel;
case TYPE2_WEAPON:
return _crystalCount + crystalEnchantBonusWeapon[getCrystalType()] * enchantLevel;
default:
return _crystalCount;
}
else
return _crystalCount;
}
/**
* Returns the name of the item
* @return String
*/
public final String getName()
{
return _name;
}
/**
* Returns the base elemental of the item
* @return Elementals
*/
public final Elementals[] getElementals()
{
return _elementals;
}
public Elementals getElemental(byte attribute)
{
for (Elementals elm : _elementals)
{
if (elm.getElement() == attribute)
return elm;
}
return null;
}
/**
* Sets the base elemental of the item
*/
public void setElementals(Elementals element)
{
if (_elementals == null)
{
_elementals = new Elementals[1];
_elementals[0] = element;
}
else
{
Elementals elm = getElemental(element.getElement());
if (elm != null)
{
elm.setValue(element.getValue());
}
else
{
elm = element;
Elementals[] array = new Elementals[_elementals.length + 1];
System.arraycopy(_elementals, 0, array, 0, _elementals.length);
array[_elementals.length] = elm;
_elementals = array;
}
}
}
/**
* Return the part of the body used with the item.
* @return int
*/
public final int getBodyPart()
{
return _bodyPart;
}
/**
* Returns the type 1 of the item
* @return int
*/
public final int getType1()
{
return _type1;
}
/**
* Returns if the item is stackable
* @return boolean
*/
public final boolean isStackable()
{
return _stackable;
}
/**
* Returns if the item is consumable
* @return boolean
*/
public boolean isConsumable()
{
return false;
}
public boolean isEquipable()
{
return this.getBodyPart() != 0 && !(this.getItemType() instanceof L2EtcItemType);
}
/**
* Returns the price of reference of the item
* @return int
*/
public final int getReferencePrice()
{
return (isConsumable() ? (int)(_referencePrice * Config.RATE_CONSUMABLE_COST) : _referencePrice);
}
/**
* Returns if the item can be sold
* @return boolean
*/
public final boolean isSellable()
{
return _sellable;
}
/**
* Returns if the item can dropped
* @return boolean
*/
public final boolean isDropable()
{
return _dropable;
}
/**
* Returns if the item can destroy
* @return boolean
*/
public final boolean isDestroyable()
{
return _destroyable;
}
/**
* Returns if the item can add to trade
* @return boolean
*/
public final boolean isTradeable()
{
return _tradeable;
}
/**
* Returns if the item can be put into warehouse
* @return boolean
*/
public final boolean isDepositable()
{
return _depositable;
}
/**
* Returns if item is common
* @return boolean
*/
public final boolean isCommon()
{
return _common;
}
/**
* Returns if item is hero-only
* @return
*/
public final boolean isHeroItem()
{
return _heroItem;
}
/**
* Returns if item is pvp
* @return
*/
public final boolean isPvpItem()
{
return _pvpItem;
}
public boolean isPotion()
{
return (getItemType() == L2EtcItemType.POTION);
}
public boolean isElixir()
{
return (getItemType() == L2EtcItemType.ELIXIR);
}
/**
* Returns array of Func objects containing the list of functions used by the item
* @param instance : L2ItemInstance pointing out the item
* @param player : L2Character pointing out the player
* @return Func[] : array of functions
*/
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.target = player;
env.item = instance;
Func f;
for (FuncTemplate t : _funcTemplates)
{
f = t.getFunc(env, this); // skill is owner
if (f != null)
funcs.add(f);
}
if (funcs.isEmpty())
return _emptyFunctionSet;
return funcs.toArray(new Func[funcs.size()]);
}
/**
* Returns the effects associated with the item.
* @param instance : L2ItemInstance pointing out the item
* @param player : L2Character pointing out the player
* @return L2Effect[] : array of effects generated by the item
*/
public L2Effect[] getEffects(L2ItemInstance instance, L2Character player)
{
if (_effectTemplates == null || _effectTemplates.length == 0)
return _emptyEffectSet;
FastList effects = FastList.newInstance();
Env env = new Env();
env.player = player;
env.target = player;
env.item = instance;
L2Effect e;
for (EffectTemplate et : _effectTemplates)
{
e = et.getEffect(env);
if (e != null)
{
e.scheduleEffect();
effects.add(e);
}
}
if (effects.isEmpty())
return _emptyEffectSet;
L2Effect[] result = effects.toArray(new L2Effect[effects.size()]);
FastList.recycle(effects);
return result;
}
/**
* Returns effects of skills associated with the item.
* @param caster : L2Character pointing out the caster
* @param target : L2Character pointing out the target
* @return L2Effect[] : array of effects generated by the skill
public L2Effect[] getSkillEffects(L2Character caster, L2Character target)
{
if (_skills == null)
return _emptyEffectSet;
List effects = new FastList();
for (L2Skill skill : _skills)
{
if (!skill.checkCondition(caster, target, true))
continue; // Skill condition not met
if (target.getFirstEffect(skill.getId()) != null)
target.removeEffect(target.getFirstEffect(skill.getId()));
for (L2Effect e : skill.getEffects(caster, target))
effects.add(e);
}
if (effects.isEmpty())
return _emptyEffectSet;
return effects.toArray(new L2Effect[effects.size()]);
}
*/
/**
* Add the FuncTemplate f to the list of functions used with the item
* @param f : FuncTemplate to add
*/
public void attach(FuncTemplate f)
{
switch(f.stat)
{
case FIRE_RES:
case FIRE_POWER:
setElementals(new Elementals(Elementals.FIRE, (int) f.lambda.calc(null)));
break;
case WATER_RES:
case WATER_POWER:
setElementals(new Elementals(Elementals.WATER, (int) f.lambda.calc(null)));
break;
case WIND_RES:
case WIND_POWER:
setElementals(new Elementals(Elementals.WIND, (int) f.lambda.calc(null)));
break;
case EARTH_RES:
case EARTH_POWER:
setElementals(new Elementals(Elementals.EARTH, (int) f.lambda.calc(null)));
break;
case HOLY_RES:
case HOLY_POWER:
setElementals(new Elementals(Elementals.HOLY, (int) f.lambda.calc(null)));
break;
case DARK_RES:
case DARK_POWER:
setElementals(new Elementals(Elementals.DARK, (int) f.lambda.calc(null)));
break;
}
// If _functTemplates is empty, create it and add the FuncTemplate f in it
if (_funcTemplates == null)
{
_funcTemplates = new FuncTemplate[]
{
f
};
}
else
{
int len = _funcTemplates.length;
FuncTemplate[] tmp = new FuncTemplate[len + 1];
// Definition : arraycopy(array source, begins copy at this position of source, array destination, begins copy at this position in dest,
// number of components to be copied)
System.arraycopy(_funcTemplates, 0, tmp, 0, len);
tmp[len] = f;
_funcTemplates = tmp;
}
}
/**
* Add the EffectTemplate effect to the list of effects generated by the item
* @param effect : EffectTemplate
*/
public void attach(EffectTemplate effect)
{
if (_effectTemplates == null)
{
_effectTemplates = new EffectTemplate[]
{
effect
};
}
else
{
int len = _effectTemplates.length;
EffectTemplate[] tmp = new EffectTemplate[len + 1];
// Definition : arraycopy(array source, begins copy at this position of source, array destination, begins copy at this position in dest,
// number of components to be copied)
System.arraycopy(_effectTemplates, 0, tmp, 0, len);
tmp[len] = effect;
_effectTemplates = tmp;
}
}
public final void attach(Condition c)
{
if (_preConditions == null)
_preConditions = new FastList();
if (!_preConditions.contains(c))
_preConditions.add(c);
}
/**
* Method to retrive skills linked to this item
*
* armor and weapon: passive skills
* etcitem: skills used on item use <-- ???
*
* @return Skills linked to this item as SkillHolder[]
*/
public final SkillHolder[] getSkills()
{
return _skillHolder;
}
public boolean checkCondition(L2Character activeChar, L2Object target, boolean sendMessage)
{
if (activeChar.isGM() && !Config.GM_ITEM_RESTRICTION)
return true;
if (_preConditions == null)
return true;
Env env = new Env();
env.player = activeChar;
if (target instanceof L2Character)
env.target = (L2Character)target;
for (Condition preCondition : _preConditions)
{
if (preCondition == null)
continue;
if (!preCondition.test(env))
{
if (activeChar instanceof L2Summon)
{
activeChar.getActingPlayer().sendPacket(SystemMessage.getSystemMessage(SystemMessageId.PET_CANNOT_USE_ITEM));
return false;
}
if (sendMessage)
{
String msg = preCondition.getMessage();
int msgId = preCondition.getMessageId();
if (msg != null)
{
activeChar.sendMessage(msg);
}
else if (msgId !=0)
{
SystemMessage sm = SystemMessage.getSystemMessage(msgId);
if (preCondition.isAddName())
sm.addItemName(_itemId);
activeChar.getActingPlayer().sendPacket(sm);
}
}
return false;
}
}
return true;
}
public boolean isConditionAttached()
{
return _preConditions != null && !_preConditions.isEmpty();
}
public boolean isQuestItem()
{
return _questItem;
}
/**
* Returns the name of the item
* @return String
*/
@Override
public String toString()
{
return _name+"("+_itemId+")";
}
/**
* @return the _ex_immediate_effect
*/
public boolean is_ex_immediate_effect()
{
return _ex_immediate_effect;
}
/**
* @return the _default_action
*/
public L2ActionType getDefaultAction()
{
return _defaultAction;
}
/**
* Get the icon link in client files.
Usable in HTML windows.
* @return the _icon
*/
public String getIcon()
{
return _icon;
}
}