/* * 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.ai; import com.l2jserver.gameserver.model.L2Object; import com.l2jserver.gameserver.model.actor.L2Character; import com.l2jserver.gameserver.model.actor.L2Character.AIAccessor; import com.l2jserver.gameserver.model.actor.L2Playable; import com.l2jserver.gameserver.model.skills.L2Skill; import com.l2jserver.gameserver.network.SystemMessageId; /** * * This class manages AI of L2Playable.

* * L2PlayableAI :

*
  • L2SummonAI
  • *
  • L2PlayerAI
  • *

    * * @author JIV */ public abstract class L2PlayableAI extends L2CharacterAI { /** * @param accessor */ public L2PlayableAI(AIAccessor accessor) { super(accessor); } /** * @see com.l2jserver.gameserver.ai.L2CharacterAI#onIntentionAttack(com.l2jserver.gameserver.model.actor.L2Character) */ @Override protected void onIntentionAttack(L2Character target) { if (target instanceof L2Playable) { if (target.getActingPlayer().getProtectionBlessing() && (_actor.getActingPlayer().getLevel() - target.getActingPlayer().getLevel()) >= 10 && _actor.getActingPlayer().getKarma() > 0 && !(target.isInsideZone(L2Character.ZONE_PVP))) { // If attacker have karma and have level >= 10 than his target and target have // Newbie Protection Buff, _actor.getActingPlayer().sendPacket(SystemMessageId.TARGET_IS_INCORRECT); clientActionFailed(); return; } if (_actor.getActingPlayer().getProtectionBlessing() && (target.getActingPlayer().getLevel() - _actor.getActingPlayer().getLevel()) >= 10 && target.getActingPlayer().getKarma() > 0 && !(target.isInsideZone(L2Character.ZONE_PVP))) { // If target have karma and have level >= 10 than his target and actor have // Newbie Protection Buff, _actor.getActingPlayer().sendPacket(SystemMessageId.TARGET_IS_INCORRECT); clientActionFailed(); return; } if (target.getActingPlayer().isCursedWeaponEquipped() && _actor.getActingPlayer().getLevel() <= 20) { _actor.getActingPlayer().sendPacket(SystemMessageId.TARGET_IS_INCORRECT); clientActionFailed(); return; } if (_actor.getActingPlayer().isCursedWeaponEquipped() && target.getActingPlayer().getLevel() <= 20) { _actor.getActingPlayer().sendPacket(SystemMessageId.TARGET_IS_INCORRECT); clientActionFailed(); return; } } super.onIntentionAttack(target); } /** * @see com.l2jserver.gameserver.ai.L2CharacterAI#onIntentionCast(com.l2jserver.gameserver.model.skills.L2Skill, com.l2jserver.gameserver.model.L2Object) */ @Override protected void onIntentionCast(L2Skill skill, L2Object target) { if (target instanceof L2Playable && skill.isOffensive()) { if (target.getActingPlayer().getProtectionBlessing() && (_actor.getActingPlayer().getLevel() - target.getActingPlayer().getLevel()) >= 10 && _actor.getActingPlayer().getKarma() > 0 && !(((L2Playable) target).isInsideZone(L2Character.ZONE_PVP))) { // If attacker have karma and have level >= 10 than his target and target have // Newbie Protection Buff, _actor.getActingPlayer().sendPacket(SystemMessageId.TARGET_IS_INCORRECT); clientActionFailed(); _actor.setIsCastingNow(false); return; } if (_actor.getActingPlayer().getProtectionBlessing() && (target.getActingPlayer().getLevel() - _actor.getActingPlayer().getLevel()) >= 10 && target.getActingPlayer().getKarma() > 0 && !(((L2Playable) target).isInsideZone(L2Character.ZONE_PVP))) { // If target have karma and have level >= 10 than his target and actor have // Newbie Protection Buff, _actor.getActingPlayer().sendPacket(SystemMessageId.TARGET_IS_INCORRECT); clientActionFailed(); _actor.setIsCastingNow(false); return; } if (target.getActingPlayer().isCursedWeaponEquipped() && _actor.getActingPlayer().getLevel() <= 20) { _actor.getActingPlayer().sendPacket(SystemMessageId.TARGET_IS_INCORRECT); clientActionFailed(); _actor.setIsCastingNow(false); return; } if (_actor.getActingPlayer().isCursedWeaponEquipped() && target.getActingPlayer().getLevel() <= 20) { _actor.getActingPlayer().sendPacket(SystemMessageId.TARGET_IS_INCORRECT); clientActionFailed(); _actor.setIsCastingNow(false); return; } } super.onIntentionCast(skill, target); } }