/* * 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 net.sf.l2j.gameserver.handler.skillhandlers; import net.sf.l2j.gameserver.datatables.SkillTable; import net.sf.l2j.gameserver.handler.ISkillHandler; import net.sf.l2j.gameserver.model.L2Character; import net.sf.l2j.gameserver.model.L2Object; import net.sf.l2j.gameserver.model.L2Skill; import net.sf.l2j.gameserver.model.L2Skill.SkillType; import net.sf.l2j.gameserver.model.actor.instance.L2PcInstance; import net.sf.l2j.gameserver.network.SystemMessageId; import net.sf.l2j.gameserver.network.serverpackets.SystemMessage; /** * * @author nBd */ public class Soul implements ISkillHandler { private static final SkillType[] SKILL_IDS = { SkillType.CHARGESOUL }; public void useSkill(L2Character activeChar, L2Skill skill, L2Object[] targets) { if (!(activeChar instanceof L2PcInstance) || activeChar.isAlikeDead()) return; L2PcInstance player = (L2PcInstance)activeChar; L2Skill soulmastery = SkillTable.getInstance().getInfo(467, player.getSkillLevel(467)); if (soulmastery != null) { if (player.getSouls() < soulmastery.getNumSouls()) { int count = 0; if (player.getSouls() + skill.getNumSouls() <= soulmastery.getNumSouls()) count = skill.getNumSouls(); else count = soulmastery.getNumSouls() - player.getSouls(); player.increaseSouls(count); } else { SystemMessage sm = new SystemMessage(SystemMessageId.SOUL_CANNOT_BE_INCREASED_ANYMORE); player.sendPacket(sm); return; } } } public SkillType[] getSkillIds() { return SKILL_IDS; } }