/* * 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.handler.ISkillHandler; import net.sf.l2j.gameserver.model.L2Character; import net.sf.l2j.gameserver.model.L2Fishing; import net.sf.l2j.gameserver.model.L2ItemInstance; import net.sf.l2j.gameserver.model.L2Object; import net.sf.l2j.gameserver.model.L2Skill; import net.sf.l2j.gameserver.model.actor.instance.L2PcInstance; import net.sf.l2j.gameserver.network.SystemMessageId; import net.sf.l2j.gameserver.network.serverpackets.ActionFailed; import net.sf.l2j.gameserver.network.serverpackets.SystemMessage; import net.sf.l2j.gameserver.templates.L2SkillType; import net.sf.l2j.gameserver.templates.L2Weapon; public class FishingSkill implements ISkillHandler { private static final L2SkillType[] SKILL_IDS = { L2SkillType.PUMPING, L2SkillType.REELING }; /** * * @see net.sf.l2j.gameserver.handler.ISkillHandler#useSkill(net.sf.l2j.gameserver.model.L2Character, net.sf.l2j.gameserver.model.L2Skill, net.sf.l2j.gameserver.model.L2Object[]) */ public void useSkill(L2Character activeChar, L2Skill skill, L2Object[] targets) { if (!(activeChar instanceof L2PcInstance)) return; L2PcInstance player = (L2PcInstance) activeChar; L2Fishing fish = player.getFishCombat(); if (fish == null) { if (skill.getSkillType() == L2SkillType.PUMPING) { //Pumping skill is available only while fishing player.sendPacket(new SystemMessage(SystemMessageId.CAN_USE_PUMPING_ONLY_WHILE_FISHING)); } else if (skill.getSkillType() == L2SkillType.REELING) { //Reeling skill is available only while fishing player.sendPacket(new SystemMessage(SystemMessageId.CAN_USE_REELING_ONLY_WHILE_FISHING)); } player.sendPacket(ActionFailed.STATIC_PACKET); return; } L2Weapon weaponItem = player.getActiveWeaponItem(); L2ItemInstance weaponInst = activeChar.getActiveWeaponInstance(); if (weaponInst == null || weaponItem == null) return; int SS = 1; int pen = 0; if (weaponInst != null && weaponInst.getChargedFishshot()) SS = 2; double gradebonus = 1 + weaponItem.getCrystalType() * 0.1; int dmg = (int) (skill.getPower() * gradebonus * SS); if (player.getSkillLevel(1315) <= skill.getLevel() - 2) //1315 - Fish Expertise {//Penalty player.sendPacket(new SystemMessage(SystemMessageId.REELING_PUMPING_3_LEVELS_HIGHER_THAN_FISHING_PENALTY)); pen = 50; int penatlydmg = dmg - pen; if (player.isGM()) player.sendMessage("Dmg w/o penalty = " + dmg); dmg = penatlydmg; } if (SS > 1) { weaponInst.setChargedFishshot(false); } if (skill.getSkillType() == L2SkillType.REELING)//Realing { fish.useRealing(dmg, pen); } else //Pumping { fish.usePomping(dmg, pen); } } /** * * @see net.sf.l2j.gameserver.handler.ISkillHandler#getSkillIds() */ public L2SkillType[] getSkillIds() { return SKILL_IDS; } }