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UnAfraid authoredc1190ede
BlessedSpiritShot.java 3.69 KiB
/*
* Copyright (C) 2004-2014 L2J DataPack
*
* This file is part of L2J DataPack.
*
* L2J DataPack 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.
*
* L2J DataPack 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 <http://www.gnu.org/licenses/>.
*/
package handlers.itemhandlers;
import java.util.logging.Level;
import com.l2jserver.gameserver.enums.ShotType;
import com.l2jserver.gameserver.handler.IItemHandler;
import com.l2jserver.gameserver.model.actor.L2Playable;
import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
import com.l2jserver.gameserver.model.holders.SkillHolder;
import com.l2jserver.gameserver.model.items.L2Weapon;
import com.l2jserver.gameserver.model.items.instance.L2ItemInstance;
import com.l2jserver.gameserver.model.items.type.ActionType;
import com.l2jserver.gameserver.network.SystemMessageId;
import com.l2jserver.gameserver.network.serverpackets.MagicSkillUse;
import com.l2jserver.gameserver.util.Broadcast;
public class BlessedSpiritShot implements IItemHandler
{
@Override
public boolean useItem(L2Playable playable, L2ItemInstance item, boolean forceUse)
{
if (!playable.isPlayer())
{
playable.sendPacket(SystemMessageId.ITEM_NOT_FOR_PETS);
return false;
}
L2PcInstance activeChar = (L2PcInstance) playable;
L2ItemInstance weaponInst = activeChar.getActiveWeaponInstance();
L2Weapon weaponItem = activeChar.getActiveWeaponItem();
final SkillHolder[] skills = item.getItem().getSkills();
int itemId = item.getId();
if (skills == null)
{
_log.log(Level.WARNING, getClass().getSimpleName() + ": is missing skills!");
return false;
}
// Check if Blessed SpiritShot can be used
if ((weaponInst == null) || (weaponItem == null) || (weaponItem.getSpiritShotCount() == 0))
{
if (!activeChar.getAutoSoulShot().contains(itemId))
{
activeChar.sendPacket(SystemMessageId.CANNOT_USE_SPIRITSHOTS);
}
return false;
}
// Check if Blessed SpiritShot is already active (it can be charged over SpiritShot)
if (activeChar.isChargedShot(ShotType.BLESSED_SPIRITSHOTS))
{
return false;
}
// Check for correct grade
boolean gradeCheck = item.isEtcItem() && (item.getEtcItem().getDefaultAction() == ActionType.SPIRITSHOT) && (weaponInst.getItem().getItemGradeSPlus() == item.getItem().getItemGradeSPlus());
if (!gradeCheck)
{
if (!activeChar.getAutoSoulShot().contains(itemId))
{
activeChar.sendPacket(SystemMessageId.SPIRITSHOTS_GRADE_MISMATCH);
}
return false;
}
// Consume Blessed SpiritShot if player has enough of them
if (!activeChar.destroyItemWithoutTrace("Consume", item.getObjectId(), weaponItem.getSpiritShotCount(), null, false))
{
if (!activeChar.disableAutoShot(itemId))
{
activeChar.sendPacket(SystemMessageId.NOT_ENOUGH_SPIRITSHOTS);
}
return false;
}
// Send message to client
activeChar.sendPacket(SystemMessageId.ENABLED_SPIRITSHOT);
activeChar.setChargedShot(ShotType.BLESSED_SPIRITSHOTS, true);
Broadcast.toSelfAndKnownPlayersInRadius(activeChar, new MagicSkillUse(activeChar, activeChar, skills[0].getSkillId(), skills[0].getSkillLvl(), 0, 0), 600);
return true;
}
}