/* * 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; } }