/* * 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 <http://www.gnu.org/licenses/>. */ package silentium.scripts.ai; import silentium.commons.utils.Rnd; import silentium.gameserver.ai.CtrlIntention; import silentium.gameserver.ai.DefaultMonsterAI; import silentium.gameserver.model.L2Object; import silentium.gameserver.model.L2Skill; import silentium.gameserver.model.actor.L2Character; import silentium.gameserver.model.actor.L2Npc; import silentium.gameserver.model.actor.instance.L2ChestInstance; import silentium.gameserver.model.actor.instance.L2PcInstance; import silentium.gameserver.scripting.ScriptFile; import silentium.gameserver.utils.Util; /** * Chest AI implementation. * * @author Fulminus */ public class Chests extends DefaultMonsterAI implements ScriptFile { private static final int SKILL_DELUXE_KEY = 2229; // Base chance for BOX to be opened private static final int BASE_CHANCE = 100; // Percent to decrease base chance when grade of DELUXE key not match private static final int LEVEL_DECREASE = 40; // Chance for a chest to actually be a BOX (as opposed to being a mimic). private static final int IS_BOX = 40; private static final int[] NPC_IDS = { 18265, 18266, 18267, 18268, 18269, 18270, 18271, 18272, 18273, 18274, 18275, 18276, 18277, 18278, 18279, 18280, 18281, 18282, 18283, 18284, 18285, 18286, 18287, 18288, 18289, 18290, 18291, 18292, 18293, 18294, 18295, 18296, 18297, 18298, 21671, 21694, 21717, 21740, 21763, 21786, 21801, 21802, 21803, 21804, 21805, 21806, 21807, 21808, 21809, 21810, 21811, 21812, 21813, 21814, 21815, 21816, 21817, 21818, 21819, 21820, 21821, 21822 }; public static void onLoad() { new Chests(-1, "Chests", "Chests", "ai"); } public Chests(final int scriptId, final String name, final String dname, final String path) { // firstly, don't forget to call the parent constructor to prepare the event triggering mechanisms super(scriptId, name, dname, path); registerMobs(NPC_IDS, QuestEventType.ON_ATTACK, QuestEventType.ON_SKILL_SEE); } @Override public String onSkillSee(final L2Npc npc, final L2PcInstance caster, final L2Skill skill, final L2Object[] targets, final boolean isPet) { if (npc instanceof L2ChestInstance) { // this behavior is only run when the target of skill is the passed npc (chest) // i.e. when the player is attempting to open the chest using a skill if (!Util.contains(targets, npc)) return super.onSkillSee(npc, caster, skill, targets, isPet); final L2ChestInstance chest = (L2ChestInstance) npc; final int npcId = chest.getNpcId(); final int skillId = skill.getId(); final int skillLevel = skill.getLevel(); // check if the chest and skills used are valid for this script. Exit if invalid. if (!Util.contains(NPC_IDS, npcId)) return super.onSkillSee(npc, caster, skill, targets, isPet); // if this has already been interacted, no further ai decisions are needed // if it's the first interaction, check if this is a box or mimic if (!chest.isInteracted()) { chest.setInteracted(); if (Rnd.get(100) < IS_BOX) { // if it's a box, either it will be successfully openned by a proper key, or instantly disappear if (skillId == SKILL_DELUXE_KEY) { // check the chance to open the box int keyLevelNeeded = chest.getLevel() / 10; keyLevelNeeded -= skillLevel; if (keyLevelNeeded < 0) keyLevelNeeded *= -1; final int chance = BASE_CHANCE - keyLevelNeeded * LEVEL_DECREASE; // success, pretend-death with rewards: chest.reduceCurrentHp(99999999, player) if (Rnd.get(100) < chance) { chest.setMustRewardExpSp(false); chest.setSpecialDrop(); chest.reduceCurrentHp(99999999, caster, null); return null; } } // used a skill other than chest-key, or used a chest-key but failed to open: disappear with no rewards chest.deleteMe(); } else { final L2Character originalCaster = isPet ? caster.getPet() : caster; chest.setRunning(); chest.addDamageHate(originalCaster, 0, 999); chest.getAI().setIntention(CtrlIntention.AI_INTENTION_ATTACK, originalCaster); } } } return super.onSkillSee(npc, caster, skill, targets, isPet); } @Override public String onAttack(final L2Npc npc, final L2PcInstance attacker, final int damage, final boolean isPet) { if (npc instanceof L2ChestInstance) { final L2ChestInstance chest = (L2ChestInstance) npc; final int npcId = chest.getNpcId(); // check if the chest and skills used are valid for this script. Exit if invalid. if (!Util.contains(NPC_IDS, npcId)) return super.onAttack(npc, attacker, damage, isPet); // if this was a mimic, set the target, start the skills and become agro if (!chest.isInteracted()) { chest.setInteracted(); if (Rnd.get(100) < IS_BOX) chest.deleteMe(); else { // if this weren't a box, upon interaction start the mimic behaviors... final L2Character originalAttacker = isPet ? attacker.getPet() : attacker; chest.setRunning(); chest.addDamageHate(originalAttacker, 0, damage * 100 / (chest.getLevel() + 7)); chest.getAI().setIntention(CtrlIntention.AI_INTENTION_ATTACK, originalAttacker); } } } return super.onAttack(npc, attacker, damage, isPet); } }