/* * 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.handlers.item; import silentium.gameserver.configs.CustomConfig; import silentium.gameserver.handler.IItemHandler; import silentium.gameserver.model.L2ItemInstance; import silentium.gameserver.model.actor.L2Playable; import silentium.gameserver.model.actor.instance.L2PcInstance; import silentium.gameserver.network.SystemMessageId; import silentium.gameserver.network.serverpackets.MagicSkillUse; import silentium.gameserver.templates.item.L2Item; import silentium.gameserver.templates.item.L2Weapon; import silentium.gameserver.utils.Broadcast; public class BlessedSpiritShot implements IItemHandler { @Override public synchronized void useItem(final L2Playable playable, final L2ItemInstance item, final boolean forceUse) { if (!(playable instanceof L2PcInstance)) return; final L2PcInstance activeChar = (L2PcInstance) playable; final L2ItemInstance weaponInst = activeChar.getActiveWeaponInstance(); final L2Weapon weaponItem = activeChar.getActiveWeaponItem(); final int itemId = item.getItemId(); // Check if bss can be used if (weaponInst == null || weaponItem == null || weaponItem.getSpiritShotCount() == 0) { if (!activeChar.getAutoSoulShot().contains(itemId)) activeChar.sendPacket(SystemMessageId.CANNOT_USE_SPIRITSHOTS); return; } // Check if bss is already active (it can be charged over SpiritShot) if (weaponInst.getChargedSpiritshot() != L2ItemInstance.CHARGED_NONE) return; // Check for correct grade final int weaponGrade = weaponItem.getCrystalType(); boolean gradeCheck = true; switch (weaponGrade) { case L2Item.CRYSTAL_NONE: if (itemId != 3947) gradeCheck = false; break; case L2Item.CRYSTAL_D: if (itemId != 3948) gradeCheck = false; break; case L2Item.CRYSTAL_C: if (itemId != 3949) gradeCheck = false; break; case L2Item.CRYSTAL_B: if (itemId != 3950) gradeCheck = false; break; case L2Item.CRYSTAL_A: if (itemId != 3951) gradeCheck = false; break; case L2Item.CRYSTAL_S: if (itemId != 3952) gradeCheck = false; break; } if (!gradeCheck) { if (!activeChar.getAutoSoulShot().contains(itemId)) activeChar.sendPacket(SystemMessageId.SPIRITSHOTS_GRADE_MISMATCH); return; } // Consume bss if player has enough of them if (!CustomConfig.UNLIM_SSHOTS) { if (!activeChar.destroyItemWithoutTrace("Consume", item.getObjectId(), weaponItem.getSpiritShotCount(), null, false)) { if (!activeChar.disableAutoShot(itemId)) activeChar.sendPacket(SystemMessageId.NOT_ENOUGH_SPIRITSHOTS); return; } } // Charge bss weaponInst.setChargedSpiritshot(L2ItemInstance.CHARGED_BLESSED_SPIRITSHOT); int skillId = 0; switch (itemId) { case 3947: skillId = 2061; break; case 3948: skillId = 2160; break; case 3949: skillId = 2161; break; case 3950: skillId = 2162; break; case 3951: skillId = 2163; break; case 3952: skillId = 2164; break; } // Send message to client activeChar.sendPacket(SystemMessageId.ENABLED_SPIRITSHOT); Broadcast.toSelfAndKnownPlayersInRadiusSq(activeChar, new MagicSkillUse(activeChar, activeChar, skillId, 1, 0, 0), 360000); } }