/* * 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.skills.Stats; import silentium.gameserver.templates.item.L2Item; import silentium.gameserver.templates.item.L2Weapon; import silentium.gameserver.utils.Broadcast; public class SoulShots implements IItemHandler { @Override public 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 soulshot can be used if (weaponInst == null || weaponItem.getSoulShotCount() == 0) { if (!activeChar.getAutoSoulShot().contains(itemId)) activeChar.sendPacket(SystemMessageId.CANNOT_USE_SOULSHOTS); return; } final int weaponGrade = weaponItem.getCrystalType(); boolean gradeCheck = true; switch (weaponGrade) { case L2Item.CRYSTAL_NONE: if (itemId != 5789 && itemId != 1835) gradeCheck = false; break; case L2Item.CRYSTAL_D: if (itemId != 1463) gradeCheck = false; break; case L2Item.CRYSTAL_C: if (itemId != 1464) gradeCheck = false; break; case L2Item.CRYSTAL_B: if (itemId != 1465) gradeCheck = false; break; case L2Item.CRYSTAL_A: if (itemId != 1466) gradeCheck = false; break; case L2Item.CRYSTAL_S: if (itemId != 1467) gradeCheck = false; break; } if (!gradeCheck) { if (!activeChar.getAutoSoulShot().contains(itemId)) activeChar.sendPacket(SystemMessageId.SOULSHOTS_GRADE_MISMATCH); return; } activeChar.soulShotLock.lock(); try { // Check if soulshot is already active if (weaponInst.getChargedSoulshot() != L2ItemInstance.CHARGED_NONE) return; // Consume Soul shots if player has enough of them final int saSSCount = (int) activeChar.getStat().calcStat(Stats.SOULSHOT_COUNT, 0, null, null); final int SSCount = saSSCount == 0 ? weaponItem.getSoulShotCount() : saSSCount; if (!CustomConfig.UNLIM_SSHOTS) { if (!activeChar.destroyItemWithoutTrace("Consume", item.getObjectId(), SSCount, null, false)) { if (!activeChar.disableAutoShot(itemId)) activeChar.sendPacket(SystemMessageId.NOT_ENOUGH_SOULSHOTS); return; } } // Charge soulshot weaponInst.setChargedSoulshot(L2ItemInstance.CHARGED_SOULSHOT); } finally { activeChar.soulShotLock.unlock(); } int skillId = 0; switch (itemId) { case 1835: case 5789: skillId = 2039; break; case 1463: skillId = 2150; break; case 1464: skillId = 2151; break; case 1465: skillId = 2152; break; case 1466: skillId = 2153; break; case 1467: skillId = 2154; break; } // Send message to client activeChar.sendPacket(SystemMessageId.ENABLED_SOULSHOT); Broadcast.toSelfAndKnownPlayersInRadiusSq(activeChar, new MagicSkillUse(activeChar, activeChar, skillId, 1, 0, 0), 360000); } }