/* * 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 SpiritShot 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 sps can be used if (weaponInst == null || weaponItem.getSpiritShotCount() == 0) { if (!activeChar.getAutoSoulShot().contains(itemId)) activeChar.sendPacket(SystemMessageId.CANNOT_USE_SPIRITSHOTS); return; } // Check if sps is already active if (weaponInst.getChargedSpiritshot() != L2ItemInstance.CHARGED_NONE) return; final int weaponGrade = weaponItem.getCrystalType(); boolean gradeCheck = true; switch (weaponGrade) { case L2Item.CRYSTAL_NONE: if (itemId != 5790 && itemId != 2509) gradeCheck = false; break; case L2Item.CRYSTAL_D: if (itemId != 2510) gradeCheck = false; break; case L2Item.CRYSTAL_C: if (itemId != 2511) gradeCheck = false; break; case L2Item.CRYSTAL_B: if (itemId != 2512) gradeCheck = false; break; case L2Item.CRYSTAL_A: if (itemId != 2513) gradeCheck = false; break; case L2Item.CRYSTAL_S: if (itemId != 2514) gradeCheck = false; break; } if (!gradeCheck) { if (!activeChar.getAutoSoulShot().contains(itemId)) activeChar.sendPacket(SystemMessageId.SPIRITSHOTS_GRADE_MISMATCH); return; } // Consume sps 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 sps weaponInst.setChargedSpiritshot(L2ItemInstance.CHARGED_SPIRITSHOT); int skillId = 0; switch (itemId) { case 2509: case 5790: skillId = 2061; break; case 2510: skillId = 2155; break; case 2511: skillId = 2156; break; case 2512: skillId = 2157; break; case 2513: skillId = 2158; break; case 2514: skillId = 2159; break; } // Send message to client activeChar.sendPacket(SystemMessageId.ENABLED_SPIRITSHOT); Broadcast.toSelfAndKnownPlayersInRadiusSq(activeChar, new MagicSkillUse(activeChar, activeChar, skillId, 1, 0, 0), 360000); } }