Nu as turiu toki klausima kaikuruose serveruose maciau ir zinau kad yra Augument buffai gali uzsimest daugiau negu 2
Default L2jFrozen pack'e to nera. Jieskojau Configuose bet nieko ten gero neiskrapsciau o svn tai as dar zalias
failas randasi : .../gameserver/head-src/com/l2jfrozen/gameserver/model/L2Augmentation.java
Galvoju pakeisti viena eilute
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 2, 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, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
* 02111-1307, USA.
*
* http://www.gnu.org/copyleft/gpl.html
*/
package com.l2jfrozen.gameserver.model;
import java.sql.Connection;
import java.sql.PreparedStatement;
import java.util.logging.Level;
import java.util.logging.Logger;
import javolution.util.FastList;
import com.l2jfrozen.Config;
import com.l2jfrozen.gameserver.datatables.SkillTable;
import com.l2jfrozen.gameserver.datatables.xml.AugmentationData;
import com.l2jfrozen.gameserver.model.actor.instance.L2ItemInstance;
import com.l2jfrozen.gameserver.model.actor.instance.L2PcInstance;
import com.l2jfrozen.gameserver.skills.Stats;
import com.l2jfrozen.gameserver.skills.funcs.FuncAdd;
import com.l2jfrozen.gameserver.skills.funcs.LambdaConst;
import com.l2jfrozen.util.CloseUtil;
import com.l2jfrozen.util.database.L2DatabaseFactory;
/**
* Used to store an augmentation and its boni
*
* @author durgus
*/
public final class L2Augmentation
{
private static final Logger _log = Logger.getLogger(L2Augmentation.class.getName());
private L2ItemInstance _item;
private int _effectsId = 0;
private augmentationStatBoni _boni = null;
private L2Skill _skill = null;
public L2Augmentation(L2ItemInstance item, int effects, L2Skill skill, boolean save)
{
_item = item;
_effectsId = effects;
_boni = new augmentationStatBoni(_effectsId);
_skill = skill;
// write to DB if save is true
if(save)
{
saveAugmentationData();
}
}
public L2Augmentation(L2ItemInstance item, int effects, int skill, int skillLevel, boolean save)
{
this(item, effects, SkillTable.getInstance().getInfo(skill, skillLevel), save);
}
// =========================================================
// Nested Class
public class augmentationStatBoni
{
private Stats _stats[];
private float _values[];
private boolean _active;
public augmentationStatBoni(int augmentationId)
{
_active = false;
FastList<AugmentationData.AugStat> as = AugmentationData.getInstance().getAugStatsById(augmentationId);
_stats = new Stats[as.size()];
_values = new float[as.size()];
int i = 0;
for(AugmentationData.AugStat aStat : as)
{
_stats[i] = aStat.getStat();
_values[i] = aStat.getValue();
i++;
}
as = null;
}
public void applyBoni(L2PcInstance player)
{
// make sure the boni are not applyed twice..
if(_active)
return;
for(int i = 0; i < _stats.length; i++)
{
((L2Character) player).addStatFunc(new FuncAdd(_stats[i], 0x40, this, new LambdaConst(_values[i])));
}
_active = true;
}
public void removeBoni(L2PcInstance player)
{
// make sure the boni is not removed twice
if(!_active)
return;
((L2Character) player).removeStatsOwner(this);
_active = false;
}
}
private void saveAugmentationData()
{
Connection con = null;
try
{
con = L2DatabaseFactory.getInstance().getConnection(false);
PreparedStatement statement = con.prepareStatement("INSERT INTO augmentations (item_id,attributes,skill,level) VALUES (?,?,?,?)");
statement.setInt(1, _item.getObjectId());
statement.setInt(2, _effectsId);
if(_skill != null)
{
statement.setInt(3, _skill.getId());
statement.setInt(4, _skill.getLevel());
}
else
{
statement.setInt(3, 0);
statement.setInt(4, 0);
}
statement.executeUpdate();
statement.close();
statement = null;
}
catch(Exception e)
{
_log.log(Level.SEVERE, "Could not save augmentation for item: " + _item.getObjectId() + " from DB:", e);
}
finally
{
CloseUtil.close(con);
con = null;
}
}
public void deleteAugmentationData()
{
if(!_item.isAugmented())
return;
// delete the augmentation from the database
Connection con = null;
try
{
con = L2DatabaseFactory.getInstance().getConnection(false);
PreparedStatement statement = con.prepareStatement("DELETE FROM augmentations WHERE item_id=?");
statement.setInt(1, _item.getObjectId());
statement.executeUpdate();
statement.close();
statement = null;
}
catch(Exception e)
{
_log.log(Level.SEVERE, "Could not delete augmentation for item: " + _item.getObjectId() + " from DB:", e);
}
finally
{
CloseUtil.close(con);
con = null;
}
}
/**
* Get the augmentation "id" used in serverpackets.
*
* @return augmentationId
*/
public int getAugmentationId()
{
return _effectsId;
}
public L2Skill getSkill()
{
return _skill;
}
/**
* Applys the boni to the player.
*
* @param player
*/
public void applyBoni(L2PcInstance player)
{
_boni.applyBoni(player);
// add the skill if any
if(_skill != null)
{
player.addSkill(_skill);
if(_skill.isActive() && Config.ACTIVE_AUGMENTS_START_REUSE_TIME>0){
// player.disableSkill(_skill.getId(), Config.ACTIVE_AUGMENTS_START_REUSE_TIME); Sita eilute pakeist
player.addTimeStamp(_skill.getId(), Config.ACTIVE_AUGMENTS_START_REUSE_TIME);
}
player.sendSkillList();
}
}
/**
* Removes the augmentation boni from the player.
*
* @param player
*/
public void removeBoni(L2PcInstance player)
{
if(player.isInOlympiadMode())
{
player.sendMessage("[Protection System]: Voce nao pode usar skills de augment nas Olympiadas.");
return;
}
_boni.removeBoni(player);
// remove the skill if any
if(_skill != null)
{
if(_skill.isPassive())
{
player.removeSkill(_skill);
}
else
{
player.removeSkill(_skill, false);
}
if((_skill.isPassive() && Config.DELETE_AUGM_PASSIVE_ON_CHANGE) || (_skill.isActive() && Config.DELETE_AUGM_ACTIVE_ON_CHANGE)){
// Iterate through all effects currently on the character.
final L2Effect[] effects = player.getAllEffects();
for(L2Effect currenteffect : effects)
{
L2Skill effectSkill = currenteffect.getSkill();
if(effectSkill.getId() == _skill.getId())
{
player.sendMessage("You feel the power of " + effectSkill.getName() + " leaving yourself.");
currenteffect.exit(false);
}
}
}
player.sendSkillList();
}
}
}
Bet nezinau ar cia tiksliai..
Gal galit zaliam padet? :D
Papildymas
if(_skill.isActive() && Config.ACTIVE_AUGMENTS_START_REUSE_TIME>0){
// player.disableSkill(_skill.getId(), Config.ACTIVE_AUGMENTS_START_REUSE_TIME); Sita eilute pakeist
player.addTimeStamp(_skill.getId(), Config.ACTIVE_AUGMENTS_START_REUSE_TIME);
}
Paskutinį kartą redagavo: 17 Vasario 2013 - 20:28