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- Index: net.sf.l2j;Config.java
- ===================================================================
- --- net.sf.l2j;Config.java (revision 84)
- +++ net.sf.l2j;Config.java (working copy)
- + /** Infinity SS and Arrows */
- + public static boolean INFINITY_SS;
- + public static boolean INFINITY_ARROWS;
- + INFINITY_SS = player.getProperty("InfinitySS", false);
- + INFINITY_ARROWS = player.getProperty("InfinityArrows", false);
- Index: net.sf.l2j.gameserver.handler.itemhandlers;BeastSoulShot.java
- ===================================================================
- --- net.sf.l2j.gameserver.handler.itemhandlers;BeastSoulShot.java (revision 84)
- +++ net.sf.l2j.gameserver.handler.itemhandlers;BeastSoulShot.java (working copy)
- // SoulShots are already active.
- if (activePet.isChargedShot(ShotType.SOULSHOT))
- return;
- + // If the player doesn't have enough beast soulshot remaining, remove any auto soulshot task.
- + if (!Config.INFINITY_SS && !activeOwner.destroyItemWithoutTrace("Consume", item.getObjectId(), activePet.getSoulShotsPerHit(), null, false))
- + {
- + if (!activeOwner.disableAutoShot(item.getItemId()))
- + activeOwner.sendPacket(SystemMessageId.NOT_ENOUGH_SOULSHOTS_FOR_PET);
- + return;
- + }
- Index: net.sf.l2j.gameserver.handler.itemhandlers;BeastSpiritShot.java
- ===================================================================
- --- net.sf.l2j.gameserver.handler.itemhandlers;BeastSpiritShot.java (revision 84)
- +++ net.sf.l2j.gameserver.handler.itemhandlers;BeastSpiritShot.java (working copy)
- // shots are already active.
- if (activePet.isChargedShot(isBlessed ? ShotType.BLESSED_SPIRITSHOT : ShotType.SPIRITSHOT))
- return;
- + if (!Config.INFINITY_SS && !activeOwner.destroyItemWithoutTrace("Consume", item.getObjectId(), activePet.getSpiritShotsPerHit(), null, false))
- + {
- + if (!activeOwner.disableAutoShot(itemId))
- + activeOwner.sendPacket(SystemMessageId.NOT_ENOUGH_SPIRITSHOTS_FOR_PET);
- + return;
- + }
- Index: net.sf.l2j.gameserver.handler.itemhandlers;BlessedSpiritShot.java
- ===================================================================
- --- net.sf.l2j.gameserver.handler.itemhandlers;BlessedSpiritShot.java (revision 84)
- +++ net.sf.l2j.gameserver.handler.itemhandlers;BlessedSpiritShot.java (working copy)
- // Check for correct grade.
- if (weaponItem.getCrystalType() != item.getItem().getCrystalType())
- {
- if (!activeChar.getAutoSoulShot().contains(itemId))
- activeChar.sendPacket(SystemMessageId.SPIRITSHOTS_GRADE_MISMATCH);
- return;
- }
- + // Consume bss if player has enough of them
- + if (!Config.INFINITY_SS && !activeChar.destroyItemWithoutTrace("Consume", item.getObjectId(), weaponItem.getSpiritShotCount(), null, false))
- + {
- + if (!activeChar.disableAutoShot(itemId))
- + activeChar.sendPacket(SystemMessageId.NOT_ENOUGH_SPIRITSHOTS);
- +
- + return;
- + }
- Index: net.sf.l2j.gameserver.handler.itemhandlers;SoulShots.java
- ===================================================================
- --- net.sf.l2j.gameserver.handler.itemhandlers;SoulShots.java (revision 84)
- +++ net.sf.l2j.gameserver.handler.itemhandlers;SoulShots.java (working copy)
- // Consume Soulshots if player has enough of them.
- int ssCount = weaponItem.getSoulShotCount();
- if (weaponItem.getReducedSoulShot() > 0 && Rnd.get(100) < weaponItem.getReducedSoulShotChance())
- ssCount = weaponItem.getReducedSoulShot();
- + if (!Config.INFINITY_SS && !activeChar.destroyItemWithoutTrace("Consume", item.getObjectId(), ssCount, null, false))
- + {
- + if (!activeChar.disableAutoShot(itemId))
- + activeChar.sendPacket(SystemMessageId.NOT_ENOUGH_SOULSHOTS);
- +
- + return;
- + }
- Index: net.sf.l2j.gameserver.handler.itemhandlers;SpiritShot.java
- ===================================================================
- --- net.sf.l2j.gameserver.handler.itemhandlers;SpiritShot.java (revision 84)
- +++ net.sf.l2j.gameserver.handler.itemhandlers;SpiritShot.java (working copy)
- if (weaponItem.getCrystalType() != item.getItem().getCrystalType())
- {
- if (!activeChar.getAutoSoulShot().contains(itemId))
- activeChar.sendPacket(SystemMessageId.SPIRITSHOTS_GRADE_MISMATCH);
- return;
- }
- + // Consume sps if player has enough of them
- + if (!Config.INFINITY_SS && !activeChar.destroyItemWithoutTrace("Consume", item.getObjectId(), weaponItem.getSpiritShotCount(), null, false))
- + {
- + if (!activeChar.disableAutoShot(itemId))
- + activeChar.sendPacket(SystemMessageId.NOT_ENOUGH_SPIRITSHOTS);
- + return;
- + }
- Index: net.sf.l2j.gameserver.model.actor;Creature.java
- ===================================================================
- --- net.sf.l2j.gameserver.model.actor;Creature.java (revision 84)
- +++ net.sf.l2j.gameserver.model.actor;Creature.java (working copy)
- private boolean doAttackHitByBow(Attack attack, Creature target, int sAtk, Weapon weapon)
- {
- int damage1 = 0;
- byte shld1 = 0;
- boolean crit1 = false;
- // Calculate if hit is missed or not
- boolean miss1 = Formulas.calcHitMiss(this, target);
- + // Consume arrows
- + if (!Config.INFINITY_ARROWS)
- + reduceArrowCount();
- Index: config/player.propertis
- ===================================================================
- --- config/player.propertis (revision 84)
- +++ config/player.propertis (working copy)
- # Infinity SS and Arrows
- InfinitySS = True
- InfinityArrows = True
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