Package net.sf.l2j.gameserver.model.actor.instance

Examples of net.sf.l2j.gameserver.model.actor.instance.L2PcInstance.destroyItemWithoutTrace()


                activeChar.sendPacket(new SystemMessage(SystemMessageId.SPIRITSHOTS_GRADE_MISMATCH));
            return;
        }

        // Consume Blessed Spiritshot if player has enough of them
        if (!activeChar.destroyItemWithoutTrace("Consume", item.getObjectId(), weaponItem.getSpiritShotCount(), null, false))
        {
            if(activeChar.getAutoSoulShot().containsKey(itemId))
            {
                activeChar.removeAutoSoulShot(itemId);
                activeChar.sendPacket(new ExAutoSoulShot(itemId, 0));
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                activeChar.sendPacket(new SystemMessage(SystemMessageId.SPIRITSHOTS_GRADE_MISMATCH));
      return;
    }

        // Consume Spiritshot if player has enough of them
        if (!activeChar.destroyItemWithoutTrace("Consume", item.getObjectId(), weaponItem.getSpiritShotCount(), null, false))
    {
            if(activeChar.getAutoSoulShot().containsKey(itemId))
            {
                activeChar.removeAutoSoulShot(itemId);
                activeChar.sendPacket(new ExAutoSoulShot(itemId, 0));
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    {
      return;
    }

    weaponInst.setChargedFishshot(true);
    activeChar.destroyItemWithoutTrace("Consume", item.getObjectId(), 1, null, false);
        L2Object oldTarget = activeChar.getTarget();
        activeChar.setTarget(activeChar);

    //activeChar.sendPacket(new SystemMessage(SystemMessage.ENABLED_SPIRITSHOT));
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            activePet.setChargedSoulShot(L2ItemInstance.CHARGED_SOULSHOT);
        }

        // If the player doesn't have enough beast soulshot remaining, remove any auto soulshot task.
        if (!activeOwner.destroyItemWithoutTrace("Consume", item.getObjectId(), shotConsumption, null, false))
        {
            if (activeOwner.getAutoSoulShot().containsKey(itemId))
            {
                activeOwner.removeAutoSoulShot(itemId);
                activeOwner.sendPacket(new ExAutoSoulShot(itemId, 0));
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                activePet.setChargedSpiritShot(L2ItemInstance.CHARGED_BLESSED_SPIRITSHOT);
            else
                activePet.setChargedSpiritShot(L2ItemInstance.CHARGED_SPIRITSHOT);
        }

        if (!activeOwner.destroyItemWithoutTrace("Consume", item.getObjectId(), shotConsumption, null, false))
        {
            if (activeOwner.getAutoSoulShot().containsKey(itemId))
            {
                activeOwner.removeAutoSoulShot(itemId);
                activeOwner.sendPacket(new ExAutoSoulShot(itemId, 0));
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          // Consume Soulshots if player has enough of them
          int saSSCount = (int)activeChar.getStat().calcStat(Stats.SOULSHOT_COUNT, 0, null, null);
          int SSCount = saSSCount == 0 ? weaponItem.getSoulShotCount() : saSSCount;

          if (!activeChar.destroyItemWithoutTrace("Consume", item.getObjectId(), SSCount, null, false))
          {
            if(activeChar.getAutoSoulShot().containsKey(itemId))
            {
              activeChar.removeAutoSoulShot(itemId);
              activeChar.sendPacket(new ExAutoSoulShot(itemId, 0));
View Full Code Here

            {
                L2Skill dummy = SkillTable.getInstance().getInfo(_skill.getId(),_skill.getLevel());
                if (dummy != null)
                {
                  dummy.getEffects(null, activeChar);
                  activeChar.destroyItemWithoutTrace("Consume", item.getObjectId(), 1, null, false);
                  return;
                }
                return;
            }
View Full Code Here

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