Fixed a concurrency issue with registering picked items into the inventory, that would render some of the collected items to not be registered. Adjusted buyback fee, now using a value sensitive to the player level (starts scaling from level 30, caps at 120). Edited MaxHP of the boss Shade, now properly scaled to it's level. Fixed return scroll and summon bags being usable inside BRPQ rest points. Added missing etc drop data for the Extras/Leaders mobs from Zipangu. Implemented pet tameness gain on quests. Fixed a concurrency issue with the pet spawn handler, allowing possible PE exploits. Adjusted drop rates of omok pieces and match cards, now somewhat GMS-like. Shadow Meso now properly dispels mobs wdef/mdef up, as the skill description suggests. Fixed Shadow Meso using up projectiles (it should use only mesos).
238 lines
12 KiB
Java
238 lines
12 KiB
Java
/*
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This file is part of the OdinMS Maple Story Server
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Copyright (C) 2008 Patrick Huy <[email protected]>
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Matthias Butz <[email protected]>
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Jan Christian Meyer <[email protected]>
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU Affero General Public License as
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published by the Free Software Foundation version 3 as published by
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the Free Software Foundation. You may not use, modify or distribute
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this program under any other version of the GNU Affero General Public
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License.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Affero General Public License for more details.
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You should have received a copy of the GNU Affero General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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package net.server.channel.handlers;
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import client.inventory.manipulator.MapleInventoryManipulator;
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import server.MapleItemInformationProvider;
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import server.MapleStatEffect;
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import tools.MaplePacketCreator;
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import tools.Randomizer;
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import tools.data.input.SeekableLittleEndianAccessor;
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import client.MapleBuffStat;
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import client.MapleCharacter;
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import client.MapleClient;
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import client.Skill;
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import client.SkillFactory;
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import client.inventory.Item;
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import client.inventory.MapleInventory;
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import client.inventory.MapleInventoryType;
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import client.inventory.MapleWeaponType;
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import constants.ItemConstants;
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import constants.ServerConstants;
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import constants.skills.Aran;
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import constants.skills.Buccaneer;
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import constants.skills.NightLord;
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import constants.skills.NightWalker;
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import constants.skills.Shadower;
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import constants.skills.ThunderBreaker;
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import constants.skills.WindArcher;
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public final class RangedAttackHandler extends AbstractDealDamageHandler {
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@Override
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public final void handlePacket(SeekableLittleEndianAccessor slea, MapleClient c) {
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MapleCharacter chr = c.getPlayer();
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chr.setPetLootCd(System.currentTimeMillis());
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/*long timeElapsed = System.currentTimeMillis() - chr.getAutobanManager().getLastSpam(8);
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if(timeElapsed < 300) {
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AutobanFactory.FAST_ATTACK.alert(chr, "Time: " + timeElapsed);
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}
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chr.getAutobanManager().spam(8);*/
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AttackInfo attack = parseDamage(slea, chr, true, false);
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if (chr.getBuffEffect(MapleBuffStat.MORPH) != null) {
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if(chr.getBuffEffect(MapleBuffStat.MORPH).isMorphWithoutAttack()) {
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// How are they attacking when the client won't let them?
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chr.getClient().disconnect(false, false);
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return;
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}
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}
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if (chr.getMap().isDojoMap() && attack.numAttacked > 0) {
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chr.setDojoEnergy(chr.getDojoEnergy() + ServerConstants.DOJO_ENERGY_ATK);
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c.announce(MaplePacketCreator.getEnergy("energy", chr.getDojoEnergy()));
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}
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if (attack.skill == Buccaneer.ENERGY_ORB || attack.skill == ThunderBreaker.SPARK || attack.skill == Shadower.TAUNT || attack.skill == NightLord.TAUNT) {
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chr.getMap().broadcastMessage(chr, MaplePacketCreator.rangedAttack(chr, attack.skill, attack.skilllevel, attack.stance, attack.numAttackedAndDamage, 0, attack.allDamage, attack.speed, attack.direction, attack.display), false);
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applyAttack(attack, chr, 1);
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} else if (attack.skill == ThunderBreaker.SHARK_WAVE && chr.getSkillLevel(ThunderBreaker.SHARK_WAVE) > 0) {
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chr.getMap().broadcastMessage(chr, MaplePacketCreator.rangedAttack(chr, attack.skill, attack.skilllevel, attack.stance, attack.numAttackedAndDamage, 0, attack.allDamage, attack.speed, attack.direction, attack.display), false);
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applyAttack(attack, chr, 1);
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for (int i = 0; i < attack.numAttacked; i++) {
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chr.handleEnergyChargeGain();
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}
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} else if (attack.skill == Aran.COMBO_SMASH || attack.skill == Aran.COMBO_FENRIR || attack.skill == Aran.COMBO_TEMPEST) {
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chr.getMap().broadcastMessage(chr, MaplePacketCreator.rangedAttack(chr, attack.skill, attack.skilllevel, attack.stance, attack.numAttackedAndDamage, 0, attack.allDamage, attack.speed, attack.direction, attack.display), false);
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if (attack.skill == Aran.COMBO_SMASH && chr.getCombo() >= 30) {
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chr.setCombo((short) 0);
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applyAttack(attack, chr, 1);
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} else if (attack.skill == Aran.COMBO_FENRIR && chr.getCombo() >= 100) {
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chr.setCombo((short) 0);
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applyAttack(attack, chr, 2);
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} else if (attack.skill == Aran.COMBO_TEMPEST && chr.getCombo() >= 200) {
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chr.setCombo((short) 0);
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applyAttack(attack, chr, 4);
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}
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} else {
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Item weapon = chr.getInventory(MapleInventoryType.EQUIPPED).getItem((short) -11);
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MapleWeaponType type = MapleItemInformationProvider.getInstance().getWeaponType(weapon.getItemId());
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if (type == MapleWeaponType.NOT_A_WEAPON) {
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return;
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}
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short slot = -1;
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int projectile = 0;
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byte bulletCount = 1;
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MapleStatEffect effect = null;
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if (attack.skill != 0) {
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effect = attack.getAttackEffect(chr, null);
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bulletCount = effect.getBulletCount();
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if (effect.getCooldown() > 0) {
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c.announce(MaplePacketCreator.skillCooldown(attack.skill, effect.getCooldown()));
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}
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if(attack.skill == 4111004) { // shadow meso
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bulletCount = 0;
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int money = effect.getMoneyCon();
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if (money != 0) {
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int moneyMod = money / 2;
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money += Randomizer.nextInt(moneyMod);
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if (money > chr.getMeso()) {
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money = chr.getMeso();
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}
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chr.gainMeso(-money, false);
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}
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}
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}
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boolean hasShadowPartner = chr.getBuffedValue(MapleBuffStat.SHADOWPARTNER) != null;
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if (hasShadowPartner) {
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bulletCount *= 2;
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}
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MapleInventory inv = chr.getInventory(MapleInventoryType.USE);
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for (short i = 1; i <= inv.getSlotLimit(); i++) {
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Item item = inv.getItem(i);
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if (item != null) {
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int id = item.getItemId();
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slot = item.getPosition();
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boolean bow = ItemConstants.isArrowForBow(id);
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boolean cbow = ItemConstants.isArrowForCrossBow(id);
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if (item.getQuantity() >= bulletCount) { //Fixes the bug where you can't use your last arrow.
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if (type == MapleWeaponType.CLAW && ItemConstants.isThrowingStar(id) && weapon.getItemId() != 1472063) {
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if (((id == 2070007 || id == 2070018) && chr.getLevel() < 70) || (id == 2070016 && chr.getLevel() < 50)) {
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} else {
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projectile = id;
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break;
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}
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} else if ((type == MapleWeaponType.GUN && ItemConstants.isBullet(id))) {
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if (id == 2331000 && id == 2332000) {
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if (chr.getLevel() > 69) {
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projectile = id;
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break;
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}
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} else if (chr.getLevel() > (id % 10) * 20 + 9) {
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projectile = id;
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break;
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}
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} else if ((type == MapleWeaponType.BOW && bow) || (type == MapleWeaponType.CROSSBOW && cbow) || (weapon.getItemId() == 1472063 && (bow || cbow))) {
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projectile = id;
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break;
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}
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}
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}
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}
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boolean soulArrow = chr.getBuffedValue(MapleBuffStat.SOULARROW) != null;
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boolean shadowClaw = chr.getBuffedValue(MapleBuffStat.SHADOW_CLAW) != null;
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if (projectile != 0) {
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if (!soulArrow && !shadowClaw && attack.skill != 11101004 && attack.skill != 15111007 && attack.skill != 14101006) {
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byte bulletConsume = bulletCount;
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if (effect != null && effect.getBulletConsume() != 0) {
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bulletConsume = (byte) (effect.getBulletConsume() * (hasShadowPartner ? 2 : 1));
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}
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if(slot < 0) System.out.println("<ERROR> Projectile to use was unable to be found.");
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else MapleInventoryManipulator.removeFromSlot(c, MapleInventoryType.USE, slot, bulletConsume, false, true);
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}
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}
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if (projectile != 0 || soulArrow || attack.skill == 11101004 || attack.skill == 15111007 || attack.skill == 14101006 || attack.skill == 4111004) {
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int visProjectile = projectile; //visible projectile sent to players
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if (ItemConstants.isThrowingStar(projectile)) {
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MapleInventory cash = chr.getInventory(MapleInventoryType.CASH);
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for (int i = 1; i <= cash.getSlotLimit(); i++) { // impose order...
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Item item = cash.getItem((short) i);
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if (item != null) {
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if (item.getItemId() / 1000 == 5021) {
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visProjectile = item.getItemId();
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break;
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}
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}
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}
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} else if (soulArrow || attack.skill == 3111004 || attack.skill == 3211004 || attack.skill == 11101004 || attack.skill == 15111007 || attack.skill == 14101006) {
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visProjectile = 0;
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}
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byte[] packet;
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switch (attack.skill) {
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case 3121004: // Hurricane
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case 3221001: // Pierce
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case 5221004: // Rapid Fire
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case 13111002: // KoC Hurricane
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packet = MaplePacketCreator.rangedAttack(chr, attack.skill, attack.skilllevel, attack.rangedirection, attack.numAttackedAndDamage, visProjectile, attack.allDamage, attack.speed, attack.direction, attack.display);
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break;
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default:
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packet = MaplePacketCreator.rangedAttack(chr, attack.skill, attack.skilllevel, attack.stance, attack.numAttackedAndDamage, visProjectile, attack.allDamage, attack.speed, attack.direction, attack.display);
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break;
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}
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chr.getMap().broadcastMessage(chr, packet, false, true);
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if (attack.skill != 0) {
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Skill skill = SkillFactory.getSkill(attack.skill);
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MapleStatEffect effect_ = skill.getEffect(chr.getSkillLevel(skill));
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if (effect_.getCooldown() > 0) {
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if (chr.skillIsCooling(attack.skill)) {
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return;
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} else {
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c.announce(MaplePacketCreator.skillCooldown(attack.skill, effect_.getCooldown()));
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chr.addCooldown(attack.skill, System.currentTimeMillis(), effect_.getCooldown() * 1000);
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}
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}
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}
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if (chr.getSkillLevel(SkillFactory.getSkill(NightWalker.VANISH)) > 0 && chr.getBuffedValue(MapleBuffStat.DARKSIGHT) != null && attack.numAttacked > 0 && chr.getBuffSource(MapleBuffStat.DARKSIGHT) != 9101004) {
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chr.cancelEffectFromBuffStat(MapleBuffStat.DARKSIGHT);
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chr.cancelBuffStats(MapleBuffStat.DARKSIGHT);
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} else if(chr.getSkillLevel(SkillFactory.getSkill(WindArcher.WIND_WALK)) > 0 && chr.getBuffedValue(MapleBuffStat.WIND_WALK) != null && attack.numAttacked > 0) {
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chr.cancelEffectFromBuffStat(MapleBuffStat.WIND_WALK);
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chr.cancelBuffStats(MapleBuffStat.WIND_WALK);
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}
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applyAttack(attack, chr, bulletCount);
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}
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}
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}
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} |