Example #1
0
  /**
   * Shows the skill tree for the player. If the player has multiple trees, this will show the list
   * of skill trees they can view.
   *
   * @param player player to show the skill tree for
   * @return true if able to show the player, false otherwise
   */
  public boolean showSkills(Player player) {
    // Cannot show an invalid player, and cannot show no skills
    if (player == null || classes.size() == 0 || skills.size() == 0) {
      return false;
    }

    // Show skill tree of only class
    if (classes.size() == 1) {
      PlayerClass playerClass = classes.get(classes.keySet().toArray(new String[1])[0]);
      if (playerClass.getData().getSkills().size() == 0) {
        return false;
      }

      player.openInventory(
          ((InventoryTree) playerClass.getData().getSkillTree()).getInventory(this));
      return true;
    }

    // Show list of classes that have skill trees
    else {
      Inventory inv =
          InventoryManager.createInventory(
              TreeListener.CLASS_LIST_KEY, (classes.size() + 8) / 9, player.getName());
      for (PlayerClass c : classes.values()) {
        inv.addItem(c.getData().getIcon());
      }
      player.openInventory(inv);
      return true;
    }
  }
Example #2
0
 /**
  * Gives skill points to the player for all classes matching the experience source
  *
  * @param amount amount of levels to give
  * @param source source of the levels
  */
 public void givePoints(int amount, ExpSource source) {
   for (PlayerClass playerClass : classes.values()) {
     if (playerClass.getData().receivesExp(source)) {
       playerClass.givePoints(amount);
     }
   }
 }
Example #3
0
  /**
   * Resets the class data for the owner under the given group. This will remove the profession
   * entirely, leaving no remaining data until the player professes again to a starting class.
   *
   * @param group group to reset
   */
  public void reset(String group) {
    stopPassives(getPlayer());
    clearBonuses();
    PlayerClass playerClass = classes.remove(group);
    if (playerClass != null) {
      // Remove skills
      RPGClass data = playerClass.getData();
      for (Skill skill : data.getSkills()) {
        skills.remove(skill.getName());
        combos.removeSkill(skill);
      }

      // Update GUI features
      if (getPlayer() != null) {
        ClassBoardManager.clear(new VersionPlayer(getPlayer()));
      }

      // Call the event
      Bukkit.getPluginManager().callEvent(new PlayerClassChangeEvent(playerClass, data, null));
    }

    // Restore default class if applicable
    GroupSettings settings = SkillAPI.getSettings().getGroupSettings(group);
    RPGClass rpgClass = settings.getDefault();
    if (rpgClass != null && settings.getPermission() == null) {
      setClass(rpgClass);
    }
    updateHealthAndMana(player.getPlayer());
  }
Example #4
0
  /**
   * Updates the player's max health and mana using class data.
   *
   * @param player player to update the health and mana for
   */
  public void updateHealthAndMana(Player player) {
    if (player == null) {
      return;
    }

    // Update maxes
    double health = bonusHealth;
    maxMana = bonusMana;
    for (PlayerClass c : classes.values()) {
      health += c.getHealth();
      maxMana += c.getMana();
    }
    if (health == bonusHealth) {
      health += SkillAPI.getSettings().getDefaultHealth();
    }
    if (health == 0) {
      health = 20;
    }
    if (SkillAPI.getSettings().isModifyHealth()) VersionManager.setMaxHealth(player, health);
    mana = Math.min(mana, maxMana);

    // Health scaling is available starting with 1.6.2
    if (SkillAPI.getSettings().isModifyHealth()
        && VersionManager.isVersionAtLeast(VersionManager.V1_6_2)) {
      if (SkillAPI.getSettings().isOldHealth()) {
        player.setHealthScaled(true);
        player.setHealthScale(20);
      } else {
        player.setHealthScaled(false);
      }
    }
  }
Example #5
0
 /** Causes the player to lose experience as a penalty (generally for dying) */
 public void loseExp() {
   for (PlayerClass playerClass : classes.values()) {
     double penalty = playerClass.getData().getGroupSettings().getDeathPenalty();
     if (penalty > 0) {
       playerClass.loseExp(penalty);
     }
   }
 }
Example #6
0
 /** Regenerates mana for the player based on the regen amounts of professed classes */
 public void regenMana() {
   double amount = 0;
   for (PlayerClass c : classes.values()) {
     if (c.getData().hasManaRegen()) {
       amount += c.getData().getManaRegen();
     }
   }
   if (amount > 0) {
     giveMana(amount, ManaSource.REGEN);
   }
 }
Example #7
0
 /**
  * Gives levels to the player for all classes matching the experience source
  *
  * @param amount amount of levels to give
  * @param source source of the levels
  */
 public void giveLevels(int amount, ExpSource source) {
   for (PlayerClass playerClass : classes.values()) {
     RPGClass data = playerClass.getData();
     if (data.receivesExp(source)) {
       int exp = 0;
       int count = 0;
       int temp = amount;
       while (temp > 0) {
         temp--;
         exp += data.getRequiredExp(playerClass.getLevel() + count++);
       }
       playerClass.giveExp(exp, source);
     }
   }
   updateHealthAndMana(getPlayer());
 }
Example #8
0
  /**
   * Checks whether or not the player is professed as the class or any of its children.
   *
   * @param rpgClass class to check
   * @return true if professed as the class or one of its children, false otherwise
   */
  public boolean isClass(RPGClass rpgClass) {
    if (rpgClass == null) {
      return false;
    }

    PlayerClass pc = classes.get(rpgClass.getGroup());
    if (pc == null) return false;

    RPGClass temp = pc.getData();
    while (temp != null) {
      if (temp == rpgClass) {
        return true;
      }
      temp = temp.getParent();
    }

    return false;
  }
Example #9
0
 /**
  * Checks whether or not the player can profess into the given class. This checks to make sure the
  * player is currently professed as the parent of the given class and is high enough of a level to
  * do so.
  *
  * @param rpgClass class to check
  * @return true if can profess, false otherwise
  */
 public boolean canProfess(RPGClass rpgClass) {
   if (rpgClass.isNeedsPermission()) {
     Player p = getPlayer();
     if (p == null
         || (!p.hasPermission(Permissions.CLASS)
             && !p.hasPermission(
                 Permissions.CLASS + "." + rpgClass.getName().toLowerCase().replace(" ", "-")))) {
       return false;
     }
   }
   if (classes.containsKey(rpgClass.getGroup())) {
     PlayerClass current = classes.get(rpgClass.getGroup());
     return rpgClass.getParent() == current.getData()
         && current.getData().getMaxLevel() <= current.getLevel();
   } else {
     return !rpgClass.hasParent();
   }
 }
  private final String formatClassForDisplay(PlayerClass className) {
    String classNameStr = className.toString();
    char[] charArray = classNameStr.toCharArray();

    for (int i = 1; i < charArray.length; i++)
      if (Character.isUpperCase(charArray[i])) {
        classNameStr = classNameStr.substring(0, i) + " " + classNameStr.substring(i);
      }

    return classNameStr;
  }
Example #11
0
  /**
   * Sets the professed class for the player for the corresponding group. This will not save any
   * skills, experience, or levels of the previous class if there was any. The new class will start
   * at level 1 with 0 experience.
   *
   * @param rpgClass class to assign to the player
   * @return the player-specific data for the new class
   */
  public PlayerClass setClass(RPGClass rpgClass) {
    PlayerClass c = classes.remove(rpgClass.getGroup());
    if (c != null) {
      for (Skill skill : c.getData().getSkills()) {
        skills.remove(skill.getName().toLowerCase());
        combos.removeSkill(skill);
      }
    }

    PlayerClass classData = new PlayerClass(this, rpgClass);
    classes.put(rpgClass.getGroup(), classData);

    // Add in missing skills
    for (Skill skill : rpgClass.getSkills()) {
      giveSkill(skill, classData);
    }

    updateHealthAndMana(getPlayer());
    updateScoreboard();
    return classes.get(rpgClass.getGroup());
  }
Example #12
0
  /**
   * Professes the player into the class if they are able to. This will reset the class data if the
   * group options are set to reset upon profession. Otherwise, all skills, experience, and levels
   * of the current class under the group will be retained and carried over into the new profession.
   *
   * @param rpgClass class to profess into
   * @return true if successfully professed, false otherwise
   */
  public boolean profess(RPGClass rpgClass) {
    if (rpgClass != null && canProfess(rpgClass)) {
      // Reset data if applicable
      if (SkillAPI.getSettings().getGroupSettings(rpgClass.getGroup()).isProfessReset()) {
        reset(rpgClass.getGroup());
      }

      // Inherit previous class data if any
      PlayerClass current = classes.get(rpgClass.getGroup());
      RPGClass previous;
      if (current == null) {
        previous = null;
        current = new PlayerClass(this, rpgClass);
        classes.put(rpgClass.getGroup(), current);
      } else {
        previous = current.getData();
        current.setClassData(rpgClass);
      }

      // Add skills
      for (Skill skill : rpgClass.getSkills()) {
        if (!skills.containsKey(skill.getKey())) {
          skills.put(skill.getKey(), new PlayerSkill(this, skill, current));
          combos.addSkill(skill);
        }
      }

      Bukkit.getPluginManager()
          .callEvent(new PlayerClassChangeEvent(current, previous, current.getData()));
      updateHealthAndMana(getPlayer());
      updateScoreboard();
      return true;
    } else {
      return false;
    }
  }
  @Override
  public void onBypassFeedback(L2PcInstance player, String command) {
    String[] commandStr = command.split(" ");
    String actualCommand = commandStr[0]; // Get actual command

    String cmdParams = "";
    String cmdParams2 = "";

    if (commandStr.length >= 2) {
      cmdParams = commandStr[1];
    }
    if (commandStr.length >= 3) {
      cmdParams2 = commandStr[2];
    }

    commandStr = null;

    if (actualCommand.equalsIgnoreCase("create_clan")) {
      if (cmdParams.equals("")) return;

      ClanTable.getInstance().createClan(player, cmdParams);
    } else if (actualCommand.equalsIgnoreCase("create_academy")) {
      if (cmdParams.equals("")) return;

      createSubPledge(player, cmdParams, null, L2Clan.SUBUNIT_ACADEMY, 5);
    } else if (actualCommand.equalsIgnoreCase("create_royal")) {
      if (cmdParams.equals("")) return;

      createSubPledge(player, cmdParams, cmdParams2, L2Clan.SUBUNIT_ROYAL1, 6);
    } else if (actualCommand.equalsIgnoreCase("create_knight")) {
      if (cmdParams.equals("")) return;

      createSubPledge(player, cmdParams, cmdParams2, L2Clan.SUBUNIT_KNIGHT1, 7);
    } else if (actualCommand.equalsIgnoreCase("assign_subpl_leader")) {
      if (cmdParams.equals("")) return;

      assignSubPledgeLeader(player, cmdParams, cmdParams2);
    } else if (actualCommand.equalsIgnoreCase("create_ally")) {
      if (cmdParams.equals("")) return;

      if (!player.isClanLeader()) {
        player.sendPacket(new SystemMessage(SystemMessageId.ONLY_CLAN_LEADER_CREATE_ALLIANCE));
        return;
      }
      player.getClan().createAlly(player, cmdParams);
    } else if (actualCommand.equalsIgnoreCase("dissolve_ally")) {
      if (!player.isClanLeader()) {
        player.sendPacket(new SystemMessage(SystemMessageId.FEATURE_ONLY_FOR_ALLIANCE_LEADER));
        return;
      }
      player.getClan().dissolveAlly(player);
    } else if (actualCommand.equalsIgnoreCase("dissolve_clan")) {
      dissolveClan(player, player.getClanId());
    } else if (actualCommand.equalsIgnoreCase("change_clan_leader")) {
      if (cmdParams.equals("")) return;

      changeClanLeader(player, cmdParams);
    } else if (actualCommand.equalsIgnoreCase("recover_clan")) {
      recoverClan(player, player.getClanId());
    } else if (actualCommand.equalsIgnoreCase("increase_clan_level")) {
      if (!player.isClanLeader()) {
        player.sendPacket(new SystemMessage(SystemMessageId.YOU_ARE_NOT_AUTHORIZED_TO_DO_THAT));
        return;
      }
      player.getClan().levelUpClan(player);
    } else if (actualCommand.equalsIgnoreCase("learn_clan_skills")) {
      showPledgeSkillList(player);
    } else if (command.startsWith("Subclass")) {
      int cmdChoice = Integer.parseInt(command.substring(9, 10).trim());

      // Subclasses may not be changed while a skill is in use.
      if (player.isCastingNow() || player.isAllSkillsDisabled()) {
        player.sendPacket(
            new SystemMessage(SystemMessageId.SUBCLASS_NO_CHANGE_OR_CREATE_WHILE_SKILL_IN_USE));
        return;
      }

      if (player.getPet() != null && player.getPet().isSummonInstance) {
        if (player.getPet().isCastingNow() || player.getPet().isAllSkillsDisabled()) {
          player.sendPacket(
              new SystemMessage(SystemMessageId.SUBCLASS_NO_CHANGE_OR_CREATE_WHILE_SKILL_IN_USE));
          return;
        }
      }

      if (player.isCursedWeaponEquiped()) {
        player.sendMessage("You can`t change Subclass while Cursed weapon equiped!");
        return;
      }

      TextBuilder content = new TextBuilder("<html><body>");
      NpcHtmlMessage html = new NpcHtmlMessage(getObjectId());
      Set<PlayerClass> subsAvailable;

      int paramOne = 0;
      int paramTwo = 0;

      try {
        int endIndex = command.length();

        if (command.length() > 13) {
          endIndex = 13;
          paramTwo = Integer.parseInt(command.substring(13).trim());
        }

        paramOne = Integer.parseInt(command.substring(11, endIndex).trim());
      } catch (Exception NumberFormatException) {
      }

      switch (cmdChoice) {
        case 1: // Add Subclass - Initial
          // Avoid giving player an option to add a new sub class, if they have three already.
          if (player.getTotalSubClasses() == Config.ALT_MAX_SUBCLASS_COUNT) {
            player.sendMessage("You can now only change one of your current sub classes.");
            return;
          }
          subsAvailable = getAvailableSubClasses(player);

          if (subsAvailable != null && !subsAvailable.isEmpty()) {
            content.append("Add Subclass:<br>Which sub class do you wish to add?<br>");

            for (PlayerClass subClass : subsAvailable) {
              content.append(
                  "<a action=\"bypass -h npc_"
                      + getObjectId()
                      + "_Subclass 4 "
                      + subClass.ordinal()
                      + "\" msg=\"1268;"
                      + formatClassForDisplay(subClass)
                      + "\">"
                      + formatClassForDisplay(subClass)
                      + "</a><br>");
            }
          } else {
            player.sendMessage("There are no sub classes available at this time.");
            return;
          }
          break;
        case 2: // Change Class - Initial
          content.append("Change Subclass:<br>");

          final int baseClassId = player.getBaseClass();

          if (player.getSubClasses().isEmpty()) {
            content.append(
                "You can't change sub classes when you don't have a sub class to begin with.<br>"
                    + "<a action=\"bypass -h npc_"
                    + getObjectId()
                    + "_Subclass 1\">Add subclass.</a>");
          } else {
            content.append("Which class would you like to switch to?<br>");

            if (baseClassId == player.getActiveClass()) {
              content.append(
                  CharTemplateTable.getClassNameById(baseClassId)
                      + "&nbsp;<font color=\"LEVEL\">(Base Class)</font><br><br>");
            } else {
              content.append(
                  "<a action=\"bypass -h npc_"
                      + getObjectId()
                      + "_Subclass 5 0\">"
                      + CharTemplateTable.getClassNameById(baseClassId)
                      + "</a>&nbsp;"
                      + "<font color=\"LEVEL\">(Base Class)</font><br><br>");
            }

            for (Iterator<SubClass> subList = iterSubClasses(player); subList.hasNext(); ) {
              SubClass subClass = subList.next();
              int subClassId = subClass.getClassId();

              if (subClassId == player.getActiveClass()) {
                content.append(CharTemplateTable.getClassNameById(subClassId) + "<br>");
              } else {
                content.append(
                    "<a action=\"bypass -h npc_"
                        + getObjectId()
                        + "_Subclass 5 "
                        + subClass.getClassIndex()
                        + "\">"
                        + CharTemplateTable.getClassNameById(subClassId)
                        + "</a><br>");
              }
            }
          }
          break;
        case 3: // Change/Cancel Subclass - Initial
          content.append(
              "Change Subclass:<br>Which of the following sub classes would you like to change?<br>");
          int classIndex = 1;

          for (Iterator<SubClass> subList = iterSubClasses(player); subList.hasNext(); ) {
            SubClass subClass = subList.next();

            content.append("Sub-class " + classIndex + "<br1>");
            content.append(
                "<a action=\"bypass -h npc_"
                    + getObjectId()
                    + "_Subclass 6 "
                    + subClass.getClassIndex()
                    + "\">"
                    + CharTemplateTable.getClassNameById(subClass.getClassId())
                    + "</a><br>");

            classIndex++;
          }

          content.append(
              "<br>If you change a sub class, you'll start at level 40 after the 2nd class transfer.");
          break;
        case 4: // Add Subclass - Action (Subclass 4 x[x])
          boolean allowAddition = true;
          /*
           * If the character is less than level 75 on any of their previously chosen
           * classes then disallow them to change to their most recently added sub-class choice.
           */

          if (player.getLevel() < 75) {
            player.sendMessage(
                "You may not add a new sub class before you are level 75 on your previous class.");
            allowAddition = false;
          }

          if (player._event != null) {
            player.sendMessage("Недоступно в данный момент.");
            return;
          }

          if (Olympiad.getInstance().isRegisteredInComp(player) || player.getOlympiadGameId() > 0) {
            player.sendPacket(
                new SystemMessage(
                    SystemMessageId
                        .YOU_HAVE_ALREADY_BEEN_REGISTERED_IN_A_WAITING_LIST_OF_AN_EVENT));
            return;
          }

          if (allowAddition) {
            if (!player.getSubClasses().isEmpty()) {
              for (Iterator<SubClass> subList = iterSubClasses(player); subList.hasNext(); ) {
                SubClass subClass = subList.next();

                if (subClass.getLevel() < 75) {
                  player.sendMessage(
                      "You may not add a new sub class before you are level 75 on your previous sub class.");
                  allowAddition = false;
                  break;
                }
              }
            }
          }

          /*
           * If quest checking is enabled, verify if the character has completed the Mimir's Elixir (Path to Subclass)
           * and Fate's Whisper (A Grade Weapon) quests by checking for instances of their unique reward items.
           *
           * If they both exist, remove both unique items and continue with adding the sub-class.
           */

          if (!Config.ALT_GAME_SUBCLASS_WITHOUT_QUESTS) {
            QuestState qs = player.getQuestState("235_MimirsElixir");
            if (qs == null || !qs.getState().getName().equalsIgnoreCase("Completed")) {
              player.sendMessage(
                  "You must have completed the Mimir's Elixir quest to continue adding your sub class.");
              return;
            }
            /*qs = player.getQuestState("234_FatesWhisper");
            if(qs == null || qs.getState().getName() != "Completed")
            {
            	player.sendMessage("You must have completed the Fate's Whisper quest to continue adding your sub class.");
            	return;
            }*/
          }

          ////////////////// \\\\\\\\\\\\\\\\\\
          if (allowAddition) {
            String className = CharTemplateTable.getClassNameById(paramOne);

            if (!player.addSubClass(paramOne, player.getTotalSubClasses() + 1)) {
              player.sendMessage("The sub class could not be added.");
              return;
            }

            player.setActiveClass(player.getTotalSubClasses());

            content.append(
                "Add Subclass:<br>The sub class of <font color=\"LEVEL\">"
                    + className
                    + "</font> has been added.");
            player.sendPacket(
                new SystemMessage(SystemMessageId.CLASS_TRANSFER)); // Transfer to new class.

            className = null;
          } else {
            html.setFile("data/html/villagemaster/SubClass_Fail.htm");
          }
          break;
        case 5: // Change Class - Action
          /*
           * If the character is less than level 75 on any of their previously chosen
           * classes then disallow them to change to their most recently added sub-class choice.
           * fix: in waiting for battle in oly can change sublcass
           * Note: paramOne = classIndex
           */

          if (Olympiad.getInstance().isRegisteredInComp(player)
              || player.getOlympiadGameId() > 0
              || Olympiad.getInstance().isRegistered(player)) {
            player.sendPacket(
                new SystemMessage(
                    SystemMessageId
                        .YOU_HAVE_ALREADY_BEEN_REGISTERED_IN_A_WAITING_LIST_OF_AN_EVENT));
            return;
          }

          // sub class exploit fix
          if (!FloodProtector.getInstance()
              .tryPerformAction(player.getObjectId(), FloodProtector.PROTECTED_SUBCLASS)) {
            player.sendMessage(
                "You can change Subclass only every "
                    + Config.PROTECTED_SUBCLASS_C
                    + " Millisecond(s)");
            return;
          }

          player.setActiveClass(paramOne);

          content.append(
              "Change Subclass:<br>Your active sub class is now a <font color=\"LEVEL\">"
                  + CharTemplateTable.getClassNameById(player.getActiveClass())
                  + "</font>.");

          player.sendPacket(
              new SystemMessage(
                  SystemMessageId.SUBCLASS_TRANSFER_COMPLETED)); // Transfer completed.
          break;
        case 6: // Change/Cancel Subclass - Choice
          content.append(
              "Please choose a sub class to change to. If the one you are looking for is not here, "
                  + "please seek out the appropriate master for that class.<br>"
                  + "<font color=\"LEVEL\">Warning!</font> All classes and skills for this class will be removed.<br><br>");

          subsAvailable = getAvailableSubClasses(player);

          if (subsAvailable != null && !subsAvailable.isEmpty()) {
            for (PlayerClass subClass : subsAvailable) {
              content.append(
                  "<a action=\"bypass -h npc_"
                      + getObjectId()
                      + "_Subclass 7 "
                      + paramOne
                      + " "
                      + subClass.ordinal()
                      + "\">"
                      + formatClassForDisplay(subClass)
                      + "</a><br>");
            }
          } else {
            player.sendMessage("There are no sub classes available at this time.");
            return;
          }
          break;
        case 7: // Change Subclass - Action

          // check player skills
          if (Config.CHECK_SKILLS_ON_ENTER && !Config.ALT_GAME_SKILL_LEARN) {
            player.checkAllowedSkills();
          }

          /*
           * Warning: the information about this subclass will be removed from the
           * subclass list even if false!
           */

          if (!FloodProtector.getInstance()
              .tryPerformAction(player.getObjectId(), FloodProtector.PROTECTED_SUBCLASS)) {
            _log.warn("Player " + player.getName() + " has performed a subclass change too fast");
            player.sendMessage(
                "You can change Subclass only every "
                    + Config.PROTECTED_SUBCLASS_C
                    + " Millisecond(s)");
            return;
          }

          if (player.modifySubClass(paramOne, paramTwo)) {
            player.setActiveClass(paramOne);

            content.append(
                "Change Subclass:<br>Your sub class has been changed to <font color=\"LEVEL\">"
                    + CharTemplateTable.getClassNameById(paramTwo)
                    + "</font>.");

            player.sendPacket(
                new SystemMessage(SystemMessageId.ADD_NEW_SUBCLASS)); // Subclass added.

            // check player skills
            if (Config.CHECK_SKILLS_ON_ENTER && !Config.ALT_GAME_SKILL_LEARN) {
              player.checkAllowedSkills();
            }

          } else {
            /*
             * This isn't good! modifySubClass() removed subclass from memory
             * we must update _classIndex! Else IndexOutOfBoundsException can turn
             * up some place down the line along with other seemingly unrelated
             * problems.
             */

            player.setActiveClass(
                0); // Also updates _classIndex plus switching _classid to baseclass.

            player.sendMessage(
                "The sub class could not be added, you have been reverted to your base class.");
            return;
          }
          break;
      }

      content.append("</body></html>");

      // If the content is greater than for a basic blank page,
      // then assume no external HTML file was assigned.
      if (content.length() > 26) {
        html.setHtml(content.toString());
      }

      player.sendPacket(html);

      content = null;
      html = null;
      subsAvailable = null;
    } else {
      // this class dont know any other commands, let forward
      // the command to the parent class
      super.onBypassFeedback(player, command);
    }
    actualCommand = null;
    cmdParams = null;
    cmdParams2 = null;
  }
Example #14
0
 /**
  * Updates the scoreboard with the player's current class. This is already done by the API and
  * doesn't need to be done by other plugins.
  */
 public void updateScoreboard() {
   PlayerClass main = getMainClass();
   if (main != null && !init) {
     ClassBoardManager.update(this, main.getData().getPrefix(), main.getData().getPrefixColor());
   }
 }
Example #15
0
 /**
  * Gives experience to the player from the given source
  *
  * @param amount amount of experience to give
  * @param source source of the experience
  */
 public void giveExp(double amount, ExpSource source) {
   for (PlayerClass playerClass : classes.values()) {
     playerClass.giveExp(amount, source);
   }
 }
Example #16
0
 /**
  * Checks whether or not the player is professed as the class without checking child classes.
  *
  * @param rpgClass class to check
  * @return true if professed as the specific class, false otherwise
  */
 public boolean isExactClass(RPGClass rpgClass) {
   if (rpgClass == null) return false;
   PlayerClass c = classes.get(rpgClass.getGroup());
   return (c != null) && (c.getData() == rpgClass);
 }
  private final Set<PlayerClass> getAvailableSubClasses(L2PcInstance player) {
    final PlayerRace npcRace = getVillageMasterRace();
    final ClassType npcTeachType = getVillageMasterTeachType();

    // get player base class
    final int currentBaseId = player.getBaseClass();
    final ClassId baseCID = ClassId.values()[currentBaseId];

    // we need 2nd occupation ID
    final int baseClassId;
    if (baseCID.level() > 2) baseClassId = baseCID.getParent().ordinal();
    else baseClassId = currentBaseId;

    PlayerClass currClass = PlayerClass.values()[baseClassId];

    /**
     * If the race of your main class is Elf or Dark Elf, you may not select each class as a
     * subclass to the other class, and you may not select Overlord and Warsmith class as a
     * subclass. You may not select a similar class as the subclass. The occupations classified as
     * similar classes are as follows: Treasure Hunter, Plainswalker and Abyss Walker Hawkeye,
     * Silver Ranger and Phantom Ranger Paladin, Dark Avenger, Temple Knight and Shillien Knight
     * Warlocks, Elemental Summoner and Phantom Summoner Elder and Shillien Elder Swordsinger and
     * Bladedancer Sorcerer, Spellsinger and Spellhowler
     */
    Set<PlayerClass> availSubs = currClass.getAvailableSubclasses(player);

    if (availSubs != null && !availSubs.isEmpty()) {
      for (PlayerClass availSub : availSubs) {
        for (SubClass subClass : player.getSubClasses().values())
          if (subClass.getClassId() == availSub.ordinal()) {
            availSubs.remove(PlayerClass.values()[availSub.ordinal()]);
          }
        for (Iterator<SubClass> subList = iterSubClasses(player); subList.hasNext(); ) {
          SubClass prevSubClass = subList.next();
          int subClassId = prevSubClass.getClassId();
          if (subClassId >= 88) {
            subClassId = ClassId.values()[subClassId].getParent().getId();
          }

          if (availSub.ordinal() == subClassId || availSub.ordinal() == player.getBaseClass()) {
            availSubs.remove(PlayerClass.values()[availSub.ordinal()]);
          }
        }

        if (npcRace == PlayerRace.Human || npcRace == PlayerRace.LightElf) {
          // If the master is human or light elf, ensure that fighter-type
          // masters only teach fighter classes, and priest-type masters
          // only teach priest classes etc.
          if (!availSub.isOfType(npcTeachType)) {
            availSubs.remove(availSub);
          } else if (!availSub.isOfRace(PlayerRace.Human)
              && !availSub.isOfRace(PlayerRace.LightElf)) {
            availSubs.remove(availSub);
          }
        } else {
          // If the master is not human and not light elf,
          // then remove any classes not of the same race as the master.
          if (npcRace != PlayerRace.Human
              && npcRace != PlayerRace.LightElf
              && !availSub.isOfRace(npcRace)) {
            availSubs.remove(availSub);
          }
        }
      }
    }

    currClass = null;
    return availSubs;
  }