public void finishInit(CMObject A) { if (affected == null) return; if (A instanceof Ability) { ((Ability) A).makeNonUninvokable(); ((Ability) A).makeLongLasting(); ((Ability) A).setAffectedOne(affected); } if ((A instanceof Behavior) && (affected instanceof PhysicalAgent)) ((Behavior) A).startBehavior((PhysicalAgent) affected); if (affected != null) affected.recoverPhyStats(); if (affected instanceof MOB) { ((MOB) affected).recoverCharStats(); ((MOB) affected).recoverMaxState(); } initialized = true; }
public boolean addMeIfNeccessary( PhysicalAgent source, Physical target, boolean makeLongLasting, int asLevel, short maxTicks) { final List<Ability> V = getMySpellsV(); if ((target == null) || (V.size() == 0) || ((compiledMask != null) && (!CMLib.masking().maskCheck(compiledMask, target, true)))) return false; final List VTOO = convertToV2(V, target); if (VTOO.size() == 0) return false; final MOB qualMOB = getInvokerMOB(source, target); for (int v = 0; v < VTOO.size(); v += 2) { final Ability A = (Ability) VTOO.get(v); final Vector V2 = (Vector) VTOO.get(v + 1); if (level >= 0) asLevel = level; else if (asLevel <= 0) asLevel = (affected != null) ? affected.phyStats().level() : 0; A.invoke(qualMOB, V2, target, true, asLevel); final Ability EA = target.fetchEffect(A.ID()); lastMOB = target; // this needs to go here because otherwise it makes non-item-invoked spells long lasting, // which means they dont go away when item is removed. if (EA != null) { if ((maxTicks > 0) && (maxTicks < Short.MAX_VALUE) && (CMath.s_int(EA.getStat("TICKDOWN")) > maxTicks)) EA.setStat("TICKDOWN", Short.toString(maxTicks)); else if (makeLongLasting) { EA.makeLongLasting(); if (!uninvocable) { EA.makeNonUninvokable(); if (unrevocableSpells == null) unrevocableSpells = new Vector<Ability>(); unrevocableSpells.add(EA); } } } } return true; }