// Check if Soulshot can be used
if (weaponInst == null || weaponItem.getSoulShotCount() == 0)
{
if(!activeChar.getAutoSoulShot().containsKey(itemId))
activeChar.sendPacket(new SystemMessage(SystemMessageId.CANNOT_USE_SOULSHOTS));
return;
}
// Check for correct grade
int weaponGrade = weaponItem.getCrystalType();
if ((weaponGrade == L2Item.CRYSTAL_NONE && itemId != 5789 && itemId != 1835) ||
(weaponGrade == L2Item.CRYSTAL_D && itemId != 1463) ||
(weaponGrade == L2Item.CRYSTAL_C && itemId != 1464) ||
(weaponGrade == L2Item.CRYSTAL_B && itemId != 1465) ||
(weaponGrade == L2Item.CRYSTAL_A && itemId != 1466) ||
(weaponGrade == L2Item.CRYSTAL_S && itemId != 1467))
{
if(!activeChar.getAutoSoulShot().containsKey(itemId))
activeChar.sendPacket(new SystemMessage(SystemMessageId.SOULSHOTS_GRADE_MISMATCH));
return;
}
activeChar.soulShotLock.lock();
try
{
// Check if Soulshot is already active
if (weaponInst.getChargedSoulshot() != L2ItemInstance.CHARGED_NONE)
return;
// 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));
SystemMessage sm = new SystemMessage(SystemMessageId.AUTO_USE_OF_S1_CANCELLED);
sm.addString(item.getItem().getName());
activeChar.sendPacket(sm);
}
else activeChar.sendPacket(new SystemMessage(SystemMessageId.NOT_ENOUGH_SOULSHOTS));
return;
}
// Charge soulshot
weaponInst.setChargedSoulshot(L2ItemInstance.CHARGED_SOULSHOT);
}
finally
{
activeChar.soulShotLock.unlock();
}
// Send message to client
activeChar.sendPacket(new SystemMessage(SystemMessageId.ENABLED_SOULSHOT));
Broadcast.toSelfAndKnownPlayersInRadius(activeChar, new MagicSkillUser(activeChar, activeChar, SKILL_IDS[weaponGrade], 1, 0, 0), 360000/*600*/);
}