/*
* This program is free software: you can redistribute it and/or modify it under
* the terms of the GNU General Public License as published by the Free Software
* Foundation, either version 3 of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
* FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
package npc.model;
import lineage2.gameserver.model.Player;
import lineage2.gameserver.model.entity.Reflection;
import lineage2.gameserver.model.instances.NpcInstance;
import lineage2.gameserver.skills.AbnormalEffect;
import lineage2.gameserver.templates.npc.NpcTemplate;
/**
* @author Mobius
* @version $Revision: 1.0 $
*/
public final class ZakenCandleInstance extends NpcInstance
{
/**
*
*/
private static final long serialVersionUID = 1L;
/**
* Field OHS_Weapon. (value is 15280)
*/
private static final int OHS_Weapon = 15280;
/**
* Field THS_Weapon. (value is 15281)
*/
private static final int THS_Weapon = 15281;
/**
* Field BOW_Weapon. (value is 15302)
*/
private static final int BOW_Weapon = 15302;
/**
* Field Anchor. (value is 32468)
*/
private static final int Anchor = 32468;
/**
* Field used.
*/
private boolean used = false;
/**
* Constructor for ZakenCandleInstance.
* @param objectId int
* @param template NpcTemplate
*/
public ZakenCandleInstance(int objectId, NpcTemplate template)
{
super(objectId, template);
setRHandId(OHS_Weapon);
_hasRandomAnimation = false;
}
/**
* Method showChatWindow.
* @param player Player
* @param val int
* @param arg Object[]
*/
@Override
public void showChatWindow(Player player, int val, Object... arg)
{
Reflection r = getReflection();
if (r.isDefault() || used)
{
return;
}
for (NpcInstance npc : getAroundNpc(1000, 100))
{
if (npc.getNpcId() == Anchor)
{
setRHandId(BOW_Weapon);
startAbnormalEffect(AbnormalEffect.INVULNERABLE);
player.sendMessage("Here...");
broadcastCharInfo();
used = true;
return;
}
}
setRHandId(THS_Weapon);
startAbnormalEffect(AbnormalEffect.REDCIRCLE);
player.sendMessage("Not Here...");
broadcastCharInfo();
used = true;
}
/**
* Method onBypassFeedback.
* @param player Player
* @param command String
*/
@Override
public void onBypassFeedback(Player player, String command)
{
}
}