07-07-2011, 02:45 PM 
		
	
	
		Сборка: l2jserver freya
Настройки, как я понял, менять здесь '\data\scripts\handlers\itemhandlers"
SoulShots.java и SpiritShot.java
Но что именно в них удалить я не знаю
 
SpiritShot.java
SoulShots.java
Буду очень благодарен тому кто мне объяснит, что и как нужно сделать.
	
	
	
	
Настройки, как я понял, менять здесь '\data\scripts\handlers\itemhandlers"
SoulShots.java и SpiritShot.java
Но что именно в них удалить я не знаю
 SpiritShot.java
package handlers.itemhandlers;
import com.l2jserver.gameserver.handler.IItemHandler;
import com.l2jserver.gameserver.model.L2ItemInstance;
import com.l2jserver.gameserver.model.actor.L2Playable;
import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
import com.l2jserver.gameserver.network.SystemMessageId;
import com.l2jserver.gameserver.network.serverpackets.MagicSkillUse;
import com.l2jserver.gameserver.network.serverpackets.SystemMessage;
import com.l2jserver.gameserver.templates.item.L2Item;
import com.l2jserver.gameserver.templates.item.L2Weapon;
import com.l2jserver.gameserver.util.Broadcast;
/**
 * This class ...
 *
 * @version $Revision: 1.1.2.1.2.5 $ $Date: 2005/03/27 15:30:07 $
 */
public class SpiritShot implements IItemHandler
{
	/**
	 * 
	 * @see com.l2jserver.gameserver.handler.IItemHandler#useItem(com.l2jserver.gameserver.model.actor.L2Playable, com.l2jserver.gameserver.model.L2ItemInstance, boolean)
	 */
	public synchronized void useItem(L2Playable playable, L2ItemInstance item, boolean forceUse)
	{
		if (!(playable instanceof L2PcInstance))
			return;
		
		L2PcInstance activeChar = (L2PcInstance) playable;
		L2ItemInstance weaponInst = activeChar.getActiveWeaponInstance();
		L2Weapon weaponItem = activeChar.getActiveWeaponItem();
		int itemId = item.getItemId();
		
		// Check if Spirit shot can be used
		if (weaponInst == null || weaponItem.getSpiritShotCount() == 0)
		{
			if (!activeChar.getAutoSoulShot().contains(itemId))
				activeChar.sendPacket(SystemMessage.getSystemMessage(SystemMessageId.CANNOT_USE_SPIRITSHOTS));
			return;
		}
		
		// Check if Spirit shot is already active
		if (weaponInst.getChargedSpiritshot() != L2ItemInstance.CHARGED_NONE)
			return;
		
		final int weaponGrade = weaponItem.getCrystalType();
		
		boolean gradeCheck = true;
		
		switch (weaponGrade)
		{
			case L2Item.CRYSTAL_NONE:
				if (itemId != 5790 && itemId != 2509)
					gradeCheck = false;
				break;
			case L2Item.CRYSTAL_D:
				if (itemId != 2510 && itemId != 22077)
					gradeCheck = false;
				break;
			case L2Item.CRYSTAL_C:
				if (itemId != 2511 && itemId != 22078)
					gradeCheck = false;
				break;
			case L2Item.CRYSTAL_B:
				if (itemId != 2512 && itemId != 22079)
					gradeCheck = false;
				break;
			case L2Item.CRYSTAL_A:
				if (itemId != 2513 && itemId != 22080)
					gradeCheck = false;
				break;
			case L2Item.CRYSTAL_S:
			case L2Item.CRYSTAL_S80:
			case L2Item.CRYSTAL_S84:
				if (itemId != 2514 && itemId != 22081)
					gradeCheck = false;
				break;
		}
		
		if (!gradeCheck)
		{
			if (!activeChar.getAutoSoulShot().contains(itemId))
				activeChar.sendPacket(SystemMessage.getSystemMessage(SystemMessageId.SPIRITSHOTS_GRADE_MISMATCH));
			
			return;
		}
		
		// Consume Spirit shot if player has enough of them
		if (!activeChar.destroyItemWithoutTrace("Consume", item.getObjectId(), weaponItem.getSpiritShotCount(), null, false))
		{
			if (!activeChar.disableAutoShot(itemId))
				activeChar.sendPacket(SystemMessage.getSystemMessage(SystemMessageId.NOT_ENOUGH_SPIRITSHOTS));
			return;
		}
		
		// Charge Spirit shot
		weaponInst.setChargedSpiritshot(L2ItemInstance.CHARGED_SPIRITSHOT);
		int skillId = 0;
		switch (itemId)
		{
			case 2509:
			case 5790:
				skillId=2061;
				break;
			case 2510:
				skillId=2155;
				break;
			case 2511:
				skillId=2156;
				break;
			case 2512:
				skillId=2157;
				break;
			case 2513:
				skillId=2158;
				break;
			case 2514:
				skillId=2159;
				break;
			case 22077:
				skillId=26055;
				break;
			case 22078:
				skillId=26056;
				break;
			case 22079:
				skillId=26057;
				break;
			case 22080:
				skillId=26058;
				break;
			case 22081:
				skillId=26059;
				break;
				
		}
		// Send message to client
		activeChar.sendPacket(SystemMessage.getSystemMessage(SystemMessageId.ENABLED_SPIRITSHOT));
		Broadcast.toSelfAndKnownPlayersInRadius(activeChar, new MagicSkillUse(activeChar, activeChar, skillId, 1, 0, 0), 360000);
	}
}SoulShots.java
package handlers.itemhandlers;
import com.l2jserver.gameserver.handler.IItemHandler;
import com.l2jserver.gameserver.model.L2ItemInstance;
import com.l2jserver.gameserver.model.actor.L2Playable;
import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
import com.l2jserver.gameserver.network.SystemMessageId;
import com.l2jserver.gameserver.network.serverpackets.MagicSkillUse;
import com.l2jserver.gameserver.network.serverpackets.SystemMessage;
import com.l2jserver.gameserver.skills.Stats;
import com.l2jserver.gameserver.templates.item.L2Item;
import com.l2jserver.gameserver.templates.item.L2Weapon;
import com.l2jserver.gameserver.util.Broadcast;
/**
 * This class ...
 *
 * @version $Revision: 1.2.4.4 $ $Date: 2005/03/27 15:30:07 $
 */
public class SoulShots implements IItemHandler
{
	/**
	 * 
	 * @see com.l2jserver.gameserver.handler.IItemHandler#useItem(com.l2jserver.gameserver.model.actor.L2Playable, com.l2jserver.gameserver.model.L2ItemInstance, boolean)
	 */
	public void useItem(L2Playable playable, L2ItemInstance item, boolean forceUse)
	{
		if (!(playable instanceof L2PcInstance))
			return;
		
		L2PcInstance activeChar = (L2PcInstance) playable;
		L2ItemInstance weaponInst = activeChar.getActiveWeaponInstance();
		L2Weapon weaponItem = activeChar.getActiveWeaponItem();
		int itemId = item.getItemId();
		
		// Check if Soul shot can be used
		if (weaponInst == null || weaponItem.getSoulShotCount() == 0)
		{
			if (!activeChar.getAutoSoulShot().contains(itemId))
				activeChar.sendPacket(SystemMessage.getSystemMessage(SystemMessageId.CANNOT_USE_SOULSHOTS));
			return;
		}
		
		final int weaponGrade = weaponItem.getCrystalType();
		
		boolean gradeCheck = true;
		
		switch (weaponGrade)
		{
			case L2Item.CRYSTAL_NONE:
				if (itemId != 5789 && itemId != 1835)
					gradeCheck = false;
				break;
			case L2Item.CRYSTAL_D:
				if (itemId != 1463 && itemId != 22082)
					gradeCheck = false;
				break;
			case L2Item.CRYSTAL_C:
				if (itemId != 1464 && itemId != 22083)
					gradeCheck = false;
				break;
			case L2Item.CRYSTAL_B:
				if (itemId != 1465 && itemId != 22084)
					gradeCheck = false;
				break;
			case L2Item.CRYSTAL_A:
				if (itemId != 1466 && itemId != 22085)
					gradeCheck = false;
				break;
			case L2Item.CRYSTAL_S:
			case L2Item.CRYSTAL_S80:
			case L2Item.CRYSTAL_S84:
				if (itemId != 1467 && itemId != 22086)
					gradeCheck = false;
				break;
		}
		
		if (!gradeCheck)
		{
			if (!activeChar.getAutoSoulShot().contains(itemId))
				activeChar.sendPacket(SystemMessage.getSystemMessage(SystemMessageId.SOULSHOTS_GRADE_MISMATCH));
			
			return;
		}
		
		activeChar.soulShotLock.lock();
		try
		{
			// Check if Soul shot is already active
			if (weaponInst.getChargedSoulshot() != L2ItemInstance.CHARGED_NONE)
				return;
			
			// Consume Soul shots 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.disableAutoShot(itemId))
					activeChar.sendPacket(SystemMessage.getSystemMessage(SystemMessageId.NOT_ENOUGH_SOULSHOTS));
				return;
			}
			
			// Charge soul shot
			weaponInst.setChargedSoulshot(L2ItemInstance.CHARGED_SOULSHOT);
		}
		finally
		{
			activeChar.soulShotLock.unlock();
		}
		int skillId = 0;
		switch (itemId)
		{
			case 1835:
			case 5789:
				skillId=2039;
				break;
			case 1463:
				skillId=2150;
				break;
			case 1464:
				skillId=2151;
				break;
			case 1465:
				skillId=2152;
				break;
			case 1466:
				skillId=2153;
				break;
			case 1467:
				skillId=2154;
				break;
			case 22082:
				skillId=26060;
				break;
			case 22083:
				skillId=26061;
				break;
			case 22084:
				skillId=26062;
				break;
			case 22085:
				skillId=26063;
				break;
			case 22086:
				skillId=26064;
				break;
				
		}
		// Send message to client
		activeChar.sendPacket(SystemMessage.getSystemMessage(SystemMessageId.ENABLED_SOULSHOT));
		Broadcast.toSelfAndKnownPlayersInRadius(activeChar, new MagicSkillUse(activeChar, activeChar, skillId, 1, 0, 0), 360000);
	}
}
Буду очень благодарен тому кто мне объяснит, что и как нужно сделать.

