Start mobequip refactor
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@@ -72,12 +72,12 @@ public class TrainMsg extends ClientNetMsg {
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if (origin.trainLock.tryLock()) {
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try {
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Item gold = playerCharacter.getCharItemManager().getGoldInventory();
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Item gold = playerCharacter.charItemManager.getGoldInventory();
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if (gold == null)
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return;
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if (!gold.validForInventory(origin, playerCharacter, playerCharacter.getCharItemManager()))
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if (!gold.validForInventory(origin, playerCharacter, playerCharacter.charItemManager))
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return;
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boolean canTrain = false;
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@@ -190,7 +190,7 @@ public class TrainMsg extends ClientNetMsg {
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float profitCost = cost * npc.getSellPercent(playerCharacter);
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profitCost += .5f;
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if (profitCost > playerCharacter.getCharItemManager().getGoldInventory().getNumOfItems())
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if (profitCost > playerCharacter.charItemManager.getGoldInventory().getNumOfItems())
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return;
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Building b = npc.getBuilding();
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if (b != null && b.getProtectionState().equals(ProtectionState.NPC))
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@@ -201,16 +201,16 @@ public class TrainMsg extends ClientNetMsg {
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return;
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}
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if (playerCharacter.getCharItemManager().getGoldInventory().getNumOfItems() - profitCost < 0)
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if (playerCharacter.charItemManager.getGoldInventory().getNumOfItems() - profitCost < 0)
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return;
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if (playerCharacter.getCharItemManager().getGoldInventory().getNumOfItems() - profitCost > MBServerStatics.PLAYER_GOLD_LIMIT)
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if (playerCharacter.charItemManager.getGoldInventory().getNumOfItems() - profitCost > MBServerStatics.PLAYER_GOLD_LIMIT)
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return;
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//attempt to train
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if (sk.train(playerCharacter)) {
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playerCharacter.getCharItemManager().buyFromNPC(b, (int) profitCost, (int) (profitCost - cost));
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playerCharacter.charItemManager.buyFromNPC(b, (int) profitCost, (int) (profitCost - cost));
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dispatch = Dispatch.borrow(playerCharacter, msg);
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DispatchMessage.dispatchMsgDispatch(dispatch, Enum.DispatchChannel.SECONDARY);
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@@ -253,7 +253,7 @@ public class TrainMsg extends ClientNetMsg {
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float cost = (int) cp.getTrainingCost(playerCharacter, npc);
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float profitCost = cost * npc.getSellPercent(playerCharacter);
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profitCost += .5f;
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if (profitCost > playerCharacter.getCharItemManager().getGoldInventory().getNumOfItems()) {
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if (profitCost > playerCharacter.charItemManager.getGoldInventory().getNumOfItems()) {
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// ChatManager.chatSystemError(pc, "You do not have enough gold to train this skill.");
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return;
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}
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@@ -269,7 +269,7 @@ public class TrainMsg extends ClientNetMsg {
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}
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if (cp.train(playerCharacter)) {
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if (!playerCharacter.getCharItemManager().buyFromNPC(b, (int) profitCost, (int) (profitCost - cost)))
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if (!playerCharacter.charItemManager.buyFromNPC(b, (int) profitCost, (int) (profitCost - cost)))
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ChatManager.chatSystemError(playerCharacter, "Failed to Withdrawl gold from inventory. Contact CCR");
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//train succeeded
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