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[BREAKING] Item Usage Overhaul
-De-hardcode elemental orb values -De-hardcode exp items -Change ShopChest format (temporary, drop system overhaul will replace it entirely) -Food healing actually uses Ability data for real HP amounts
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package emu.grasscutter.game.props.ItemUseAction;
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import emu.grasscutter.game.inventory.GameItem;
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import emu.grasscutter.game.props.ActionReason;
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import emu.grasscutter.game.props.ItemUseOp;
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public class ItemUseOpenRandomChest extends ItemUseInt {
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@Override
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public ItemUseOp getItemUseOp() {
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return ItemUseOp.ITEM_USE_OPEN_RANDOM_CHEST;
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}
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public ItemUseOpenRandomChest(String[] useParam) {
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super(useParam);
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}
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@Override
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public boolean useItem(UseItemParams params) { // cash shop material bundles
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var rewardItems = params.player.getServer().getShopSystem().getShopChestData(this.i).stream().map(GameItem::new).toList();
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if (!rewardItems.isEmpty()) {
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params.player.getInventory().addItems(rewardItems, ActionReason.Shop);
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}
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return false;
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}
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}
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