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+/*
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+ * Copyright (C) 2004-2013 L2J DataPack
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+ *
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+ * This file is part of L2J DataPack.
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+ *
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+ * L2J DataPack is free software: you can redistribute it and/or modify
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+ * it under the terms of the GNU General Public License as published by
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+ * the Free Software Foundation, either version 3 of the License, or
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+ * (at your option) any later version.
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+ *
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+ * L2J DataPack is distributed in the hope that it will be useful,
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+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
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+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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+ * General Public License for more details.
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+ *
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+ * You should have received a copy of the GNU General Public License
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+ * along with this program. If not, see <http://www.gnu.org/licenses/>.
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+ */
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+package handlers.effecthandlers;
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+
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+import com.l2jserver.gameserver.model.ShotType;
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+import com.l2jserver.gameserver.model.actor.L2Character;
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+import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
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+import com.l2jserver.gameserver.model.effects.EffectTemplate;
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+import com.l2jserver.gameserver.model.effects.L2Effect;
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+import com.l2jserver.gameserver.model.effects.L2EffectType;
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+import com.l2jserver.gameserver.model.stats.BaseStats;
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+import com.l2jserver.gameserver.model.stats.Env;
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+import com.l2jserver.gameserver.model.stats.Formulas;
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+
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+/**
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+ * Backstab effect implementation.
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+ * @author Adry_85
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+ */
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+public class Backstab extends L2Effect
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+{
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+ public Backstab(Env env, EffectTemplate template)
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+ {
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+ super(env, template);
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+ }
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+
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+ @Override
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+ public boolean calcSuccess()
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+ {
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+ return getEffector().isBehindTarget() && !Formulas.calcPhysicalSkillEvasion(getEffector(), getEffected(), getSkill()) && Formulas.calcBlowSuccess(getEffector(), getEffected(), getSkill());
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+ }
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+
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+ @Override
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+ public L2EffectType getEffectType()
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+ {
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+ return L2EffectType.FATAL_BLOW;
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+ }
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+
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+ @Override
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+ public boolean isInstant()
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+ {
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+ return true;
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+ }
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+
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+ @Override
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+ public boolean onStart()
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+ {
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+ L2Character target = getEffected();
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+ L2Character activeChar = getEffector();
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+
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+ if (activeChar.isAlikeDead())
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+ {
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+ return false;
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+ }
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+
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+ boolean ss = getSkill().useSoulShot() && activeChar.isChargedShot(ShotType.SOULSHOTS);
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+ byte shld = Formulas.calcShldUse(activeChar, target, getSkill());
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+ double damage = (int) Formulas.calcBackstabDamage(activeChar, target, getSkill(), shld, ss);
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+
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+ // Crit rate base crit rate for skill, modified with STR bonus
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+ if (Formulas.calcCrit(getSkill().getBaseCritRate() * 10 * BaseStats.STR.calcBonus(activeChar), true, target))
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+ {
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+ damage *= 2;
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+ }
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+
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+ target.reduceCurrentHp(damage, activeChar, getSkill());
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+
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+ // Check if damage should be reflected
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+ Formulas.calcDamageReflected(activeChar, target, getSkill(), true);
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+
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+ // Manage attack or cast break of the target (calculating rate, sending message...)
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+ if (!target.isRaid() && Formulas.calcAtkBreak(target, damage))
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+ {
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+ target.breakAttack();
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+ target.breakCast();
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+ }
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+
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+ if (activeChar.isPlayer())
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+ {
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+ L2PcInstance activePlayer = activeChar.getActingPlayer();
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+ activePlayer.sendDamageMessage(target, (int) damage, false, true, false);
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+ }
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+ return true;
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+ }
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+}
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