فهرست منبع

BETA: Added new effect Backstab.
* Only Backstab make damage behind the target, this thing is broken since [L6027].
* Reported by: MELERIX
Reviewed by: MELERIX, !UnAfraid

Adry_85 12 سال پیش
والد
کامیت
f31cb8ff26

+ 1 - 0
L2J_DataPack_BETA/dist/game/data/scripts/handlers/EffectMasterHandler.java

@@ -39,6 +39,7 @@ public final class EffectMasterHandler
 	private static final Class<?>[] EFFECTS =
 	{
 		AbortCast.class,
+		Backstab.class,
 		Betray.class,
 		BigHead.class,
 		BlockBuffSlot.class,

+ 100 - 0
L2J_DataPack_BETA/dist/game/data/scripts/handlers/effecthandlers/Backstab.java

@@ -0,0 +1,100 @@
+/*
+ * Copyright (C) 2004-2013 L2J DataPack
+ * 
+ * This file is part of L2J DataPack.
+ * 
+ * L2J DataPack 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.
+ * 
+ * L2J DataPack 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 handlers.effecthandlers;
+
+import com.l2jserver.gameserver.model.ShotType;
+import com.l2jserver.gameserver.model.actor.L2Character;
+import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
+import com.l2jserver.gameserver.model.effects.EffectTemplate;
+import com.l2jserver.gameserver.model.effects.L2Effect;
+import com.l2jserver.gameserver.model.effects.L2EffectType;
+import com.l2jserver.gameserver.model.stats.BaseStats;
+import com.l2jserver.gameserver.model.stats.Env;
+import com.l2jserver.gameserver.model.stats.Formulas;
+
+/**
+ * Backstab effect implementation.
+ * @author Adry_85
+ */
+public class Backstab extends L2Effect
+{
+	public Backstab(Env env, EffectTemplate template)
+	{
+		super(env, template);
+	}
+	
+	@Override
+	public boolean calcSuccess()
+	{
+		return getEffector().isBehindTarget() && !Formulas.calcPhysicalSkillEvasion(getEffector(), getEffected(), getSkill()) && Formulas.calcBlowSuccess(getEffector(), getEffected(), getSkill());
+	}
+	
+	@Override
+	public L2EffectType getEffectType()
+	{
+		return L2EffectType.FATAL_BLOW;
+	}
+	
+	@Override
+	public boolean isInstant()
+	{
+		return true;
+	}
+	
+	@Override
+	public boolean onStart()
+	{
+		L2Character target = getEffected();
+		L2Character activeChar = getEffector();
+		
+		if (activeChar.isAlikeDead())
+		{
+			return false;
+		}
+		
+		boolean ss = getSkill().useSoulShot() && activeChar.isChargedShot(ShotType.SOULSHOTS);
+		byte shld = Formulas.calcShldUse(activeChar, target, getSkill());
+		double damage = (int) Formulas.calcBackstabDamage(activeChar, target, getSkill(), shld, ss);
+		
+		// Crit rate base crit rate for skill, modified with STR bonus
+		if (Formulas.calcCrit(getSkill().getBaseCritRate() * 10 * BaseStats.STR.calcBonus(activeChar), true, target))
+		{
+			damage *= 2;
+		}
+		
+		target.reduceCurrentHp(damage, activeChar, getSkill());
+		
+		// Check if damage should be reflected
+		Formulas.calcDamageReflected(activeChar, target, getSkill(), true);
+		
+		// Manage attack or cast break of the target (calculating rate, sending message...)
+		if (!target.isRaid() && Formulas.calcAtkBreak(target, damage))
+		{
+			target.breakAttack();
+			target.breakCast();
+		}
+		
+		if (activeChar.isPlayer())
+		{
+			L2PcInstance activePlayer = activeChar.getActingPlayer();
+			activePlayer.sendDamageMessage(target, (int) damage, false, true, false);
+		}
+		return true;
+	}
+}

+ 1 - 1
L2J_DataPack_BETA/dist/game/data/stats/skills/00000-00099.xml

@@ -916,7 +916,7 @@
 			<using kind="Dagger,Dual Dagger" />
 		</cond>
 		<for>
-			<effect name="FatalBlow" noicon="1" val="0" />
+			<effect name="Backstab" noicon="1" val="0" />
 			<effect name="Lethal" noicon="1" val="0" />
 		</for>
 	</skill>