/* * Copyright (C) 2004-2015 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 . */ package handlers.effecthandlers; import com.l2jserver.gameserver.enums.ShotType; import com.l2jserver.gameserver.model.StatsSet; import com.l2jserver.gameserver.model.actor.L2Character; import com.l2jserver.gameserver.model.actor.instance.L2PcInstance; import com.l2jserver.gameserver.model.conditions.Condition; import com.l2jserver.gameserver.model.effects.AbstractEffect; import com.l2jserver.gameserver.model.effects.L2EffectType; import com.l2jserver.gameserver.model.skills.BuffInfo; import com.l2jserver.gameserver.model.skills.Skill; import com.l2jserver.gameserver.model.stats.Formulas; /** * Backstab effect implementation. * @author Adry_85 */ public final class Backstab extends AbstractEffect { public Backstab(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params) { super(attachCond, applyCond, set, params); } @Override public boolean calcSuccess(BuffInfo info) { return info.getEffector().isBehindTarget() && !Formulas.calcPhysicalSkillEvasion(info.getEffector(), info.getEffected(), info.getSkill()) && Formulas.calcBlowSuccess(info.getEffector(), info.getEffected(), info.getSkill()); } @Override public L2EffectType getEffectType() { return L2EffectType.PHYSICAL_ATTACK; } @Override public boolean isInstant() { return true; } @Override public void onStart(BuffInfo info) { if (info.getEffector().isAlikeDead()) { return; } L2Character target = info.getEffected(); L2Character activeChar = info.getEffector(); Skill skill = info.getSkill(); boolean ss = skill.useSoulShot() && activeChar.isChargedShot(ShotType.SOULSHOTS); byte shld = Formulas.calcShldUse(activeChar, target, skill); double damage = Formulas.calcBackstabDamage(activeChar, target, skill, shld, ss); // Crit rate base crit rate for skill, modified with STR bonus if (Formulas.calcCrit(activeChar, target, skill)) { damage *= 2; } target.reduceCurrentHp(damage, activeChar, skill); target.notifyDamageReceived(damage, activeChar, skill, true, false); // 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); } // Check if damage should be reflected Formulas.calcDamageReflected(activeChar, target, skill, true); } }