/* * 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 . */ package handlers.skillhandlers; import com.l2jserver.gameserver.handler.ISkillHandler; import com.l2jserver.gameserver.model.L2Object; import com.l2jserver.gameserver.model.ShotType; import com.l2jserver.gameserver.model.actor.L2Character; import com.l2jserver.gameserver.model.effects.L2Effect; import com.l2jserver.gameserver.model.skills.L2Skill; import com.l2jserver.gameserver.model.skills.L2SkillType; import com.l2jserver.gameserver.model.stats.Env; import com.l2jserver.gameserver.model.stats.Formulas; import com.l2jserver.gameserver.network.SystemMessageId; import com.l2jserver.gameserver.network.serverpackets.StatusUpdate; import com.l2jserver.gameserver.network.serverpackets.SystemMessage; /** * Class handling the Mana damage skill * @author slyce */ public class Manadam implements ISkillHandler { private static final L2SkillType[] SKILL_IDS = { L2SkillType.MANADAM }; @Override public void useSkill(L2Character activeChar, L2Skill skill, L2Object[] targets) { if (activeChar.isAlikeDead()) { return; } boolean ss = skill.useSoulShot() && activeChar.isChargedShot(ShotType.SOULSHOTS); boolean sps = skill.useSpiritShot() && activeChar.isChargedShot(ShotType.SPIRITSHOTS); boolean bss = skill.useSpiritShot() && activeChar.isChargedShot(ShotType.BLESSED_SPIRITSHOTS); for (L2Character target : (L2Character[]) targets) { if (Formulas.calcSkillReflect(target, skill) == Formulas.SKILL_REFLECT_SUCCEED) { target = activeChar; } boolean acted = Formulas.calcMagicAffected(activeChar, target, skill); if (target.isInvul() || !acted) { activeChar.sendPacket(SystemMessageId.MISSED_TARGET); } else { if (skill.hasEffects()) { byte shld = Formulas.calcShldUse(activeChar, target, skill); target.stopSkillEffects(skill.getId()); if (Formulas.calcSkillSuccess(activeChar, target, skill, shld, ss, sps, bss)) { skill.getEffects(activeChar, target, new Env(shld, ss, sps, bss)); } else { SystemMessage sm = SystemMessage.getSystemMessage(SystemMessageId.C1_RESISTED_YOUR_S2); sm.addCharName(target); sm.addSkillName(skill); activeChar.sendPacket(sm); } } double damage = skill.isStaticDamage() ? skill.getPower() : Formulas.calcManaDam(activeChar, target, skill, ss, bss); if (!skill.isStaticDamage() && Formulas.calcMCrit(activeChar.getMCriticalHit(target, skill))) { damage *= 3.; activeChar.sendPacket(SystemMessageId.CRITICAL_HIT_MAGIC); } double mp = (damage > target.getCurrentMp() ? target.getCurrentMp() : damage); target.reduceCurrentMp(mp); if (damage > 0) { target.stopEffectsOnDamage(true); } if (target.isPlayer()) { StatusUpdate sump = new StatusUpdate(target); sump.addAttribute(StatusUpdate.CUR_MP, (int) target.getCurrentMp()); // [L2J_JP EDIT START - TSL] target.sendPacket(sump); SystemMessage sm = SystemMessage.getSystemMessage(SystemMessageId.S2_MP_HAS_BEEN_DRAINED_BY_C1); sm.addCharName(activeChar); sm.addNumber((int) mp); target.sendPacket(sm); } if (activeChar.isPlayer()) { SystemMessage sm2 = SystemMessage.getSystemMessage(SystemMessageId.YOUR_OPPONENTS_MP_WAS_REDUCED_BY_S1); sm2.addNumber((int) mp); activeChar.sendPacket(sm2); } // [L2J_JP EDIT END - TSL] } } if (skill.hasSelfEffects()) { L2Effect effect = activeChar.getFirstEffect(skill.getId()); if ((effect != null) && effect.isSelfEffect()) { // Replace old effect with new one. effect.exit(); } // cast self effect if any skill.getEffectsSelf(activeChar); } activeChar.setChargedShot(bss ? ShotType.BLESSED_SPIRITSHOTS : ShotType.SPIRITSHOTS, false); } @Override public L2SkillType[] getSkillIds() { return SKILL_IDS; } }