/* * 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.instancemanager.CastleManager; import com.l2jserver.gameserver.instancemanager.FortManager; import com.l2jserver.gameserver.model.L2Object; 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.entity.Castle; import com.l2jserver.gameserver.model.entity.Fort; import com.l2jserver.gameserver.model.skills.L2Skill; import com.l2jserver.gameserver.model.skills.L2SkillType; import com.l2jserver.gameserver.model.stats.Formulas; /** * @author _tomciaaa_ */ public class StrSiegeAssault implements ISkillHandler { private static final L2SkillType[] SKILL_IDS = { L2SkillType.STRSIEGEASSAULT }; @Override public void useSkill(L2Character activeChar, L2Skill skill, L2Object[] targets) { if (!activeChar.isPlayer()) { return; } L2PcInstance player = activeChar.getActingPlayer(); if (!player.isRidingStrider()) { return; } if (!player.getTarget().isDoor()) { return; } Castle castle = CastleManager.getInstance().getCastle(player); Fort fort = FortManager.getInstance().getFort(player); if ((castle == null) && (fort == null)) { return; } if (castle != null) { if (!player.checkIfOkToUseStriderSiegeAssault(castle)) { return; } } else { if (!player.checkIfOkToUseStriderSiegeAssault(fort)) { return; } } try { // damage calculation int damage = 0; boolean ss = skill.useSoulShot() && activeChar.isChargedShot(ShotType.SOULSHOTS); for (L2Character target : (L2Character[]) targets) { if (activeChar.isPlayer() && target.isPlayer() && target.getActingPlayer().isFakeDeath()) { target.stopFakeDeath(true); } else if (target.isDead()) { continue; } boolean dual = activeChar.isUsingDualWeapon(); byte shld = Formulas.calcShldUse(activeChar, target, skill); boolean crit = Formulas.calcCrit(activeChar.getCriticalHit(target, skill), true, target); if (!crit && ((skill.getCondition() & L2Skill.COND_CRIT) != 0)) { damage = 0; } else { damage = skill.isStaticDamage() ? (int) skill.getPower() : (int) Formulas.calcPhysDam(activeChar, target, skill, shld, crit, dual, ss); } if (damage > 0) { target.reduceCurrentHp(damage, activeChar, skill); activeChar.sendDamageMessage(target, damage, false, false, false); } else { activeChar.sendMessage(skill.getName() + " failed."); } } activeChar.setChargedShot(ShotType.SOULSHOTS, false); } catch (Exception e) { player.sendMessage("Error using siege assault:" + e); } } @Override public L2SkillType[] getSkillIds() { return SKILL_IDS; } public static void main(String[] args) { new StrSiegeAssault(); } }