/* * This program 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. * * This program 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 java.util.logging.Level; import java.util.logging.LogRecord; import java.util.logging.Logger; import com.l2jserver.Config; import com.l2jserver.gameserver.handler.ISkillHandler; import com.l2jserver.gameserver.model.L2Effect; import com.l2jserver.gameserver.model.L2ItemInstance; import com.l2jserver.gameserver.model.L2Object; import com.l2jserver.gameserver.model.L2Skill; import com.l2jserver.gameserver.model.actor.L2Character; import com.l2jserver.gameserver.model.actor.L2Playable; import com.l2jserver.gameserver.model.actor.instance.L2PcInstance; import com.l2jserver.gameserver.network.SystemMessageId; import com.l2jserver.gameserver.network.serverpackets.SystemMessage; import com.l2jserver.gameserver.skills.BaseStats; import com.l2jserver.gameserver.skills.Env; import com.l2jserver.gameserver.skills.Formulas; import com.l2jserver.gameserver.templates.item.L2WeaponType; import com.l2jserver.gameserver.templates.skills.L2SkillType; /** * * @author Steuf */ public class Blow implements ISkillHandler { private static final Logger _logDamage = Logger.getLogger("damage"); private static final L2SkillType[] SKILL_IDS = { L2SkillType.BLOW }; public void useSkill(L2Character activeChar, L2Skill skill, L2Object[] targets) { if (activeChar.isAlikeDead()) return; for (L2Character target: (L2Character[]) targets) { if (target.isAlikeDead()) continue; // Check firstly if target dodges skill final boolean skillIsEvaded = Formulas.calcPhysicalSkillEvasion(target, skill); if (!skillIsEvaded && Formulas.calcBlowSuccess(activeChar, target, skill)) { final byte reflect = Formulas.calcSkillReflect(target, skill); if (skill.hasEffects()) { if (reflect == Formulas.SKILL_REFLECT_SUCCEED) { activeChar.stopSkillEffects(skill.getId()); skill.getEffects(target, activeChar); SystemMessage sm = SystemMessage.getSystemMessage(SystemMessageId.YOU_FEEL_S1_EFFECT); sm.addSkillName(skill); activeChar.sendPacket(sm); } else { final byte shld = Formulas.calcShldUse(activeChar, target, skill); target.stopSkillEffects(skill.getId()); if (Formulas.calcSkillSuccess(activeChar, target, skill, shld, false, false, true)) { skill.getEffects(activeChar, target, new Env(shld, false, false, false)); SystemMessage sm = SystemMessage.getSystemMessage(SystemMessageId.YOU_FEEL_S1_EFFECT); sm.addSkillName(skill); target.sendPacket(sm); } else { SystemMessage sm = SystemMessage.getSystemMessage(SystemMessageId.C1_RESISTED_YOUR_S2); sm.addCharName(target); sm.addSkillName(skill); activeChar.sendPacket(sm); } } } L2ItemInstance weapon = activeChar.getActiveWeaponInstance(); boolean soul = (weapon != null && weapon.getChargedSoulshot() == L2ItemInstance.CHARGED_SOULSHOT && (weapon.getItemType() == L2WeaponType.DAGGER || weapon.getItemType() == L2WeaponType.DUALDAGGER || weapon.getItemType() == L2WeaponType.RAPIER)); byte shld = Formulas.calcShldUse(activeChar, target, skill); double damage = skill.isStaticDamage() ? skill.getPower() : (int) Formulas.calcBlowDamage(activeChar, target, skill, shld, soul); if (!skill.isStaticDamage() && skill.getMaxSoulConsumeCount() > 0 && activeChar instanceof L2PcInstance) { switch (((L2PcInstance) activeChar).getSouls()) { case 0: break; case 1: damage *= 1.10; break; case 2: damage *= 1.12; break; case 3: damage *= 1.15; break; case 4: damage *= 1.18; break; default: damage *= 1.20; break; } } // Crit rate base crit rate for skill, modified with STR bonus if (!skill.isStaticDamage() && Formulas.calcCrit(skill.getBaseCritRate() * 10 * BaseStats.STR.calcBonus(activeChar), true, target)) damage *= 2; if (soul) weapon.setChargedSoulshot(L2ItemInstance.CHARGED_NONE); if (Config.LOG_GAME_DAMAGE && activeChar instanceof L2Playable && damage > Config.LOG_GAME_DAMAGE_THRESHOLD) { LogRecord record = new LogRecord(Level.INFO, ""); record.setParameters(new Object[]{activeChar, " did damage ", (int)damage, skill, " to ", target}); record.setLoggerName("pdam"); _logDamage.log(record); } target.reduceCurrentHp(damage, activeChar, skill); // vengeance reflected damage if ((reflect & Formulas.SKILL_REFLECT_VENGEANCE) != 0) { if (target instanceof L2PcInstance) { SystemMessage sm = SystemMessage.getSystemMessage(SystemMessageId.COUNTERED_C1_ATTACK); sm.addCharName(activeChar); target.sendPacket(sm); } if (activeChar instanceof L2PcInstance) { SystemMessage sm = SystemMessage.getSystemMessage(SystemMessageId.C1_PERFORMING_COUNTERATTACK); sm.addCharName(target); activeChar.sendPacket(sm); } // Formula from Diego post, 700 from rpg tests double vegdamage = (700 * target.getPAtk(activeChar) / activeChar.getPDef(target)); activeChar.reduceCurrentHp(vegdamage, target, skill); } // 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 instanceof L2PcInstance) { L2PcInstance activePlayer = (L2PcInstance) activeChar; activePlayer.sendDamageMessage(target, (int)damage, false, true, false); } } // Sending system messages if (skillIsEvaded) { if (activeChar instanceof L2PcInstance) { SystemMessage sm = SystemMessage.getSystemMessage(SystemMessageId.C1_DODGES_ATTACK); sm.addString(target.getName()); ((L2PcInstance) activeChar).sendPacket(sm); } if (target instanceof L2PcInstance) { SystemMessage sm = SystemMessage.getSystemMessage(SystemMessageId.AVOIDED_C1_ATTACK); sm.addString(activeChar.getName()); ((L2PcInstance) target).sendPacket(sm); } } //Possibility of a lethal strike Formulas.calcLethalHit(activeChar, target, skill); //Self Effect if (skill.hasSelfEffects()) { final L2Effect effect = activeChar.getFirstEffect(skill.getId()); if (effect != null && effect.isSelfEffect()) effect.exit(); skill.getEffectsSelf(activeChar); } } } public L2SkillType[] getSkillIds() { return SKILL_IDS; } }