/* * 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 com.l2jserver.gameserver.handler.ISkillHandler; 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.L2Npc; import com.l2jserver.gameserver.model.actor.L2Summon; import com.l2jserver.gameserver.model.actor.instance.L2PcInstance; import com.l2jserver.gameserver.skills.Env; import com.l2jserver.gameserver.skills.Formulas; import com.l2jserver.gameserver.templates.skills.L2SkillType; /* * Just a quick draft to support Wrath skill. Missing angle based calculation etc. */ public class CpDamPercent implements ISkillHandler { private static final L2SkillType[] SKILL_IDS = { L2SkillType.CPDAMPERCENT }; /** * * @see com.l2jserver.gameserver.handler.ISkillHandler#useSkill(com.l2jserver.gameserver.model.actor.L2Character, com.l2jserver.gameserver.model.L2Skill, com.l2jserver.gameserver.model.L2Object[]) */ public void useSkill(L2Character activeChar, L2Skill skill, L2Object[] targets) { if (activeChar.isAlikeDead()) return; boolean ss = false; boolean sps = false; boolean bss = false; L2ItemInstance weaponInst = activeChar.getActiveWeaponInstance(); if (weaponInst != null) { if (skill.isMagic()) { if (weaponInst.getChargedSpiritshot() == L2ItemInstance.CHARGED_BLESSED_SPIRITSHOT) { bss = true; } else if (weaponInst.getChargedSpiritshot() == L2ItemInstance.CHARGED_SPIRITSHOT) { sps = true; } } else if (weaponInst.getChargedSoulshot() == L2ItemInstance.CHARGED_SOULSHOT) { ss = true; } } // If there is no weapon equipped, check for an active summon. else if (activeChar instanceof L2Summon) { L2Summon activeSummon = (L2Summon) activeChar; if (activeSummon.getChargedSpiritShot() == L2ItemInstance.CHARGED_BLESSED_SPIRITSHOT) { bss = true; activeSummon.setChargedSpiritShot(L2ItemInstance.CHARGED_NONE); } else if (activeSummon.getChargedSpiritShot() == L2ItemInstance.CHARGED_SPIRITSHOT) { ss = true; activeSummon.setChargedSpiritShot(L2ItemInstance.CHARGED_NONE); } } else if (activeChar instanceof L2Npc) { ss = ((L2Npc) activeChar)._soulshotcharged; ((L2Npc) activeChar)._soulshotcharged = false; bss = ((L2Npc) activeChar)._spiritshotcharged; ((L2Npc) activeChar)._spiritshotcharged = false; } for (L2Character target: (L2Character[]) targets) { if (activeChar instanceof L2PcInstance && target instanceof L2PcInstance && ((L2PcInstance)target).isFakeDeath()) { target.stopFakeDeath(true); } else if (target.isDead() || target.isInvul()) { continue; } byte shld = Formulas.calcShldUse(activeChar, target, skill); int damage = (int) (target.getCurrentCp() * (skill.getPower() / 100)); // Manage attack or cast break of the target (calculating rate, sending message...) if (!target.isRaid() && Formulas.calcAtkBreak(target, damage)) { target.breakAttack(); target.breakCast(); } skill.getEffects(activeChar, target, new Env(shld, ss, sps, bss)); activeChar.sendDamageMessage(target, damage, false, false, false); target.setCurrentCp(target.getCurrentCp() - damage); } } /** * * @see com.l2jserver.gameserver.handler.ISkillHandler#getSkillIds() */ public L2SkillType[] getSkillIds() { return SKILL_IDS; } }