/* * 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.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.L2Summon; import com.l2jserver.gameserver.model.actor.instance.L2PcInstance; import com.l2jserver.gameserver.network.SystemMessageId; import com.l2jserver.gameserver.network.serverpackets.StatusUpdate; import com.l2jserver.gameserver.network.serverpackets.SystemMessage; import com.l2jserver.gameserver.skills.Env; import com.l2jserver.gameserver.skills.Formulas; import com.l2jserver.gameserver.templates.skills.L2SkillType; /** * Class handling the Mana damage skill * * @author slyce */ public class Manadam implements ISkillHandler { private static final L2SkillType[] SKILL_IDS = { L2SkillType.MANADAM }; /** * * @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 bss = false; L2ItemInstance weaponInst = activeChar.getActiveWeaponInstance(); if (weaponInst != null) { if (weaponInst.getChargedSpiritshot() == L2ItemInstance.CHARGED_BLESSED_SPIRITSHOT) { bss = true; weaponInst.setChargedSpiritshot(L2ItemInstance.CHARGED_NONE); } else if (weaponInst.getChargedSpiritshot() == L2ItemInstance.CHARGED_SPIRITSHOT) { ss = true; weaponInst.setChargedSpiritshot(L2ItemInstance.CHARGED_NONE); } } // 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); } } 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(SystemMessage.getSystemMessage(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, false, ss, bss)) skill.getEffects(activeChar, target, new Env(shld, ss, false, 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(SystemMessage.getSystemMessage(SystemMessageId.CRITICAL_HIT_MAGIC)); } double mp = (damage > target.getCurrentMp() ? target.getCurrentMp() : damage); target.reduceCurrentMp(mp); if (damage > 0) target.stopEffectsOnDamage(true); if (target instanceof L2PcInstance) { 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 instanceof L2PcInstance) { 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); } } /** * * @see com.l2jserver.gameserver.handler.ISkillHandler#getSkillIds() */ public L2SkillType[] getSkillIds() { return SKILL_IDS; } }