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- /*
- * Copyright (C) 2004-2014 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 <http://www.gnu.org/licenses/>.
- */
- package handlers.effecthandlers;
- import com.l2jserver.gameserver.enums.ShotType;
- import com.l2jserver.gameserver.model.StatsSet;
- import com.l2jserver.gameserver.model.actor.L2Character;
- import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
- import com.l2jserver.gameserver.model.conditions.Condition;
- import com.l2jserver.gameserver.model.effects.AbstractEffect;
- import com.l2jserver.gameserver.model.effects.L2EffectType;
- import com.l2jserver.gameserver.model.items.L2Weapon;
- import com.l2jserver.gameserver.model.items.type.WeaponType;
- import com.l2jserver.gameserver.model.skills.BuffInfo;
- import com.l2jserver.gameserver.model.skills.Skill;
- import com.l2jserver.gameserver.model.stats.BaseStats;
- import com.l2jserver.gameserver.model.stats.Formulas;
- import com.l2jserver.gameserver.model.stats.Stats;
- import com.l2jserver.util.Rnd;
- /**
- * Energy Attack effect implementation.
- * @author NosBit
- */
- public final class EnergyAttack extends AbstractEffect
- {
- private final double _power;
- private final int _criticalChance;
- private final boolean _ignoreShieldDefence;
-
- public EnergyAttack(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
- {
- super(attachCond, applyCond, set, params);
-
- _power = params.getDouble("power", 0);
- _criticalChance = params.getInt("criticalChance", 0);
- _ignoreShieldDefence = params.getBoolean("ignoreShieldDefence", false);
- }
-
- @Override
- public boolean calcSuccess(BuffInfo info)
- {
- // TODO: Verify this on retail
- return !Formulas.calcPhysicalSkillEvasion(info.getEffector(), info.getEffected(), info.getSkill());
- }
-
- @Override
- public L2EffectType getEffectType()
- {
- return L2EffectType.PHYSICAL_ATTACK;
- }
-
- @Override
- public boolean isInstant()
- {
- return true;
- }
-
- @Override
- public void onStart(BuffInfo info)
- {
- final L2PcInstance attacker = info.getEffector() instanceof L2PcInstance ? (L2PcInstance) info.getEffector() : null;
- if (attacker == null)
- {
- return;
- }
-
- final L2Character target = info.getEffected();
- final Skill skill = info.getSkill();
-
- double attack = attacker.getPAtk(target);
- int defence = target.getPDef(attacker);
-
- if (!_ignoreShieldDefence)
- {
- byte shield = Formulas.calcShldUse(attacker, target, skill, true);
- switch (shield)
- {
- case Formulas.SHIELD_DEFENSE_FAILED:
- {
- break;
- }
- case Formulas.SHIELD_DEFENSE_SUCCEED:
- {
- defence += target.getShldDef();
- break;
- }
- case Formulas.SHIELD_DEFENSE_PERFECT_BLOCK:
- {
- defence = -1;
- break;
- }
- }
- }
-
- double damage = 1;
- boolean critical = false;
-
- if (defence != -1)
- {
- double damageMultiplier = Formulas.calcWeaponTraitBonus(attacker, target) * Formulas.calcAttributeBonus(attacker, target, skill) * Formulas.calcGeneralTraitBonus(attacker, target, skill.getTraitType(), true);
-
- boolean ss = info.getSkill().useSoulShot() && attacker.isChargedShot(ShotType.SOULSHOTS);
- double ssBoost = ss ? 2 : 1.0;
-
- double weaponTypeBoost;
- L2Weapon weapon = attacker.getActiveWeaponItem();
- if ((weapon != null) && ((weapon.getItemType() == WeaponType.BOW) || (weapon.getItemType() == WeaponType.CROSSBOW)))
- {
- weaponTypeBoost = 70;
- }
- else
- {
- weaponTypeBoost = 77;
- }
-
- // charge count should be the count before casting the skill but since its reduced before calling effects
- // we add skill consume charges to current charges
- double energyChargesBoost = (((attacker.getCharges() + skill.getChargeConsume()) - 1) * 0.2) + 1;
-
- attack += _power;
- attack *= ssBoost;
- attack *= energyChargesBoost;
- attack *= weaponTypeBoost;
-
- damage = attack / defence;
- damage *= damageMultiplier;
- if (target instanceof L2PcInstance)
- {
- damage *= attacker.getStat().calcStat(Stats.PVP_PHYS_SKILL_DMG, 1.0);
- damage *= target.getStat().calcStat(Stats.PVP_PHYS_SKILL_DEF, 1.0);
- damage *= attacker.getStat().calcStat(Stats.PHYSICAL_SKILL_POWER, 1.0);
- }
-
- critical = (BaseStats.STR.calcBonus(attacker) * _criticalChance) > (Rnd.nextDouble() * 100);
- if (critical)
- {
- damage *= 2;
- }
- }
-
- if (damage > 0)
- {
- attacker.sendDamageMessage(target, (int) damage, false, critical, false);
- target.reduceCurrentHp(damage, attacker, skill);
- target.notifyDamageReceived(damage, attacker, skill, critical, false);
-
- // Check if damage should be reflected
- Formulas.calcDamageReflected(attacker, target, skill, critical);
- }
- }
- }
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