PhysicalAttackHpLink.java 3.3 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107
  1. /*
  2. * Copyright (C) 2004-2013 L2J DataPack
  3. *
  4. * This file is part of L2J DataPack.
  5. *
  6. * L2J DataPack is free software: you can redistribute it and/or modify
  7. * it under the terms of the GNU General Public License as published by
  8. * the Free Software Foundation, either version 3 of the License, or
  9. * (at your option) any later version.
  10. *
  11. * L2J DataPack is distributed in the hope that it will be useful,
  12. * but WITHOUT ANY WARRANTY; without even the implied warranty of
  13. * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
  14. * General Public License for more details.
  15. *
  16. * You should have received a copy of the GNU General Public License
  17. * along with this program. If not, see <http://www.gnu.org/licenses/>.
  18. */
  19. package handlers.effecthandlers;
  20. import com.l2jserver.gameserver.model.ShotType;
  21. import com.l2jserver.gameserver.model.actor.L2Character;
  22. import com.l2jserver.gameserver.model.effects.EffectTemplate;
  23. import com.l2jserver.gameserver.model.effects.L2Effect;
  24. import com.l2jserver.gameserver.model.effects.L2EffectType;
  25. import com.l2jserver.gameserver.model.stats.BaseStats;
  26. import com.l2jserver.gameserver.model.stats.Env;
  27. import com.l2jserver.gameserver.model.stats.Formulas;
  28. import com.l2jserver.gameserver.network.SystemMessageId;
  29. import com.l2jserver.gameserver.network.serverpackets.SystemMessage;
  30. /**
  31. * Physical Attack HP Link effect implementation.
  32. * @author Adry_85
  33. */
  34. public class PhysicalAttackHpLink extends L2Effect
  35. {
  36. public PhysicalAttackHpLink(Env env, EffectTemplate template)
  37. {
  38. super(env, template);
  39. }
  40. @Override
  41. public boolean calcSuccess()
  42. {
  43. return !Formulas.calcPhysicalSkillEvasion(getEffector(), getEffected(), getSkill());
  44. }
  45. @Override
  46. public L2EffectType getEffectType()
  47. {
  48. return L2EffectType.PHYSICAL_ATTACK_HP_LINK;
  49. }
  50. @Override
  51. public boolean isInstant()
  52. {
  53. return true;
  54. }
  55. @Override
  56. public boolean onStart()
  57. {
  58. L2Character target = getEffected();
  59. L2Character activeChar = getEffector();
  60. if (activeChar.isAlikeDead())
  61. {
  62. return false;
  63. }
  64. if (activeChar.isMovementDisabled())
  65. {
  66. SystemMessage sm = SystemMessage.getSystemMessage(SystemMessageId.S1_CANNOT_BE_USED);
  67. sm.addSkillName(getSkill());
  68. activeChar.sendPacket(sm);
  69. return false;
  70. }
  71. final byte shld = Formulas.calcShldUse(activeChar, target, getSkill());
  72. // Physical damage critical rate is only affected by STR.
  73. boolean crit = false;
  74. if (getSkill().getBaseCritRate() > 0)
  75. {
  76. crit = Formulas.calcCrit(getSkill().getBaseCritRate() * 10 * BaseStats.STR.calcBonus(activeChar), true, target);
  77. }
  78. int damage = 0;
  79. boolean ss = getSkill().isPhysical() && activeChar.isChargedShot(ShotType.SOULSHOTS);
  80. damage = (int) Formulas.calcPhysDam(activeChar, target, getSkill(), shld, false, ss);
  81. if (damage > 0)
  82. {
  83. activeChar.sendDamageMessage(target, damage, false, crit, false);
  84. target.reduceCurrentHp(damage, activeChar, getSkill());
  85. target.notifyDamageReceived(damage, activeChar, getSkill(), crit);
  86. // Check if damage should be reflected.
  87. Formulas.calcDamageReflected(activeChar, target, getSkill(), crit);
  88. }
  89. else
  90. {
  91. activeChar.sendPacket(SystemMessageId.ATTACK_FAILED);
  92. }
  93. return true;
  94. }
  95. }