EnergyAttack.java 3.1 KB

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  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.enums.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. /**
  30. * Energy Attack effect implementation.
  31. * @author Adry_85
  32. */
  33. public class EnergyAttack extends L2Effect
  34. {
  35. public EnergyAttack(Env env, EffectTemplate template)
  36. {
  37. super(env, template);
  38. }
  39. @Override
  40. public boolean calcSuccess()
  41. {
  42. return !Formulas.calcPhysicalSkillEvasion(getEffector(), getEffected(), getSkill());
  43. }
  44. @Override
  45. public L2EffectType getEffectType()
  46. {
  47. return L2EffectType.ENERGY_ATTACK;
  48. }
  49. @Override
  50. public boolean isInstant()
  51. {
  52. return true;
  53. }
  54. @Override
  55. public boolean onStart()
  56. {
  57. L2Character target = getEffected();
  58. L2Character activeChar = getEffector();
  59. if (activeChar.isAlikeDead())
  60. {
  61. return false;
  62. }
  63. boolean ss = getSkill().isPhysical() && activeChar.isChargedShot(ShotType.SOULSHOTS);
  64. byte shld = Formulas.calcShldUse(activeChar, target, getSkill());
  65. boolean crit = false;
  66. if (getSkill().getBaseCritRate() > 0)
  67. {
  68. crit = Formulas.calcCrit(getSkill().getBaseCritRate() * 10 * BaseStats.STR.calcBonus(activeChar), true, target);
  69. }
  70. // damage calculation
  71. double damage = Formulas.calcPhysDam(activeChar, target, getSkill(), shld, false, ss);
  72. double modifier = 0;
  73. if (activeChar.isPlayer())
  74. {
  75. // Charges Formula (each charge increase +25%)
  76. modifier = ((activeChar.getActingPlayer().getCharges() * 0.25) + 1);
  77. }
  78. if (crit)
  79. {
  80. damage *= 2;
  81. }
  82. if (damage > 0)
  83. {
  84. double finalDamage = damage * modifier;
  85. target.reduceCurrentHp(finalDamage, activeChar, getSkill());
  86. target.notifyDamageReceived(damage, activeChar, getSkill(), crit);
  87. activeChar.sendDamageMessage(target, (int) finalDamage, false, crit, false);
  88. // Check if damage should be reflected
  89. Formulas.calcDamageReflected(activeChar, target, getSkill(), crit);
  90. }
  91. else
  92. {
  93. activeChar.sendPacket(SystemMessageId.ATTACK_FAILED);
  94. }
  95. return true;
  96. }
  97. }