MagicalAttack.java 3.3 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.Env;
  26. import com.l2jserver.gameserver.model.stats.Formulas;
  27. import com.l2jserver.gameserver.model.stats.Stats;
  28. import com.l2jserver.util.Rnd;
  29. /**
  30. * Magical Attack effect implementation.
  31. * @author Adry_85
  32. */
  33. public class MagicalAttack extends L2Effect
  34. {
  35. public MagicalAttack(Env env, EffectTemplate template)
  36. {
  37. super(env, template);
  38. }
  39. @Override
  40. public L2EffectType getEffectType()
  41. {
  42. return L2EffectType.MAGICAL_ATTACK;
  43. }
  44. @Override
  45. public boolean isInstant()
  46. {
  47. return true;
  48. }
  49. @Override
  50. public boolean onStart()
  51. {
  52. L2Character target = getEffected();
  53. L2Character activeChar = getEffector();
  54. // TODO: Unhardcode Cubic Skill to avoid double damage
  55. if (activeChar.isAlikeDead() || (getSkill().getId() == 4049))
  56. {
  57. return false;
  58. }
  59. if (target.isPlayer() && target.getActingPlayer().isFakeDeath())
  60. {
  61. target.stopFakeDeath(true);
  62. }
  63. boolean sps = getSkill().useSpiritShot() && activeChar.isChargedShot(ShotType.SPIRITSHOTS);
  64. boolean bss = getSkill().useSpiritShot() && activeChar.isChargedShot(ShotType.BLESSED_SPIRITSHOTS);
  65. final boolean mcrit = Formulas.calcMCrit(activeChar.getMCriticalHit(target, getSkill()));
  66. final byte shld = Formulas.calcShldUse(activeChar, target, getSkill());
  67. int damage = (int) Formulas.calcMagicDam(activeChar, target, getSkill(), shld, sps, bss, mcrit);
  68. if (damage > 0)
  69. {
  70. // Manage attack or cast break of the target (calculating rate, sending message...)
  71. if (!target.isRaid() && Formulas.calcAtkBreak(target, damage))
  72. {
  73. target.breakAttack();
  74. target.breakCast();
  75. }
  76. // Shield Deflect Magic: Reflect all damage on caster.
  77. if (target.getStat().calcStat(Stats.VENGEANCE_SKILL_MAGIC_DAMAGE, 0, target, getSkill()) > Rnd.get(100))
  78. {
  79. activeChar.reduceCurrentHp(damage, target, getSkill());
  80. activeChar.notifyDamageReceived(damage, target, getSkill(), mcrit);
  81. }
  82. else
  83. {
  84. target.reduceCurrentHp(damage, activeChar, getSkill());
  85. target.notifyDamageReceived(damage, activeChar, getSkill(), mcrit);
  86. activeChar.sendDamageMessage(target, damage, mcrit, false, false);
  87. }
  88. }
  89. if (getSkill().isSuicideAttack())
  90. {
  91. activeChar.doDie(activeChar);
  92. }
  93. return true;
  94. }
  95. }