MagicalSoulAttack.java 3.7 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 Soul Attack effect implementation.
  31. * @author Adry_85
  32. */
  33. public class MagicalSoulAttack extends L2Effect
  34. {
  35. public MagicalSoulAttack(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. if (activeChar.isAlikeDead())
  55. {
  56. return false;
  57. }
  58. if (target.isPlayer() && target.getActingPlayer().isFakeDeath())
  59. {
  60. target.stopFakeDeath(true);
  61. }
  62. boolean sps = getSkill().useSpiritShot() && activeChar.isChargedShot(ShotType.SPIRITSHOTS);
  63. boolean bss = getSkill().useSpiritShot() && activeChar.isChargedShot(ShotType.BLESSED_SPIRITSHOTS);
  64. final boolean mcrit = Formulas.calcMCrit(activeChar.getMCriticalHit(target, getSkill()));
  65. final byte shld = Formulas.calcShldUse(activeChar, target, getSkill());
  66. int damage = (int) Formulas.calcMagicDam(activeChar, target, getSkill(), shld, sps, bss, mcrit);
  67. // Curse of Divinity Formula (each buff increase +30%)
  68. if (getSkill().getDependOnTargetBuff())
  69. {
  70. damage *= (((target.getBuffCount() * 0.3) + 1.3) / 4);
  71. }
  72. if ((getSkill().getMaxSoulConsumeCount() > 0) && activeChar.isPlayer())
  73. {
  74. // Souls Formula (each soul increase +4%)
  75. int chargedSouls = (activeChar.getActingPlayer().getChargedSouls() <= getSkill().getMaxSoulConsumeCount()) ? activeChar.getActingPlayer().getChargedSouls() : getSkill().getMaxSoulConsumeCount();
  76. damage *= 1 + (chargedSouls * 0.04);
  77. }
  78. if (damage > 0)
  79. {
  80. // Manage attack or cast break of the target (calculating rate, sending message...)
  81. if (!target.isRaid() && Formulas.calcAtkBreak(target, damage))
  82. {
  83. target.breakAttack();
  84. target.breakCast();
  85. }
  86. // Shield Deflect Magic: Reflect all damage on caster.
  87. if (target.getStat().calcStat(Stats.VENGEANCE_SKILL_MAGIC_DAMAGE, 0, target, getSkill()) > Rnd.get(100))
  88. {
  89. activeChar.reduceCurrentHp(damage, target, getSkill());
  90. activeChar.notifyDamageReceived(damage, target, getSkill(), mcrit);
  91. }
  92. else
  93. {
  94. target.reduceCurrentHp(damage, activeChar, getSkill());
  95. target.notifyDamageReceived(damage, activeChar, getSkill(), mcrit);
  96. activeChar.sendDamageMessage(target, damage, mcrit, false, false);
  97. }
  98. }
  99. return true;
  100. }
  101. }