PhysicalSoulAttack.java 3.9 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. import com.l2jserver.gameserver.network.serverpackets.SystemMessage;
  30. /**
  31. * Physical Soul Attack effect implementation.
  32. * @author Adry_85
  33. */
  34. public class PhysicalSoulAttack extends L2Effect
  35. {
  36. public PhysicalSoulAttack(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;
  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 (((getSkill().getFlyRadius() > 0) || (getSkill().getFlyType() != null)) && activeChar.isMovementDisabled())
  65. {
  66. final SystemMessage sm = SystemMessage.getSystemMessage(SystemMessageId.S1_CANNOT_BE_USED);
  67. sm.addSkillName(getSkill());
  68. activeChar.sendPacket(sm);
  69. return false;
  70. }
  71. if (target.isPlayer() && target.getActingPlayer().isFakeDeath())
  72. {
  73. target.stopFakeDeath(true);
  74. }
  75. int damage = 0;
  76. boolean ss = getSkill().isPhysical() && activeChar.isChargedShot(ShotType.SOULSHOTS);
  77. final byte shld = Formulas.calcShldUse(activeChar, target, getSkill());
  78. // Physical damage critical rate is only affected by STR.
  79. boolean crit = false;
  80. if (getSkill().getBaseCritRate() > 0)
  81. {
  82. crit = Formulas.calcCrit(getSkill().getBaseCritRate() * 10 * BaseStats.STR.calcBonus(activeChar), true, target);
  83. }
  84. damage = (int) Formulas.calcPhysDam(activeChar, target, getSkill(), shld, false, ss);
  85. if ((getSkill().getMaxSoulConsumeCount() > 0) && activeChar.isPlayer())
  86. {
  87. // Souls Formula (each soul increase +4%)
  88. int chargedSouls = (activeChar.getActingPlayer().getChargedSouls() <= getSkill().getMaxSoulConsumeCount()) ? activeChar.getActingPlayer().getChargedSouls() : getSkill().getMaxSoulConsumeCount();
  89. damage *= 1 + (chargedSouls * 0.04);
  90. }
  91. if (crit)
  92. {
  93. damage *= 2;
  94. }
  95. if (damage > 0)
  96. {
  97. activeChar.sendDamageMessage(target, damage, false, crit, false);
  98. target.reduceCurrentHp(damage, activeChar, getSkill());
  99. target.notifyDamageReceived(damage, activeChar, getSkill(), crit);
  100. // Check if damage should be reflected
  101. Formulas.calcDamageReflected(activeChar, target, getSkill(), crit);
  102. }
  103. else
  104. {
  105. activeChar.sendPacket(SystemMessageId.ATTACK_FAILED);
  106. }
  107. if (getSkill().isSuicideAttack())
  108. {
  109. activeChar.doDie(activeChar);
  110. }
  111. return true;
  112. }
  113. }