PhysicalSoulAttack.java 4.0 KB

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  1. /*
  2. * Copyright (C) 2004-2015 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.StatsSet;
  22. import com.l2jserver.gameserver.model.actor.L2Character;
  23. import com.l2jserver.gameserver.model.conditions.Condition;
  24. import com.l2jserver.gameserver.model.effects.AbstractEffect;
  25. import com.l2jserver.gameserver.model.effects.L2EffectType;
  26. import com.l2jserver.gameserver.model.skills.BuffInfo;
  27. import com.l2jserver.gameserver.model.skills.Skill;
  28. import com.l2jserver.gameserver.model.stats.Formulas;
  29. import com.l2jserver.gameserver.network.SystemMessageId;
  30. import com.l2jserver.gameserver.network.serverpackets.SystemMessage;
  31. /**
  32. * Physical Soul Attack effect implementation.
  33. * @author Adry_85
  34. */
  35. public final class PhysicalSoulAttack extends AbstractEffect
  36. {
  37. public PhysicalSoulAttack(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
  38. {
  39. super(attachCond, applyCond, set, params);
  40. }
  41. @Override
  42. public boolean calcSuccess(BuffInfo info)
  43. {
  44. return !Formulas.calcPhysicalSkillEvasion(info.getEffector(), info.getEffected(), info.getSkill());
  45. }
  46. @Override
  47. public L2EffectType getEffectType()
  48. {
  49. return L2EffectType.PHYSICAL_ATTACK;
  50. }
  51. @Override
  52. public boolean isInstant()
  53. {
  54. return true;
  55. }
  56. @Override
  57. public void onStart(BuffInfo info)
  58. {
  59. L2Character target = info.getEffected();
  60. L2Character activeChar = info.getEffector();
  61. Skill skill = info.getSkill();
  62. if (activeChar.isAlikeDead())
  63. {
  64. return;
  65. }
  66. if (((skill.getFlyRadius() > 0) || (skill.getFlyType() != null)) && activeChar.isMovementDisabled())
  67. {
  68. final SystemMessage sm = SystemMessage.getSystemMessage(SystemMessageId.S1_CANNOT_BE_USED);
  69. sm.addSkillName(skill);
  70. activeChar.sendPacket(sm);
  71. return;
  72. }
  73. if (target.isPlayer() && target.getActingPlayer().isFakeDeath())
  74. {
  75. target.stopFakeDeath(true);
  76. }
  77. int damage = 0;
  78. boolean ss = skill.isPhysical() && activeChar.isChargedShot(ShotType.SOULSHOTS);
  79. final byte shld = Formulas.calcShldUse(activeChar, target, skill);
  80. // Physical damage critical rate is only affected by STR.
  81. boolean crit = false;
  82. if (skill.getBaseCritRate() > 0)
  83. {
  84. crit = Formulas.calcCrit(activeChar, target, skill);
  85. }
  86. damage = (int) Formulas.calcPhysDam(activeChar, target, skill, shld, false, ss);
  87. if ((skill.getMaxSoulConsumeCount() > 0) && activeChar.isPlayer())
  88. {
  89. // Souls Formula (each soul increase +4%)
  90. int chargedSouls = (activeChar.getActingPlayer().getChargedSouls() <= skill.getMaxSoulConsumeCount()) ? activeChar.getActingPlayer().getChargedSouls() : skill.getMaxSoulConsumeCount();
  91. damage *= 1 + (chargedSouls * 0.04);
  92. }
  93. if (crit)
  94. {
  95. damage *= 2;
  96. }
  97. if (damage > 0)
  98. {
  99. activeChar.sendDamageMessage(target, damage, false, crit, false);
  100. target.reduceCurrentHp(damage, activeChar, skill);
  101. target.notifyDamageReceived(damage, activeChar, skill, crit, false);
  102. // Check if damage should be reflected
  103. Formulas.calcDamageReflected(activeChar, target, skill, crit);
  104. }
  105. else
  106. {
  107. activeChar.sendPacket(SystemMessageId.ATTACK_FAILED);
  108. }
  109. if (skill.isSuicideAttack())
  110. {
  111. activeChar.doDie(activeChar);
  112. }
  113. }
  114. }