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- /*
- * Copyright (C) 2004-2013 L2J DataPack
- *
- * This file is part of L2J DataPack.
- *
- * L2J DataPack is free software: you can redistribute it and/or modify
- * it under the terms of the GNU General Public License as published by
- * the Free Software Foundation, either version 3 of the License, or
- * (at your option) any later version.
- *
- * L2J DataPack is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program. If not, see <http://www.gnu.org/licenses/>.
- */
- package handlers.skillhandlers;
- import java.util.logging.Level;
- import java.util.logging.LogRecord;
- import java.util.logging.Logger;
- import com.l2jserver.Config;
- import com.l2jserver.gameserver.handler.ISkillHandler;
- import com.l2jserver.gameserver.model.L2Object;
- import com.l2jserver.gameserver.model.ShotType;
- import com.l2jserver.gameserver.model.actor.L2Character;
- import com.l2jserver.gameserver.model.effects.L2Effect;
- import com.l2jserver.gameserver.model.skills.L2Skill;
- import com.l2jserver.gameserver.model.skills.L2SkillType;
- import com.l2jserver.gameserver.model.stats.Env;
- import com.l2jserver.gameserver.model.stats.Formulas;
- import com.l2jserver.gameserver.network.SystemMessageId;
- import com.l2jserver.gameserver.network.serverpackets.SystemMessage;
- public class Mdam implements ISkillHandler
- {
- protected static final Logger _log = Logger.getLogger(Mdam.class.getName());
- private static final Logger _logDamage = Logger.getLogger("damage");
-
- private static final L2SkillType[] SKILL_IDS =
- {
- L2SkillType.MDAM,
- L2SkillType.DEATHLINK
- };
-
- @Override
- public void useSkill(L2Character activeChar, L2Skill skill, L2Object[] targets)
- {
- if (activeChar.isAlikeDead())
- {
- return;
- }
-
- boolean ss = skill.useSoulShot() && activeChar.isChargedShot(ShotType.SOULSHOTS);
- boolean sps = skill.useSpiritShot() && activeChar.isChargedShot(ShotType.SPIRITSHOTS);
- boolean bss = skill.useSpiritShot() && activeChar.isChargedShot(ShotType.BLESSED_SPIRITSHOTS);
-
- for (L2Character target : (L2Character[]) targets)
- {
- if (activeChar.isPlayer() && target.isPlayer() && target.getActingPlayer().isFakeDeath())
- {
- target.stopFakeDeath(true);
- }
- else if (target.isDead())
- {
- continue;
- }
-
- final boolean mcrit = Formulas.calcMCrit(activeChar.getMCriticalHit(target, skill));
- final byte shld = Formulas.calcShldUse(activeChar, target, skill);
- final byte reflect = Formulas.calcSkillReflect(target, skill);
-
- int damage = skill.isStaticDamage() ? (int) skill.getPower() : (int) Formulas.calcMagicDam(activeChar, target, skill, shld, sps, bss, mcrit);
-
- // Curse of Divinity Formula (each buff increase +30%)
- if (!skill.isStaticDamage() && skill.getDependOnTargetBuff())
- {
- damage *= (((target.getBuffCount() * 0.3) + 1.3) / 4);
- }
-
- if (!skill.isStaticDamage() && (skill.getMaxSoulConsumeCount() > 0) && activeChar.isPlayer())
- {
- // Souls Formula (each soul increase +4%)
- int chargedSouls = (activeChar.getActingPlayer().getChargedSouls() <= skill.getMaxSoulConsumeCount()) ? activeChar.getActingPlayer().getChargedSouls() : skill.getMaxSoulConsumeCount();
- damage *= 1 + (chargedSouls * 0.04);
- }
-
- // Possibility of a lethal strike
- Formulas.calcLethalHit(activeChar, target, skill);
-
- if (damage > 0)
- {
- // Manage attack or cast break of the target (calculating rate, sending message...)
- if (!target.isRaid() && Formulas.calcAtkBreak(target, damage))
- {
- target.breakAttack();
- target.breakCast();
- }
-
- // vengeance reflected damage
- // DS: because only skill using vengeanceMdam is Shield Deflect Magic
- // and for this skill no damage should pass to target, just hardcode it for now
- if ((reflect & Formulas.SKILL_REFLECT_VENGEANCE) != 0)
- {
- activeChar.reduceCurrentHp(damage, target, skill);
- }
- else
- {
- activeChar.sendDamageMessage(target, damage, mcrit, false, false);
- target.reduceCurrentHp(damage, activeChar, skill);
- }
-
- if (skill.hasEffects())
- {
- if ((reflect & Formulas.SKILL_REFLECT_SUCCEED) != 0) // reflect skill effects
- {
- activeChar.stopSkillEffects(skill.getId());
- skill.getEffects(target, activeChar);
- SystemMessage sm = SystemMessage.getSystemMessage(SystemMessageId.YOU_FEEL_S1_EFFECT);
- sm.addSkillName(skill);
- activeChar.sendPacket(sm);
- }
- else
- {
- // activate attacked effects, if any
- target.stopSkillEffects(skill.getId());
- if (Formulas.calcSkillSuccess(activeChar, target, skill, shld, ss, sps, bss))
- {
- skill.getEffects(activeChar, target, new Env(shld, ss, sps, bss));
- }
- else
- {
- SystemMessage sm = SystemMessage.getSystemMessage(SystemMessageId.C1_RESISTED_YOUR_S2);
- sm.addCharName(target);
- sm.addSkillName(skill);
- activeChar.sendPacket(sm);
- }
- }
- }
-
- // Logging damage
- if (Config.LOG_GAME_DAMAGE && activeChar.isPlayable() && (damage > Config.LOG_GAME_DAMAGE_THRESHOLD))
- {
- LogRecord record = new LogRecord(Level.INFO, "");
- record.setParameters(new Object[]
- {
- activeChar,
- " did damage ",
- damage,
- skill,
- " to ",
- target
- });
- record.setLoggerName("mdam");
- _logDamage.log(record);
- }
- }
- }
-
- // self Effect :]
- if (skill.hasSelfEffects())
- {
- final L2Effect effect = activeChar.getFirstEffect(skill.getId());
- if ((effect != null) && effect.isSelfEffect())
- {
- // Replace old effect with new one.
- effect.exit();
- }
- skill.getEffectsSelf(activeChar);
- }
-
- activeChar.setChargedShot(bss ? ShotType.BLESSED_SPIRITSHOTS : ShotType.SPIRITSHOTS, false);
-
- if (skill.isSuicideAttack())
- {
- activeChar.doDie(activeChar);
- }
- }
-
- @Override
- public L2SkillType[] getSkillIds()
- {
- return SKILL_IDS;
- }
- }
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