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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 com.l2jserver.gameserver.handler.ISkillHandler;
- import com.l2jserver.gameserver.instancemanager.CastleManager;
- import com.l2jserver.gameserver.instancemanager.FortManager;
- import com.l2jserver.gameserver.model.L2Object;
- import com.l2jserver.gameserver.model.ShotType;
- import com.l2jserver.gameserver.model.actor.L2Character;
- import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
- import com.l2jserver.gameserver.model.entity.Castle;
- import com.l2jserver.gameserver.model.entity.Fort;
- import com.l2jserver.gameserver.model.skills.L2Skill;
- import com.l2jserver.gameserver.model.skills.L2SkillType;
- import com.l2jserver.gameserver.model.stats.Formulas;
- /**
- * @author _tomciaaa_
- */
- public class StrSiegeAssault implements ISkillHandler
- {
- private static final L2SkillType[] SKILL_IDS =
- {
- L2SkillType.STRSIEGEASSAULT
- };
-
- @Override
- public void useSkill(L2Character activeChar, L2Skill skill, L2Object[] targets)
- {
-
- if (!activeChar.isPlayer())
- {
- return;
- }
-
- L2PcInstance player = activeChar.getActingPlayer();
-
- if (!player.isRidingStrider())
- {
- return;
- }
- if (!player.getTarget().isDoor())
- {
- return;
- }
-
- Castle castle = CastleManager.getInstance().getCastle(player);
- Fort fort = FortManager.getInstance().getFort(player);
-
- if ((castle == null) && (fort == null))
- {
- return;
- }
-
- if (castle != null)
- {
- if (!player.checkIfOkToUseStriderSiegeAssault(castle))
- {
- return;
- }
- }
- else
- {
- if (!player.checkIfOkToUseStriderSiegeAssault(fort))
- {
- return;
- }
- }
-
- try
- {
- // damage calculation
- int damage = 0;
- boolean ss = skill.useSoulShot() && activeChar.isChargedShot(ShotType.SOULSHOTS);
-
- for (L2Character target : (L2Character[]) targets)
- {
- if (activeChar.isPlayer() && target.isPlayer() && target.getActingPlayer().isFakeDeath())
- {
- target.stopFakeDeath(true);
- }
- else if (target.isDead())
- {
- continue;
- }
-
- boolean dual = activeChar.isUsingDualWeapon();
- byte shld = Formulas.calcShldUse(activeChar, target, skill);
- boolean crit = Formulas.calcCrit(activeChar.getCriticalHit(target, skill), true, target);
-
- if (!crit && ((skill.getCondition() & L2Skill.COND_CRIT) != 0))
- {
- damage = 0;
- }
- else
- {
- damage = skill.isStaticDamage() ? (int) skill.getPower() : (int) Formulas.calcPhysDam(activeChar, target, skill, shld, crit, dual, ss);
- }
-
- if (damage > 0)
- {
- target.reduceCurrentHp(damage, activeChar, skill);
-
- activeChar.sendDamageMessage(target, damage, false, false, false);
-
- }
- else
- {
- activeChar.sendMessage(skill.getName() + " failed.");
- }
- }
-
- activeChar.setChargedShot(ShotType.SOULSHOTS, false);
- }
- catch (Exception e)
- {
- player.sendMessage("Error using siege assault:" + e);
- }
- }
-
- @Override
- public L2SkillType[] getSkillIds()
- {
- return SKILL_IDS;
- }
-
- public static void main(String[] args)
- {
- new StrSiegeAssault();
- }
- }
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