EnergyAttack.java 3.3 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.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.stats.BaseStats;
  28. import com.l2jserver.gameserver.model.stats.Formulas;
  29. import com.l2jserver.gameserver.network.SystemMessageId;
  30. /**
  31. * Energy Attack effect implementation.
  32. * @author Adry_85
  33. */
  34. public final class EnergyAttack extends AbstractEffect
  35. {
  36. public EnergyAttack(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
  37. {
  38. super(attachCond, applyCond, set, params);
  39. }
  40. @Override
  41. public boolean calcSuccess(BuffInfo info)
  42. {
  43. return !Formulas.calcPhysicalSkillEvasion(info.getEffector(), info.getEffected(), info.getSkill());
  44. }
  45. @Override
  46. public L2EffectType getEffectType()
  47. {
  48. return L2EffectType.ENERGY_ATTACK;
  49. }
  50. @Override
  51. public boolean isInstant()
  52. {
  53. return true;
  54. }
  55. @Override
  56. public void onStart(BuffInfo info)
  57. {
  58. L2Character target = info.getEffected();
  59. L2Character activeChar = info.getEffector();
  60. if (activeChar.isAlikeDead())
  61. {
  62. return;
  63. }
  64. boolean ss = info.getSkill().isPhysical() && activeChar.isChargedShot(ShotType.SOULSHOTS);
  65. byte shld = Formulas.calcShldUse(activeChar, target, info.getSkill());
  66. boolean crit = false;
  67. if (info.getSkill().getBaseCritRate() > 0)
  68. {
  69. crit = Formulas.calcCrit(info.getSkill().getBaseCritRate() * 10 * BaseStats.STR.calcBonus(activeChar), true, target);
  70. }
  71. // damage calculation
  72. double damage = Formulas.calcPhysDam(activeChar, target, info.getSkill(), shld, false, ss);
  73. double modifier = 0;
  74. if (activeChar.isPlayer())
  75. {
  76. // Charges Formula (each charge increase +25%)
  77. modifier = ((activeChar.getActingPlayer().getCharges() * 0.25) + 1);
  78. }
  79. if (crit)
  80. {
  81. damage *= 2;
  82. }
  83. if (damage > 0)
  84. {
  85. double finalDamage = damage * modifier;
  86. target.reduceCurrentHp(finalDamage, activeChar, info.getSkill());
  87. target.notifyDamageReceived(damage, activeChar, info.getSkill(), crit);
  88. activeChar.sendDamageMessage(target, (int) finalDamage, false, crit, false);
  89. // Check if damage should be reflected
  90. Formulas.calcDamageReflected(activeChar, target, info.getSkill(), crit);
  91. }
  92. else
  93. {
  94. activeChar.sendPacket(SystemMessageId.ATTACK_FAILED);
  95. }
  96. }
  97. }