SoulBlow.java 3.5 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.actor.instance.L2PcInstance;
  24. import com.l2jserver.gameserver.model.conditions.Condition;
  25. import com.l2jserver.gameserver.model.effects.AbstractEffect;
  26. import com.l2jserver.gameserver.model.effects.L2EffectType;
  27. import com.l2jserver.gameserver.model.skills.BuffInfo;
  28. import com.l2jserver.gameserver.model.stats.Formulas;
  29. /**
  30. * Soul Blow effect implementation.
  31. * @author Adry_85
  32. */
  33. public final class SoulBlow extends AbstractEffect
  34. {
  35. public SoulBlow(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
  36. {
  37. super(attachCond, applyCond, set, params);
  38. }
  39. /**
  40. * If is not evaded and blow lands.
  41. */
  42. @Override
  43. public boolean calcSuccess(BuffInfo info)
  44. {
  45. return !Formulas.calcPhysicalSkillEvasion(info.getEffector(), info.getEffected(), info.getSkill()) && Formulas.calcBlowSuccess(info.getEffector(), info.getEffected(), info.getSkill());
  46. }
  47. @Override
  48. public L2EffectType getEffectType()
  49. {
  50. return L2EffectType.PHYSICAL_ATTACK;
  51. }
  52. @Override
  53. public boolean isInstant()
  54. {
  55. return true;
  56. }
  57. @Override
  58. public void onStart(BuffInfo info)
  59. {
  60. L2Character target = info.getEffected();
  61. L2Character activeChar = info.getEffector();
  62. if (activeChar.isAlikeDead())
  63. {
  64. return;
  65. }
  66. boolean ss = info.getSkill().useSoulShot() && activeChar.isChargedShot(ShotType.SOULSHOTS);
  67. byte shld = Formulas.calcShldUse(activeChar, target, info.getSkill());
  68. double damage = Formulas.calcBlowDamage(activeChar, target, info.getSkill(), shld, ss);
  69. if ((info.getSkill().getMaxSoulConsumeCount() > 0) && activeChar.isPlayer())
  70. {
  71. // Souls Formula (each soul increase +4%)
  72. int chargedSouls = (activeChar.getActingPlayer().getChargedSouls() <= info.getSkill().getMaxSoulConsumeCount()) ? activeChar.getActingPlayer().getChargedSouls() : info.getSkill().getMaxSoulConsumeCount();
  73. damage *= 1 + (chargedSouls * 0.04);
  74. }
  75. target.reduceCurrentHp(damage, activeChar, info.getSkill());
  76. target.notifyDamageReceived(damage, activeChar, info.getSkill(), false, false);
  77. // Manage attack or cast break of the target (calculating rate, sending message...)
  78. if (!target.isRaid() && Formulas.calcAtkBreak(target, damage))
  79. {
  80. target.breakAttack();
  81. target.breakCast();
  82. }
  83. if (activeChar.isPlayer())
  84. {
  85. L2PcInstance activePlayer = activeChar.getActingPlayer();
  86. activePlayer.sendDamageMessage(target, (int) damage, false, true, false);
  87. }
  88. // Check if damage should be reflected
  89. Formulas.calcDamageReflected(activeChar, target, info.getSkill(), true);
  90. }
  91. }