Blow.java 7.3 KB

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  1. /*
  2. * This program is free software: you can redistribute it and/or modify it under
  3. * the terms of the GNU General Public License as published by the Free Software
  4. * Foundation, either version 3 of the License, or (at your option) any later
  5. * version.
  6. *
  7. * This program is distributed in the hope that it will be useful, but WITHOUT
  8. * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
  9. * FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
  10. * details.
  11. *
  12. * You should have received a copy of the GNU General Public License along with
  13. * this program. If not, see <http://www.gnu.org/licenses/>.
  14. */
  15. package handlers.skillhandlers;
  16. import java.util.logging.Level;
  17. import java.util.logging.LogRecord;
  18. import java.util.logging.Logger;
  19. import com.l2jserver.Config;
  20. import com.l2jserver.gameserver.handler.ISkillHandler;
  21. import com.l2jserver.gameserver.model.L2Effect;
  22. import com.l2jserver.gameserver.model.L2Object;
  23. import com.l2jserver.gameserver.model.L2Skill;
  24. import com.l2jserver.gameserver.model.actor.L2Character;
  25. import com.l2jserver.gameserver.model.actor.L2Playable;
  26. import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
  27. import com.l2jserver.gameserver.model.item.instance.L2ItemInstance;
  28. import com.l2jserver.gameserver.model.item.type.L2WeaponType;
  29. import com.l2jserver.gameserver.network.SystemMessageId;
  30. import com.l2jserver.gameserver.network.serverpackets.SystemMessage;
  31. import com.l2jserver.gameserver.skills.BaseStats;
  32. import com.l2jserver.gameserver.skills.Env;
  33. import com.l2jserver.gameserver.skills.Formulas;
  34. import com.l2jserver.gameserver.templates.skills.L2SkillType;
  35. /**
  36. * @author Steuf
  37. */
  38. public class Blow implements ISkillHandler
  39. {
  40. private static final Logger _logDamage = Logger.getLogger("damage");
  41. private static final L2SkillType[] SKILL_IDS =
  42. {
  43. L2SkillType.BLOW
  44. };
  45. public void useSkill(L2Character activeChar, L2Skill skill, L2Object[] targets)
  46. {
  47. if (activeChar.isAlikeDead())
  48. return;
  49. for (L2Character target: (L2Character[]) targets)
  50. {
  51. if (target.isAlikeDead())
  52. continue;
  53. // Check firstly if target dodges skill
  54. final boolean skillIsEvaded = Formulas.calcPhysicalSkillEvasion(target, skill);
  55. if (!skillIsEvaded && Formulas.calcBlowSuccess(activeChar, target, skill))
  56. {
  57. final byte reflect = Formulas.calcSkillReflect(target, skill);
  58. if (skill.hasEffects())
  59. {
  60. if (reflect == Formulas.SKILL_REFLECT_SUCCEED)
  61. {
  62. activeChar.stopSkillEffects(skill.getId());
  63. skill.getEffects(target, activeChar);
  64. SystemMessage sm = SystemMessage.getSystemMessage(SystemMessageId.YOU_FEEL_S1_EFFECT);
  65. sm.addSkillName(skill);
  66. activeChar.sendPacket(sm);
  67. }
  68. else
  69. {
  70. final byte shld = Formulas.calcShldUse(activeChar, target, skill);
  71. target.stopSkillEffects(skill.getId());
  72. if (Formulas.calcSkillSuccess(activeChar, target, skill, shld, false, false, true))
  73. {
  74. skill.getEffects(activeChar, target, new Env(shld, false, false, false));
  75. SystemMessage sm = SystemMessage.getSystemMessage(SystemMessageId.YOU_FEEL_S1_EFFECT);
  76. sm.addSkillName(skill);
  77. target.sendPacket(sm);
  78. }
  79. else
  80. {
  81. SystemMessage sm = SystemMessage.getSystemMessage(SystemMessageId.C1_RESISTED_YOUR_S2);
  82. sm.addCharName(target);
  83. sm.addSkillName(skill);
  84. activeChar.sendPacket(sm);
  85. }
  86. }
  87. }
  88. L2ItemInstance weapon = activeChar.getActiveWeaponInstance();
  89. boolean soul = (weapon != null && weapon.getChargedSoulshot() == L2ItemInstance.CHARGED_SOULSHOT && (weapon.getItemType() == L2WeaponType.DAGGER || weapon.getItemType() == L2WeaponType.DUALDAGGER || weapon.getItemType() == L2WeaponType.RAPIER));
  90. byte shld = Formulas.calcShldUse(activeChar, target, skill);
  91. double damage = skill.isStaticDamage() ? skill.getPower() : (int) Formulas.calcBlowDamage(activeChar, target, skill, shld, soul);
  92. if (!skill.isStaticDamage() && skill.getMaxSoulConsumeCount() > 0 && activeChar instanceof L2PcInstance)
  93. {
  94. switch (((L2PcInstance) activeChar).getSouls())
  95. {
  96. case 0:
  97. break;
  98. case 1:
  99. damage *= 1.10;
  100. break;
  101. case 2:
  102. damage *= 1.12;
  103. break;
  104. case 3:
  105. damage *= 1.15;
  106. break;
  107. case 4:
  108. damage *= 1.18;
  109. break;
  110. default:
  111. damage *= 1.20;
  112. break;
  113. }
  114. }
  115. // Crit rate base crit rate for skill, modified with STR bonus
  116. if (!skill.isStaticDamage() && Formulas.calcCrit(skill.getBaseCritRate() * 10 * BaseStats.STR.calcBonus(activeChar), true, target))
  117. damage *= 2;
  118. if (soul)
  119. weapon.setChargedSoulshot(L2ItemInstance.CHARGED_NONE);
  120. if (Config.LOG_GAME_DAMAGE
  121. && activeChar instanceof L2Playable
  122. && damage > Config.LOG_GAME_DAMAGE_THRESHOLD)
  123. {
  124. LogRecord record = new LogRecord(Level.INFO, "");
  125. record.setParameters(new Object[]{activeChar, " did damage ", (int)damage, skill, " to ", target});
  126. record.setLoggerName("pdam");
  127. _logDamage.log(record);
  128. }
  129. target.reduceCurrentHp(damage, activeChar, skill);
  130. // vengeance reflected damage
  131. if ((reflect & Formulas.SKILL_REFLECT_VENGEANCE) != 0)
  132. {
  133. if (target instanceof L2PcInstance)
  134. {
  135. SystemMessage sm = SystemMessage.getSystemMessage(SystemMessageId.COUNTERED_C1_ATTACK);
  136. sm.addCharName(activeChar);
  137. target.sendPacket(sm);
  138. }
  139. if (activeChar instanceof L2PcInstance)
  140. {
  141. SystemMessage sm = SystemMessage.getSystemMessage(SystemMessageId.C1_PERFORMING_COUNTERATTACK);
  142. sm.addCharName(target);
  143. activeChar.sendPacket(sm);
  144. }
  145. // Formula from Diego post, 700 from rpg tests
  146. double vegdamage = (700 * target.getPAtk(activeChar) / activeChar.getPDef(target));
  147. activeChar.reduceCurrentHp(vegdamage, target, skill);
  148. }
  149. // Manage attack or cast break of the target (calculating rate, sending message...)
  150. if (!target.isRaid() && Formulas.calcAtkBreak(target, damage))
  151. {
  152. target.breakAttack();
  153. target.breakCast();
  154. }
  155. if(activeChar instanceof L2PcInstance)
  156. {
  157. L2PcInstance activePlayer = (L2PcInstance) activeChar;
  158. activePlayer.sendDamageMessage(target, (int)damage, false, true, false);
  159. }
  160. }
  161. // Sending system messages
  162. if (skillIsEvaded)
  163. {
  164. if (activeChar instanceof L2PcInstance)
  165. {
  166. SystemMessage sm = SystemMessage.getSystemMessage(SystemMessageId.C1_DODGES_ATTACK);
  167. sm.addString(target.getName());
  168. ((L2PcInstance) activeChar).sendPacket(sm);
  169. }
  170. if (target instanceof L2PcInstance)
  171. {
  172. SystemMessage sm = SystemMessage.getSystemMessage(SystemMessageId.AVOIDED_C1_ATTACK);
  173. sm.addString(activeChar.getName());
  174. ((L2PcInstance) target).sendPacket(sm);
  175. }
  176. }
  177. //Possibility of a lethal strike
  178. Formulas.calcLethalHit(activeChar, target, skill);
  179. //Self Effect
  180. if (skill.hasSelfEffects())
  181. {
  182. final L2Effect effect = activeChar.getFirstEffect(skill.getId());
  183. if (effect != null && effect.isSelfEffect())
  184. effect.exit();
  185. skill.getEffectsSelf(activeChar);
  186. }
  187. }
  188. }
  189. public L2SkillType[] getSkillIds()
  190. {
  191. return SKILL_IDS;
  192. }
  193. }