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- /*
- * This program 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.
- *
- * This program 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.model.L2Object;
- import com.l2jserver.gameserver.model.L2Skill;
- import com.l2jserver.gameserver.model.actor.L2Character;
- import com.l2jserver.gameserver.model.actor.L2Npc;
- import com.l2jserver.gameserver.model.actor.L2Summon;
- import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
- import com.l2jserver.gameserver.model.item.instance.L2ItemInstance;
- import com.l2jserver.gameserver.skills.Env;
- import com.l2jserver.gameserver.skills.Formulas;
- import com.l2jserver.gameserver.templates.skills.L2SkillType;
- public class CpDam implements ISkillHandler
- {
- private static final L2SkillType[] SKILL_IDS =
- {
- L2SkillType.CPDAM
- };
-
- /**
- *
- * @see com.l2jserver.gameserver.handler.ISkillHandler#useSkill(com.l2jserver.gameserver.model.actor.L2Character, com.l2jserver.gameserver.model.L2Skill, com.l2jserver.gameserver.model.L2Object[])
- */
- public void useSkill(L2Character activeChar, L2Skill skill, L2Object[] targets)
- {
- if (activeChar.isAlikeDead())
- return;
-
- boolean ss = false;
- boolean sps = false;
- boolean bss = false;
-
- L2ItemInstance weaponInst = activeChar.getActiveWeaponInstance();
-
- if (weaponInst != null)
- {
- if (skill.isMagic())
- {
- if (weaponInst.getChargedSpiritshot() == L2ItemInstance.CHARGED_BLESSED_SPIRITSHOT)
- {
- bss = true;
- }
- else if (weaponInst.getChargedSpiritshot() == L2ItemInstance.CHARGED_SPIRITSHOT)
- {
- sps = true;
- }
- }
- else if (weaponInst.getChargedSoulshot() == L2ItemInstance.CHARGED_SOULSHOT)
- {
- ss = true;
- }
- }
- // If there is no weapon equipped, check for an active summon.
- else if (activeChar instanceof L2Summon)
- {
- L2Summon activeSummon = (L2Summon) activeChar;
-
- if (activeSummon.getChargedSpiritShot() == L2ItemInstance.CHARGED_BLESSED_SPIRITSHOT)
- {
- bss = true;
- activeSummon.setChargedSpiritShot(L2ItemInstance.CHARGED_NONE);
- }
- else if (activeSummon.getChargedSpiritShot() == L2ItemInstance.CHARGED_SPIRITSHOT)
- {
- ss = true;
- activeSummon.setChargedSpiritShot(L2ItemInstance.CHARGED_NONE);
- }
- }
- else if (activeChar instanceof L2Npc)
- {
- ss = ((L2Npc) activeChar)._soulshotcharged;
- ((L2Npc) activeChar)._soulshotcharged = false;
- bss = ((L2Npc) activeChar)._spiritshotcharged;
- ((L2Npc) activeChar)._spiritshotcharged = false;
- }
-
- for (L2Character target: (L2Character[]) targets)
- {
- if (activeChar instanceof L2PcInstance && target instanceof L2PcInstance && ((L2PcInstance)target).isFakeDeath())
- {
- target.stopFakeDeath(true);
- }
- else if (target.isDead() || target.isInvul())
- {
- continue;
- }
-
- byte shld = Formulas.calcShldUse(activeChar, target, skill);
-
- int damage = (int) (target.getCurrentCp() - (target.getCurrentCp() - skill.getPower()));
-
- // Manage attack or cast break of the target (calculating rate, sending message...)
- if (!target.isRaid() && Formulas.calcAtkBreak(target, damage))
- {
- target.breakAttack();
- target.breakCast();
- }
- skill.getEffects(activeChar, target, new Env(shld, ss, sps, bss));
- activeChar.sendDamageMessage(target, damage, false, false, false);
- target.setCurrentCp(target.getCurrentCp() - damage);
- }
- }
-
- /**
- *
- * @see com.l2jserver.gameserver.handler.ISkillHandler#getSkillIds()
- */
- public L2SkillType[] getSkillIds()
- {
- return SKILL_IDS;
- }
- }
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