Pdam.java 9.3 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.datatables.SkillTable;
  21. import com.l2jserver.gameserver.handler.ISkillHandler;
  22. import com.l2jserver.gameserver.model.L2Effect;
  23. import com.l2jserver.gameserver.model.L2Object;
  24. import com.l2jserver.gameserver.model.L2Skill;
  25. import com.l2jserver.gameserver.model.actor.L2Character;
  26. import com.l2jserver.gameserver.model.actor.L2Playable;
  27. import com.l2jserver.gameserver.model.actor.L2Summon;
  28. import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
  29. import com.l2jserver.gameserver.model.item.instance.L2ItemInstance;
  30. import com.l2jserver.gameserver.model.item.type.L2WeaponType;
  31. import com.l2jserver.gameserver.network.SystemMessageId;
  32. import com.l2jserver.gameserver.network.serverpackets.SystemMessage;
  33. import com.l2jserver.gameserver.skills.BaseStats;
  34. import com.l2jserver.gameserver.skills.Env;
  35. import com.l2jserver.gameserver.skills.Formulas;
  36. import com.l2jserver.gameserver.templates.skills.L2SkillType;
  37. public class Pdam implements ISkillHandler
  38. {
  39. private static final Logger _log = Logger.getLogger(Pdam.class.getName());
  40. private static final Logger _logDamage = Logger.getLogger("damage");
  41. private static final L2SkillType[] SKILL_IDS =
  42. {
  43. L2SkillType.PDAM, L2SkillType.FATAL
  44. };
  45. /**
  46. *
  47. * @see com.l2jserver.gameserver.handler.ISkillHandler#useSkill(com.l2jserver.gameserver.model.actor.L2Character, com.l2jserver.gameserver.model.L2Skill, com.l2jserver.gameserver.model.L2Object[])
  48. */
  49. public void useSkill(L2Character activeChar, L2Skill skill, L2Object[] targets)
  50. {
  51. if (activeChar.isAlikeDead())
  52. return;
  53. int damage = 0;
  54. if (Config.DEBUG)
  55. {
  56. _log.fine("Begin Skill processing in Pdam.java " + skill.getSkillType());
  57. }
  58. L2ItemInstance weapon = activeChar.getActiveWeaponInstance();
  59. boolean soul = (weapon != null && weapon.getChargedSoulshot() == L2ItemInstance.CHARGED_SOULSHOT && weapon.getItemType() != L2WeaponType.DAGGER);
  60. // If there is no weapon equipped, check for an active summon.
  61. if (weapon == null && activeChar instanceof L2Summon)
  62. {
  63. L2Summon activeSummon = (L2Summon) activeChar;
  64. if (activeSummon.getChargedSoulShot() == L2ItemInstance.CHARGED_SOULSHOT)
  65. {
  66. soul = true;
  67. activeSummon.setChargedSoulShot(L2ItemInstance.CHARGED_NONE);
  68. }
  69. }
  70. for (L2Character target: (L2Character[]) targets)
  71. {
  72. if (activeChar instanceof L2PcInstance && target instanceof L2PcInstance && ((L2PcInstance)target).isFakeDeath())
  73. {
  74. target.stopFakeDeath(true);
  75. }
  76. else if (target.isDead())
  77. continue;
  78. final boolean dual = activeChar.isUsingDualWeapon();
  79. final byte shld = Formulas.calcShldUse(activeChar, target, skill);
  80. // PDAM critical chance not affected by buffs, only by STR. Only some skills are meant to crit.
  81. boolean crit = false;
  82. if (!skill.isStaticDamage() && skill.getBaseCritRate() > 0)
  83. crit = Formulas.calcCrit(skill.getBaseCritRate() * 10 * BaseStats.STR.calcBonus(activeChar), true, target);
  84. if (!crit && (skill.getCondition() & L2Skill.COND_CRIT) != 0)
  85. damage = 0;
  86. else
  87. damage = skill.isStaticDamage() ? (int)skill.getPower() : (int) Formulas.calcPhysDam(activeChar, target, skill, shld, false, dual, soul);
  88. if (!skill.isStaticDamage() && skill.getMaxSoulConsumeCount() > 0 && activeChar instanceof L2PcInstance)
  89. {
  90. switch (((L2PcInstance) activeChar).getSouls())
  91. {
  92. case 0:
  93. break;
  94. case 1:
  95. damage *= 1.10;
  96. break;
  97. case 2:
  98. damage *= 1.12;
  99. break;
  100. case 3:
  101. damage *= 1.15;
  102. break;
  103. case 4:
  104. damage *= 1.18;
  105. break;
  106. default:
  107. damage *= 1.20;
  108. break;
  109. }
  110. }
  111. if (crit)
  112. damage *= 2; // PDAM Critical damage always 2x and not affected by buffs
  113. final boolean skillIsEvaded = Formulas.calcPhysicalSkillEvasion(target, skill);
  114. final byte reflect = Formulas.calcSkillReflect(target, skill);
  115. if (!skillIsEvaded)
  116. {
  117. if (skill.hasEffects())
  118. {
  119. L2Effect[] effects;
  120. if ((reflect & Formulas.SKILL_REFLECT_SUCCEED) != 0)
  121. {
  122. activeChar.stopSkillEffects(skill.getId());
  123. effects = skill.getEffects(target, activeChar);
  124. if (effects != null && effects.length > 0)
  125. {
  126. SystemMessage sm = SystemMessage.getSystemMessage(SystemMessageId.YOU_FEEL_S1_EFFECT);
  127. sm.addSkillName(skill);
  128. activeChar.sendPacket(sm);
  129. }
  130. }
  131. else
  132. {
  133. // activate attacked effects, if any
  134. target.stopSkillEffects(skill.getId());
  135. effects = skill.getEffects(activeChar, target, new Env(shld, false, false, false));
  136. if (effects != null && effects.length > 0)
  137. {
  138. SystemMessage sm = SystemMessage.getSystemMessage(SystemMessageId.YOU_FEEL_S1_EFFECT);
  139. sm.addSkillName(skill);
  140. target.sendPacket(sm);
  141. }
  142. }
  143. }
  144. if (damage > 0)
  145. {
  146. activeChar.sendDamageMessage(target, damage, false, crit, false);
  147. if (Config.LOG_GAME_DAMAGE
  148. && activeChar instanceof L2Playable
  149. && damage > Config.LOG_GAME_DAMAGE_THRESHOLD)
  150. {
  151. LogRecord record = new LogRecord(Level.INFO, "");
  152. record.setParameters(new Object[]{activeChar, " did damage ", damage, skill, " to ", target});
  153. record.setLoggerName("pdam");
  154. _logDamage.log(record);
  155. }
  156. // Possibility of a lethal strike
  157. Formulas.calcLethalHit(activeChar, target, skill);
  158. target.reduceCurrentHp(damage, activeChar, skill);
  159. // vengeance reflected damage
  160. if ((reflect & Formulas.SKILL_REFLECT_VENGEANCE) != 0)
  161. {
  162. if (target instanceof L2PcInstance)
  163. {
  164. SystemMessage sm = SystemMessage.getSystemMessage(SystemMessageId.COUNTERED_C1_ATTACK);
  165. sm.addCharName(activeChar);
  166. target.sendPacket(sm);
  167. }
  168. if (activeChar instanceof L2PcInstance)
  169. {
  170. SystemMessage sm = SystemMessage.getSystemMessage(SystemMessageId.C1_PERFORMING_COUNTERATTACK);
  171. sm.addCharName(target);
  172. activeChar.sendPacket(sm);
  173. }
  174. // Formula from Diego post, 700 from rpg tests
  175. double vegdamage = (700 * target.getPAtk(activeChar) / activeChar.getPDef(target));
  176. activeChar.reduceCurrentHp(vegdamage, target, skill);
  177. }
  178. }
  179. else // No damage
  180. activeChar.sendPacket(SystemMessage.getSystemMessage(SystemMessageId.ATTACK_FAILED));
  181. }
  182. else
  183. {
  184. if (activeChar instanceof L2PcInstance)
  185. {
  186. SystemMessage sm = SystemMessage.getSystemMessage(SystemMessageId.C1_DODGES_ATTACK);
  187. sm.addString(target.getName());
  188. ((L2PcInstance) activeChar).sendPacket(sm);
  189. }
  190. if (target instanceof L2PcInstance)
  191. {
  192. SystemMessage sm = SystemMessage.getSystemMessage(SystemMessageId.AVOIDED_C1_ATTACK);
  193. sm.addString(activeChar.getName());
  194. ((L2PcInstance) target).sendPacket(sm);
  195. }
  196. // Possibility of a lethal strike despite skill is evaded
  197. Formulas.calcLethalHit(activeChar, target, skill);
  198. }
  199. if (activeChar instanceof L2PcInstance)
  200. {
  201. int soulMasteryLevel = activeChar.getSkillLevel(467);
  202. if (soulMasteryLevel > 0)
  203. {
  204. L2Skill soulmastery = SkillTable.getInstance().getInfo(467, soulMasteryLevel);
  205. if (soulmastery != null)
  206. {
  207. if (((L2PcInstance) activeChar).getSouls() < soulmastery.getNumSouls())
  208. {
  209. int count = 0;
  210. if (((L2PcInstance) activeChar).getSouls() + skill.getNumSouls() <= soulmastery.getNumSouls())
  211. count = skill.getNumSouls();
  212. else
  213. count = soulmastery.getNumSouls() - ((L2PcInstance) activeChar).getSouls();
  214. ((L2PcInstance) activeChar).increaseSouls(count);
  215. }
  216. else
  217. {
  218. SystemMessage sm = SystemMessage.getSystemMessage(SystemMessageId.SOUL_CANNOT_BE_INCREASED_ANYMORE);
  219. ((L2PcInstance) activeChar).sendPacket(sm);
  220. }
  221. }
  222. }
  223. }
  224. }
  225. //self Effect :]
  226. if (skill.hasSelfEffects())
  227. {
  228. final L2Effect effect = activeChar.getFirstEffect(skill.getId());
  229. if (effect != null && effect.isSelfEffect())
  230. {
  231. //Replace old effect with new one.
  232. effect.exit();
  233. }
  234. skill.getEffectsSelf(activeChar);
  235. }
  236. if (soul && weapon != null)
  237. weapon.setChargedSoulshot(L2ItemInstance.CHARGED_NONE);
  238. if (skill.isSuicideAttack())
  239. activeChar.doDie(activeChar);
  240. }
  241. /**
  242. *
  243. * @see com.l2jserver.gameserver.handler.ISkillHandler#getSkillIds()
  244. */
  245. public L2SkillType[] getSkillIds()
  246. {
  247. return SKILL_IDS;
  248. }
  249. }