DeathLink.java 3.0 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.model.ShotType;
  21. import com.l2jserver.gameserver.model.actor.L2Character;
  22. import com.l2jserver.gameserver.model.effects.EffectTemplate;
  23. import com.l2jserver.gameserver.model.effects.L2Effect;
  24. import com.l2jserver.gameserver.model.effects.L2EffectType;
  25. import com.l2jserver.gameserver.model.stats.Env;
  26. import com.l2jserver.gameserver.model.stats.Formulas;
  27. import com.l2jserver.gameserver.model.stats.Stats;
  28. import com.l2jserver.util.Rnd;
  29. /**
  30. * Death Link effect implementation.
  31. * @author Adry_85
  32. */
  33. public class DeathLink extends L2Effect
  34. {
  35. public DeathLink(Env env, EffectTemplate template)
  36. {
  37. super(env, template);
  38. }
  39. @Override
  40. public L2EffectType getEffectType()
  41. {
  42. return L2EffectType.DEATH_LINK;
  43. }
  44. @Override
  45. public boolean onStart()
  46. {
  47. L2Character target = getEffected();
  48. L2Character activeChar = getEffector();
  49. if (activeChar.isAlikeDead())
  50. {
  51. return false;
  52. }
  53. boolean sps = getSkill().useSpiritShot() && activeChar.isChargedShot(ShotType.SPIRITSHOTS);
  54. boolean bss = getSkill().useSpiritShot() && activeChar.isChargedShot(ShotType.BLESSED_SPIRITSHOTS);
  55. if (target.isPlayer() && target.getActingPlayer().isFakeDeath())
  56. {
  57. target.stopFakeDeath(true);
  58. }
  59. final boolean mcrit = Formulas.calcMCrit(activeChar.getMCriticalHit(target, getSkill()));
  60. final byte shld = Formulas.calcShldUse(activeChar, target, getSkill());
  61. int damage = (int) Formulas.calcMagicDam(activeChar, target, getSkill(), shld, sps, bss, mcrit);
  62. if (damage > 0)
  63. {
  64. // Manage attack or cast break of the target (calculating rate, sending message...)
  65. if (!target.isRaid() && Formulas.calcAtkBreak(target, damage))
  66. {
  67. target.breakAttack();
  68. target.breakCast();
  69. }
  70. // Shield Deflect Magic: Reflect all damage on caster.
  71. if (target.getStat().calcStat(Stats.VENGEANCE_SKILL_MAGIC_DAMAGE, 0, target, getSkill()) > Rnd.get(100))
  72. {
  73. activeChar.reduceCurrentHp(damage, target, getSkill());
  74. }
  75. else
  76. {
  77. target.reduceCurrentHp(damage, activeChar, getSkill());
  78. activeChar.sendDamageMessage(target, damage, mcrit, false, false);
  79. }
  80. }
  81. if (getSkill().isSuicideAttack())
  82. {
  83. activeChar.doDie(activeChar);
  84. }
  85. return true;
  86. }
  87. }