Blow.java 7.2 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.L2Object;
  22. import com.l2jserver.gameserver.model.ShotType;
  23. import com.l2jserver.gameserver.model.actor.L2Character;
  24. import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
  25. import com.l2jserver.gameserver.model.effects.L2Effect;
  26. import com.l2jserver.gameserver.model.skills.L2Skill;
  27. import com.l2jserver.gameserver.model.skills.L2SkillType;
  28. import com.l2jserver.gameserver.model.stats.BaseStats;
  29. import com.l2jserver.gameserver.model.stats.Env;
  30. import com.l2jserver.gameserver.model.stats.Formulas;
  31. import com.l2jserver.gameserver.network.SystemMessageId;
  32. import com.l2jserver.gameserver.network.serverpackets.SystemMessage;
  33. /**
  34. * @author Steuf
  35. */
  36. public class Blow implements ISkillHandler
  37. {
  38. private static final Logger _logDamage = Logger.getLogger("damage");
  39. private static final L2SkillType[] SKILL_IDS =
  40. {
  41. L2SkillType.BLOW
  42. };
  43. @Override
  44. public void useSkill(L2Character activeChar, L2Skill skill, L2Object[] targets)
  45. {
  46. if (activeChar.isAlikeDead())
  47. return;
  48. boolean ss = skill.isPhysical() && activeChar.isChargedShot(ShotType.SOULSHOTS);
  49. boolean sps = skill.isMagic() && activeChar.isChargedShot(ShotType.SPIRITSHOTS);
  50. boolean bss = skill.isMagic() && activeChar.isChargedShot(ShotType.BLESSED_SPIRITSHOTS);
  51. for (L2Character target: (L2Character[]) targets)
  52. {
  53. if (target.isAlikeDead())
  54. continue;
  55. // Check firstly if target dodges skill
  56. final boolean skillIsEvaded = Formulas.calcPhysicalSkillEvasion(target, skill);
  57. if (!skillIsEvaded && Formulas.calcBlowSuccess(activeChar, target, skill))
  58. {
  59. final byte reflect = Formulas.calcSkillReflect(target, skill);
  60. if (skill.hasEffects())
  61. {
  62. if (reflect == Formulas.SKILL_REFLECT_SUCCEED)
  63. {
  64. activeChar.stopSkillEffects(skill.getId());
  65. skill.getEffects(target, activeChar);
  66. SystemMessage sm = SystemMessage.getSystemMessage(SystemMessageId.YOU_FEEL_S1_EFFECT);
  67. sm.addSkillName(skill);
  68. activeChar.sendPacket(sm);
  69. }
  70. else
  71. {
  72. final byte shld = Formulas.calcShldUse(activeChar, target, skill);
  73. target.stopSkillEffects(skill.getId());
  74. if (Formulas.calcSkillSuccess(activeChar, target, skill, shld, ss, sps, bss))
  75. {
  76. skill.getEffects(activeChar, target, new Env(shld, ss, sps, bss));
  77. SystemMessage sm = SystemMessage.getSystemMessage(SystemMessageId.YOU_FEEL_S1_EFFECT);
  78. sm.addSkillName(skill);
  79. target.sendPacket(sm);
  80. }
  81. else
  82. {
  83. SystemMessage sm = SystemMessage.getSystemMessage(SystemMessageId.C1_RESISTED_YOUR_S2);
  84. sm.addCharName(target);
  85. sm.addSkillName(skill);
  86. activeChar.sendPacket(sm);
  87. }
  88. }
  89. }
  90. byte shld = Formulas.calcShldUse(activeChar, target, skill);
  91. double damage = skill.isStaticDamage() ? skill.getPower() : (int) Formulas.calcBlowDamage(activeChar, target, skill, shld, ss);
  92. if (!skill.isStaticDamage() && skill.getMaxSoulConsumeCount() > 0 && activeChar.isPlayer())
  93. {
  94. switch (activeChar.getActingPlayer().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 (Config.LOG_GAME_DAMAGE
  119. && activeChar.isPlayable()
  120. && damage > Config.LOG_GAME_DAMAGE_THRESHOLD)
  121. {
  122. LogRecord record = new LogRecord(Level.INFO, "");
  123. record.setParameters(new Object[]{activeChar, " did damage ", (int)damage, skill, " to ", target});
  124. record.setLoggerName("pdam");
  125. _logDamage.log(record);
  126. }
  127. target.reduceCurrentHp(damage, activeChar, skill);
  128. // vengeance reflected damage
  129. if ((reflect & Formulas.SKILL_REFLECT_VENGEANCE) != 0)
  130. {
  131. if (target.isPlayer())
  132. {
  133. SystemMessage sm = SystemMessage.getSystemMessage(SystemMessageId.COUNTERED_C1_ATTACK);
  134. sm.addCharName(activeChar);
  135. target.sendPacket(sm);
  136. }
  137. if (activeChar.isPlayer())
  138. {
  139. SystemMessage sm = SystemMessage.getSystemMessage(SystemMessageId.C1_PERFORMING_COUNTERATTACK);
  140. sm.addCharName(target);
  141. activeChar.sendPacket(sm);
  142. }
  143. // Formula from Diego Vargas post: http://www.l2guru.com/forum/showthread.php?p=3122630
  144. // 1189 x Your PATK / PDEF of target
  145. double vegdamage = (1189 * target.getPAtk(activeChar) / activeChar.getPDef(target));
  146. activeChar.reduceCurrentHp(vegdamage, target, skill);
  147. }
  148. // Manage attack or cast break of the target (calculating rate, sending message...)
  149. if (!target.isRaid() && Formulas.calcAtkBreak(target, damage))
  150. {
  151. target.breakAttack();
  152. target.breakCast();
  153. }
  154. if(activeChar.isPlayer())
  155. {
  156. L2PcInstance activePlayer = activeChar.getActingPlayer();
  157. activePlayer.sendDamageMessage(target, (int)damage, false, true, false);
  158. }
  159. }
  160. // Sending system messages
  161. if (skillIsEvaded)
  162. {
  163. if (activeChar.isPlayer())
  164. {
  165. SystemMessage sm = SystemMessage.getSystemMessage(SystemMessageId.C1_DODGES_ATTACK);
  166. sm.addString(target.getName());
  167. activeChar.getActingPlayer().sendPacket(sm);
  168. }
  169. if (target.isPlayer())
  170. {
  171. SystemMessage sm = SystemMessage.getSystemMessage(SystemMessageId.AVOIDED_C1_ATTACK);
  172. sm.addString(activeChar.getName());
  173. target.getActingPlayer().sendPacket(sm);
  174. }
  175. }
  176. //Possibility of a lethal strike
  177. Formulas.calcLethalHit(activeChar, target, skill);
  178. //Self Effect
  179. if (skill.hasSelfEffects())
  180. {
  181. final L2Effect effect = activeChar.getFirstEffect(skill.getId());
  182. if (effect != null && effect.isSelfEffect())
  183. effect.exit();
  184. skill.getEffectsSelf(activeChar);
  185. }
  186. activeChar.setChargedShot(ShotType.SOULSHOTS, false);
  187. }
  188. }
  189. @Override
  190. public L2SkillType[] getSkillIds()
  191. {
  192. return SKILL_IDS;
  193. }
  194. }