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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.ShotType;
- import com.l2jserver.gameserver.model.actor.L2Character;
- import com.l2jserver.gameserver.model.effects.L2Effect;
- import com.l2jserver.gameserver.model.skills.L2Skill;
- import com.l2jserver.gameserver.model.skills.L2SkillType;
- import com.l2jserver.gameserver.model.stats.Env;
- import com.l2jserver.gameserver.model.stats.Formulas;
- import com.l2jserver.gameserver.network.SystemMessageId;
- import com.l2jserver.gameserver.network.serverpackets.StatusUpdate;
- import com.l2jserver.gameserver.network.serverpackets.SystemMessage;
- /**
- * Class handling the Mana damage skill
- * @author slyce
- */
- public class Manadam implements ISkillHandler
- {
- private static final L2SkillType[] SKILL_IDS =
- {
- L2SkillType.MANADAM
- };
-
- @Override
- public void useSkill(L2Character activeChar, L2Skill skill, L2Object[] targets)
- {
- if (activeChar.isAlikeDead())
- {
- return;
- }
-
- boolean ss = skill.isPhysical() && activeChar.isChargedShot(ShotType.SOULSHOTS);
- boolean sps = skill.isMagic() && activeChar.isChargedShot(ShotType.SPIRITSHOTS);
- boolean bss = skill.isMagic() && activeChar.isChargedShot(ShotType.BLESSED_SPIRITSHOTS);
-
- for (L2Character target : (L2Character[]) targets)
- {
- if (Formulas.calcSkillReflect(target, skill) == Formulas.SKILL_REFLECT_SUCCEED)
- {
- target = activeChar;
- }
-
- boolean acted = Formulas.calcMagicAffected(activeChar, target, skill);
- if (target.isInvul() || !acted)
- {
- activeChar.sendPacket(SystemMessageId.MISSED_TARGET);
- }
- else
- {
- if (skill.hasEffects())
- {
- byte shld = Formulas.calcShldUse(activeChar, target, skill);
- target.stopSkillEffects(skill.getId());
- if (Formulas.calcSkillSuccess(activeChar, target, skill, shld, ss, sps, bss))
- {
- skill.getEffects(activeChar, target, new Env(shld, ss, sps, bss));
- }
- else
- {
- SystemMessage sm = SystemMessage.getSystemMessage(SystemMessageId.C1_RESISTED_YOUR_S2);
- sm.addCharName(target);
- sm.addSkillName(skill);
- activeChar.sendPacket(sm);
- }
- }
-
- double damage = skill.isStaticDamage() ? skill.getPower() : Formulas.calcManaDam(activeChar, target, skill, ss, bss);
-
- if (!skill.isStaticDamage() && Formulas.calcMCrit(activeChar.getMCriticalHit(target, skill)))
- {
- damage *= 3.;
- activeChar.sendPacket(SystemMessageId.CRITICAL_HIT_MAGIC);
- }
-
- double mp = (damage > target.getCurrentMp() ? target.getCurrentMp() : damage);
- target.reduceCurrentMp(mp);
- if (damage > 0)
- {
- target.stopEffectsOnDamage(true);
- }
-
- if (target.isPlayer())
- {
- StatusUpdate sump = new StatusUpdate(target);
- sump.addAttribute(StatusUpdate.CUR_MP, (int) target.getCurrentMp());
- // [L2J_JP EDIT START - TSL]
- target.sendPacket(sump);
-
- SystemMessage sm = SystemMessage.getSystemMessage(SystemMessageId.S2_MP_HAS_BEEN_DRAINED_BY_C1);
- sm.addCharName(activeChar);
- sm.addNumber((int) mp);
- target.sendPacket(sm);
- }
-
- if (activeChar.isPlayer())
- {
- SystemMessage sm2 = SystemMessage.getSystemMessage(SystemMessageId.YOUR_OPPONENTS_MP_WAS_REDUCED_BY_S1);
- sm2.addNumber((int) mp);
- activeChar.sendPacket(sm2);
- }
- // [L2J_JP EDIT END - TSL]
- }
- }
-
- if (skill.hasSelfEffects())
- {
- L2Effect effect = activeChar.getFirstEffect(skill.getId());
- if (effect != null && effect.isSelfEffect())
- {
- // Replace old effect with new one.
- effect.exit();
- }
- // cast self effect if any
- skill.getEffectsSelf(activeChar);
- }
-
- activeChar.setChargedShot(bss ? ShotType.BLESSED_SPIRITSHOTS : ShotType.SPIRITSHOTS, false);
- }
-
- @Override
- public L2SkillType[] getSkillIds()
- {
- return SKILL_IDS;
- }
- }
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