/* * 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 . */ package com.l2jserver.gameserver.skills.l2skills; import java.util.logging.Level; import java.util.logging.LogRecord; import java.util.logging.Logger; import com.l2jserver.Config; import com.l2jserver.gameserver.model.L2Effect; import com.l2jserver.gameserver.model.L2ItemInstance; 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.L2Playable; import com.l2jserver.gameserver.model.actor.instance.L2PcInstance; import com.l2jserver.gameserver.network.SystemMessageId; import com.l2jserver.gameserver.network.serverpackets.SystemMessage; import com.l2jserver.gameserver.skills.BaseStats; import com.l2jserver.gameserver.skills.Formulas; import com.l2jserver.gameserver.templates.StatsSet; import com.l2jserver.gameserver.templates.item.L2WeaponType; public class L2SkillChargeDmg extends L2Skill { private static final Logger _logDamage = Logger.getLogger("damage"); public L2SkillChargeDmg(StatsSet set) { super(set); } @Override public void useSkill(L2Character caster, L2Object[] targets) { if (caster.isAlikeDead()) { return; } double modifier = 0; if (caster instanceof L2PcInstance) { // thanks Diego Vargas of L2Guru: 70*((0.8+0.201*No.Charges) * (PATK+POWER)) / PDEF modifier = 0.8+0.201*(getNumCharges()+((L2PcInstance)caster).getCharges()); } L2ItemInstance weapon = caster.getActiveWeaponInstance(); boolean soul = (weapon != null && weapon.getChargedSoulshot() == L2ItemInstance.CHARGED_SOULSHOT && weapon.getItemType() != L2WeaponType.DAGGER ); for (L2Character target: (L2Character[]) targets) { if (target.isAlikeDead()) continue; // Calculate skill evasion boolean skillIsEvaded = Formulas.calcPhysicalSkillEvasion(target, this); if(skillIsEvaded) { if (caster instanceof L2PcInstance) { SystemMessage sm = new SystemMessage(SystemMessageId.C1_DODGES_ATTACK); sm.addString(target.getName()); ((L2PcInstance) caster).sendPacket(sm); } if (target instanceof L2PcInstance) { SystemMessage sm = new SystemMessage(SystemMessageId.AVOIDED_C1_ATTACK2); sm.addString(caster.getName()); ((L2PcInstance) target).sendPacket(sm); } //no futher calculations needed. continue; } // TODO: should we use dual or not? // because if so, damage are lowered but we don't do anything special with dual then // like in doAttackHitByDual which in fact does the calcPhysDam call twice //boolean dual = caster.isUsingDualWeapon(); byte shld = Formulas.calcShldUse(caster, target, this); boolean crit = false; if (this.getBaseCritRate() > 0) crit = Formulas.calcCrit(this.getBaseCritRate() * 10 * BaseStats.STR.calcBonus(caster), target); // damage calculation, crit is static 2x double damage = Formulas.calcPhysDam(caster, target, this, shld, false, false, soul); if (crit) damage *= 2; if (damage > 0) { double finalDamage = damage*modifier; if (Config.LOG_GAME_DAMAGE && caster instanceof L2Playable && damage > Config.LOG_GAME_DAMAGE_THRESHOLD) { LogRecord record = new LogRecord(Level.INFO, ""); record.setParameters(new Object[]{caster, " did damage ", (int)damage, this, " to ", target}); record.setLoggerName("pdam"); _logDamage.log(record); } target.reduceCurrentHp(finalDamage, caster, this); // vengeance reflected damage if ((Formulas.calcSkillReflect(target, this) & Formulas.SKILL_REFLECT_VENGEANCE) != 0) caster.reduceCurrentHp(damage, target, this); caster.sendDamageMessage(target, (int)finalDamage, false, crit, false); } else { caster.sendDamageMessage(target, 0, false, false, true); } } if (soul && weapon!= null) weapon.setChargedSoulshot(L2ItemInstance.CHARGED_NONE); // effect self :] L2Effect seffect = caster.getFirstEffect(getId()); if (seffect != null && seffect.isSelfEffect()) { //Replace old effect with new one. seffect.exit(); } // cast self effect if any getEffectsSelf(caster); } }