/* * 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 net.sf.l2j.gameserver.handler.skillhandlers; import net.sf.l2j.gameserver.handler.ISkillHandler; import net.sf.l2j.gameserver.model.L2Character; import net.sf.l2j.gameserver.model.L2ItemInstance; import net.sf.l2j.gameserver.model.L2Object; import net.sf.l2j.gameserver.model.L2Skill; import net.sf.l2j.gameserver.model.L2Summon; import net.sf.l2j.gameserver.model.L2Skill.SkillType; import net.sf.l2j.gameserver.model.actor.instance.L2NpcInstance; import net.sf.l2j.gameserver.model.actor.instance.L2PcInstance; import net.sf.l2j.gameserver.network.SystemMessageId; import net.sf.l2j.gameserver.network.serverpackets.StatusUpdate; import net.sf.l2j.gameserver.network.serverpackets.SystemMessage; import net.sf.l2j.gameserver.skills.Formulas; /** * Class handling the Mana damage skill * * @author slyce */ public class Manadam implements ISkillHandler { private static final SkillType[] SKILL_IDS = { SkillType.MANADAM }; public void useSkill(L2Character activeChar, L2Skill skill, L2Object[] targets) { L2Character target = null; if (activeChar.isAlikeDead()) return; boolean ss = false; boolean bss = false; L2ItemInstance weaponInst = activeChar.getActiveWeaponInstance(); if (weaponInst != null) { if (weaponInst.getChargedSpiritshot() == L2ItemInstance.CHARGED_BLESSED_SPIRITSHOT) { bss = true; weaponInst.setChargedSpiritshot(L2ItemInstance.CHARGED_NONE); } else if (weaponInst.getChargedSpiritshot() == L2ItemInstance.CHARGED_SPIRITSHOT) { ss = true; weaponInst.setChargedSpiritshot(L2ItemInstance.CHARGED_NONE); } } // If there is no weapon equipped, check for an active summon. else if (activeChar instanceof L2Summon) { L2Summon activeSummon = (L2Summon) activeChar; if (activeSummon.getChargedSpiritShot() == L2ItemInstance.CHARGED_BLESSED_SPIRITSHOT) { bss = true; activeSummon.setChargedSpiritShot(L2ItemInstance.CHARGED_NONE); } else if (activeSummon.getChargedSpiritShot() == L2ItemInstance.CHARGED_SPIRITSHOT) { ss = true; activeSummon.setChargedSpiritShot(L2ItemInstance.CHARGED_NONE); } } else if (activeChar instanceof L2NpcInstance) { bss = ((L2NpcInstance) activeChar).isUsingShot(false); ss = ((L2NpcInstance) activeChar).isUsingShot(true); } for (int index = 0; index < targets.length; index++) { target = (L2Character) targets[index]; if (target.reflectSkill(skill)) target = activeChar; boolean acted = Formulas.getInstance().calcMagicAffected(activeChar, target, skill); if (target.isInvul() || !acted) { activeChar.sendPacket(new SystemMessage(SystemMessageId.MISSED_TARGET)); } else { double damage = Formulas.getInstance().calcManaDam(activeChar, target, skill, ss, bss); double mp = (damage > target.getCurrentMp() ? target.getCurrentMp() : damage); target.reduceCurrentMp(mp); if (damage > 0) { if (target.isSleeping()) { target.stopSleeping(null); } else if (target.isImmobileUntilAttacked()) { target.stopImmobileUntilAttacked(null); } } if (target instanceof L2PcInstance) { StatusUpdate sump = new StatusUpdate(target.getObjectId()); sump.addAttribute(StatusUpdate.CUR_MP, (int) target.getCurrentMp()); // [L2J_JP EDIT START - TSL] target.sendPacket(sump); SystemMessage sm = new SystemMessage(SystemMessageId.S2_MP_HAS_BEEN_DRAINED_BY_S1); sm.addCharName(activeChar); sm.addNumber((int) mp); target.sendPacket(sm); } if (activeChar instanceof L2PcInstance) { SystemMessage sm2 = new SystemMessage(SystemMessageId.YOUR_OPPONENTS_MP_WAS_REDUCED_BY_S1); sm2.addNumber((int) mp); activeChar.sendPacket(sm2); } // [L2J_JP EDIT END - TSL] } } } public SkillType[] getSkillIds() { return SKILL_IDS; } }