/* * 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.effects; import com.l2jserver.gameserver.model.ChanceCondition; import com.l2jserver.gameserver.model.IChanceSkillTrigger; import com.l2jserver.gameserver.model.L2Effect; import com.l2jserver.gameserver.skills.Env; import com.l2jserver.gameserver.templates.effects.EffectTemplate; import com.l2jserver.gameserver.templates.skills.L2EffectType; public class EffectChanceSkillTrigger extends L2Effect implements IChanceSkillTrigger { private final int _triggeredId; private final int _triggeredLevel; private final ChanceCondition _chanceCondition; public EffectChanceSkillTrigger(Env env, EffectTemplate template) { super(env, template); _triggeredId = template.triggeredId; _triggeredLevel = template.triggeredLevel; _chanceCondition = template.chanceCondition; } // Special constructor to steal this effect public EffectChanceSkillTrigger(Env env, L2Effect effect) { super(env, effect); _triggeredId = effect.getEffectTemplate().triggeredId; _triggeredLevel = effect.getEffectTemplate().triggeredLevel; _chanceCondition = effect.getEffectTemplate().chanceCondition; } @Override protected boolean effectCanBeStolen() { return true; } @Override public L2EffectType getEffectType() { return L2EffectType.CHANCE_SKILL_TRIGGER; } @Override public boolean onStart() { getEffected().addChanceTrigger(this); getEffected().onStartChanceEffect(getSkill().getElement()); return super.onStart(); } @Override public boolean onActionTime() { getEffected().onActionTimeChanceEffect(getSkill().getElement()); return false; } @Override public void onExit() { // trigger only if effect in use and successfully ticked to the end if (getInUse() && getCount() == 0) getEffected().onExitChanceEffect(getSkill().getElement()); getEffected().removeChanceEffect(this); super.onExit(); } @Override public int getTriggeredChanceId() { return _triggeredId; } @Override public int getTriggeredChanceLevel() { return _triggeredLevel; } @Override public boolean triggersChanceSkill() { return _triggeredId > 1; } @Override public ChanceCondition getTriggeredChanceCondition() { return _chanceCondition; } }