/* * 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.L2Effect; import com.l2jserver.gameserver.model.actor.L2Character; import com.l2jserver.gameserver.model.actor.instance.L2EffectPointInstance; import com.l2jserver.gameserver.model.actor.instance.L2PcInstance; import com.l2jserver.gameserver.skills.Env; import com.l2jserver.gameserver.templates.effects.EffectTemplate; import com.l2jserver.gameserver.templates.skills.L2EffectType; /** * @authors Forsaiken, Sami */ public class EffectSignetNoise extends L2Effect { private L2EffectPointInstance _actor; public EffectSignetNoise(Env env, EffectTemplate template) { super(env, template); } /** * * @see com.l2jserver.gameserver.model.L2Effect#getEffectType() */ @Override public L2EffectType getEffectType() { return L2EffectType.SIGNET_GROUND; } /** * * @see com.l2jserver.gameserver.model.L2Effect#onStart() */ @Override public boolean onStart() { _actor = (L2EffectPointInstance) getEffected(); return true; } /** * * @see com.l2jserver.gameserver.model.L2Effect#onActionTime() */ @Override public boolean onActionTime() { if (getCount() == getTotalCount() - 1) return true; // do nothing first time L2PcInstance caster = (L2PcInstance) getEffector(); for (L2Character target : _actor.getKnownList().getKnownCharactersInRadius(getSkill().getSkillRadius())) { if (target == null || target == caster) continue; if (caster.canAttackCharacter(target)) { L2Effect[] effects = target.getAllEffects(); if (effects != null) { for (L2Effect effect : effects) { if (effect.getSkill().isDance()) effect.exit(); } } } } return true; } /** * * @see com.l2jserver.gameserver.model.L2Effect#onExit() */ @Override public void onExit() { if (_actor != null) _actor.deleteMe(); } }