/*
* 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.model.skills;
import java.util.ArrayList;
import java.util.List;
import java.util.Map;
import java.util.StringTokenizer;
import java.util.logging.Level;
import java.util.logging.Logger;
import javolution.util.FastList;
import javolution.util.FastMap;
import com.l2jserver.Config;
import com.l2jserver.gameserver.GeoData;
import com.l2jserver.gameserver.datatables.ItemTable;
import com.l2jserver.gameserver.datatables.SkillTable;
import com.l2jserver.gameserver.datatables.SkillTreesData;
import com.l2jserver.gameserver.handler.ITargetTypeHandler;
import com.l2jserver.gameserver.handler.TargetHandler;
import com.l2jserver.gameserver.model.ChanceCondition;
import com.l2jserver.gameserver.model.IChanceSkillTrigger;
import com.l2jserver.gameserver.model.L2ExtractableProductItem;
import com.l2jserver.gameserver.model.L2ExtractableSkill;
import com.l2jserver.gameserver.model.L2Object;
import com.l2jserver.gameserver.model.StatsSet;
import com.l2jserver.gameserver.model.actor.L2Attackable;
import com.l2jserver.gameserver.model.actor.L2Character;
import com.l2jserver.gameserver.model.actor.L2Playable;
import com.l2jserver.gameserver.model.actor.L2Summon;
import com.l2jserver.gameserver.model.actor.instance.L2CubicInstance;
import com.l2jserver.gameserver.model.actor.instance.L2DoorInstance;
import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
import com.l2jserver.gameserver.model.actor.instance.L2SiegeFlagInstance;
import com.l2jserver.gameserver.model.conditions.Condition;
import com.l2jserver.gameserver.model.effects.EffectTemplate;
import com.l2jserver.gameserver.model.effects.L2Effect;
import com.l2jserver.gameserver.model.entity.TvTEvent;
import com.l2jserver.gameserver.model.holders.ItemHolder;
import com.l2jserver.gameserver.model.items.L2Armor;
import com.l2jserver.gameserver.model.items.type.L2ArmorType;
import com.l2jserver.gameserver.model.skills.funcs.Func;
import com.l2jserver.gameserver.model.skills.funcs.FuncTemplate;
import com.l2jserver.gameserver.model.skills.targets.L2TargetType;
import com.l2jserver.gameserver.model.stats.BaseStats;
import com.l2jserver.gameserver.model.stats.Env;
import com.l2jserver.gameserver.model.stats.Formulas;
import com.l2jserver.gameserver.model.stats.Stats;
import com.l2jserver.gameserver.network.SystemMessageId;
import com.l2jserver.gameserver.network.serverpackets.SystemMessage;
import com.l2jserver.gameserver.util.Util;
/**
* This class...
*
* @version $Revision: 1.3.2.8.2.22 $ $Date: 2005/04/06 16:13:42 $
*/
public abstract class L2Skill implements IChanceSkillTrigger
{
protected static final Logger _log = Logger.getLogger(L2Skill.class.getName());
private static final L2Object[] _emptyTargetList = new L2Object[0];
public static final int SKILL_LUCKY = 194;
public static final int SKILL_CREATE_COMMON = 1320;
public static final int SKILL_CREATE_DWARVEN = 172;
public static final int SKILL_CRYSTALLIZE = 248;
public static final int SKILL_DIVINE_INSPIRATION = 1405;
public static final int SKILL_CLAN_LUCK = 390;
public static final int SKILL_NPC_RACE = 4416;
public static final boolean geoEnabled = Config.GEODATA > 0;
//conditional values
public static final int COND_RUNNING = 0x0001;
public static final int COND_WALKING = 0x0002;
public static final int COND_SIT = 0x0004;
public static final int COND_BEHIND = 0x0008;
public static final int COND_CRIT = 0x0010;
public static final int COND_LOWHP = 0x0020;
public static final int COND_ROBES = 0x0040;
public static final int COND_CHARGES = 0x0080;
public static final int COND_SHIELD = 0x0100;
private static final Func[] _emptyFunctionSet = new Func[0];
private static final L2Effect[] _emptyEffectSet = new L2Effect[0];
// these two build the primary key
private final int _id;
private final int _level;
/** Identifier for a skill that client can't display */
private int _displayId;
// not needed, just for easier debug
private final String _name;
private final L2SkillOpType _operateType;
private final boolean _magic;
private final L2TraitType _traitType;
private final boolean _staticReuse;
private final boolean _staticHitTime;
private final boolean _staticDamage; // Damage dealing skills do static damage based on the power value.
private final int _mpConsume;
private final int _mpInitialConsume;
private final int _hpConsume;
private final int _cpConsume;
private final int _targetConsume;
private final int _targetConsumeId;
private final int _itemConsume;
private final int _itemConsumeId;
private final int _castRange;
private final int _effectRange;
// Abnormal levels for skills and their canceling, e.g. poison vs negate
private final int _abnormalLvl; // e.g. poison or bleed lvl 2
// Note: see also _effectAbnormalLvl
private final int _negateLvl; // abnormalLvl is negated with negateLvl
private final int[] _negateId; // cancels the effect of skill ID
private final L2SkillType[] _negateStats; // lists the effect types that are canceled
private final Map _negateAbnormals; // lists the effect abnormal types with order below the presented that are canceled
private final int _maxNegatedEffects; // maximum number of effects to negate
private final boolean _stayAfterDeath; // skill should stay after death
private final boolean _stayOnSubclassChange; // skill should stay on subclass change
// kill by damage over time
private final boolean _killByDOT;
private final int _refId;
// all times in milliseconds
private final int _hitTime;
private final int[] _hitTimings;
//private final int _skillInterruptTime;
private final int _coolTime;
private final int _reuseHashCode;
private final int _reuseDelay;
// for item skills delay on equip
private final int _equipDelay;
/** Target type of the skill : SELF, PARTY, CLAN, PET... */
private final L2TargetType _targetType;
private final int _feed;
// base success chance
private final double _power;
private final double _pvpPower;
private final double _pvePower;
private final int _magicLevel;
private final int _levelDepend;
private final boolean _ignoreResists;
private final int _minChance;
private final int _maxChance;
private final int _blowChance;
private final boolean _isNeutral;
// Effecting area of the skill, in radius.
// The radius center varies according to the _targetType:
// "caster" if targetType = AURA/PARTY/CLAN or "target" if targetType = AREA
private final int _skillRadius;
private final L2SkillType _skillType;
private final L2SkillType _effectType; // additional effect has a type
private final int _effectAbnormalLvl; // abnormal level for the additional effect type, e.g. poison lvl 1
private final int _effectId;
private final int _effectLvl; // normal effect level
private final boolean _nextActionIsAttack;
private final boolean _removedOnAnyActionExceptMove;
private final boolean _removedOnDamage;
private final boolean _isPotion;
private final byte _element;
private final int _elementPower;
private final Stats _stat;
private final BaseStats _saveVs;
private final int _condition;
private final int _conditionValue;
private final boolean _overhit;
private final int _weaponsAllowed;
private final int _armorsAllowed;
private final int _minPledgeClass;
private final boolean _isOffensive;
private final int _maxCharges;
private final int _numCharges;
private final int _triggeredId;
private final int _triggeredLevel;
private final String _chanceType;
private final int _soulMaxConsume;
private final int _soulConsume;
private final int _numSouls;
private final int _expNeeded;
private final int _critChance;
private final float _dependOnTargetBuff;
private final int _transformId;
private final int _transformDuration;
private final int _afterEffectId;
private final int _afterEffectLvl;
private final boolean _isHeroSkill; // If true the skill is a Hero Skill
private final boolean _isGMSkill; // True if skill is GM skill
private final int _baseCritRate; // percent of success for skill critical hit (especially for PDAM & BLOW - they're not affected by rCrit values or buffs). Default loads -1 for all other skills but 0 to PDAM & BLOW
private final int _lethalEffect1; // percent of success for lethal 1st effect (hit cp to 1 or if mob hp to 50%) (only for PDAM skills)
private final int _lethalEffect2; // percent of success for lethal 2nd effect (hit cp,hp to 1 or if mob hp to 1) (only for PDAM skills)
private final boolean _directHpDmg; // If true then dmg is being make directly
private final boolean _isTriggeredSkill; // If true the skill will take activation buff slot instead of a normal buff slot
private final boolean _isDance; // If true then casting more dances will cost more MP
private final int _nextDanceCost;
private final float _sSBoost; //If true skill will have SoulShot boost (power*2)
private final int _aggroPoints;
protected List _preCondition;
protected List _itemPreCondition;
protected FuncTemplate[] _funcTemplates;
public EffectTemplate[] _effectTemplates;
protected EffectTemplate[] _effectTemplatesSelf;
protected EffectTemplate[] _effectTemplatesPassive;
protected ChanceCondition _chanceCondition = null;
// Flying support
private final String _flyType;
private final int _flyRadius;
private final float _flyCourse;
private final boolean _isDebuff;
private final String _attribute;
private final boolean _ignoreShield;
private final boolean _ignoreSkillMute;
private final boolean _isSuicideAttack;
private final boolean _canBeReflected;
private final boolean _canBeDispeled;
private final boolean _isClanSkill;
private final boolean _excludedFromCheck;
private final boolean _simultaneousCast;
private L2ExtractableSkill _extractableItems = null;
private final int _maxTargets;
private final boolean _isStaticHeal;
protected L2Skill(StatsSet set)
{
_id = set.getInteger("skill_id");
_level = set.getInteger("level");
_refId = set.getInteger("referenceId", 0);
_displayId = set.getInteger("displayId", _id);
_name = set.getString("name");
_operateType = set.getEnum("operateType", L2SkillOpType.class);
_magic = set.getBool("isMagic", false);
_traitType = set.getEnum("trait", L2TraitType.class, L2TraitType.NONE);
_staticReuse = set.getBool("staticReuse", false);
_staticHitTime = set.getBool("staticHitTime", false);
_staticDamage = set.getBool("staticDamage", false);
_isPotion = set.getBool("isPotion", false);
_mpConsume = set.getInteger("mpConsume", 0);
_mpInitialConsume = set.getInteger("mpInitialConsume", 0);
_hpConsume = set.getInteger("hpConsume", 0);
_cpConsume = set.getInteger("cpConsume", 0);
_targetConsume = set.getInteger("targetConsumeCount", 0);
_targetConsumeId = set.getInteger("targetConsumeId", 0);
_itemConsume = set.getInteger("itemConsumeCount", 0);
_itemConsumeId = set.getInteger("itemConsumeId", 0);
_afterEffectId = set.getInteger("afterEffectId", 0);
_afterEffectLvl = set.getInteger("afterEffectLvl", 1);
_castRange = set.getInteger("castRange", -1);
_effectRange = set.getInteger("effectRange", -1);
_abnormalLvl = set.getInteger("abnormalLvl", -1);
_effectAbnormalLvl = set.getInteger("effectAbnormalLvl", -1); // support for a separate effect abnormal lvl, e.g. poison inside a different skill
_negateLvl = set.getInteger("negateLvl", -1);
_attribute = set.getString("attribute","");
String str = set.getString("negateStats", "");
if (str == "")
_negateStats = new L2SkillType[0];
else
{
String[] stats = str.split(" ");
L2SkillType[] array = new L2SkillType[stats.length];
for (int i = 0; i < stats.length; i++)
{
L2SkillType type = null;
try
{
type = Enum.valueOf(L2SkillType.class, stats[i]);
}
catch (Exception e)
{
throw new IllegalArgumentException("SkillId: "+_id+"Enum value of type "+L2SkillType.class.getName()+"required, but found: "+stats[i]);
}
array[i] = type;
}
_negateStats = array;
}
String negateAbnormals = set.getString("negateAbnormals", null);
if (negateAbnormals != null && negateAbnormals != "")
{
_negateAbnormals = new FastMap();
for (String ngtStack : negateAbnormals.split(";"))
{
String[] ngt = ngtStack.split(",");
if (ngt.length == 1) // Only abnormalType is present, without abnormalLvl
{
_negateAbnormals.put(ngt[0], Byte.MAX_VALUE);
}
else if (ngt.length == 2) // Both abnormalType and abnormalLvl are present
{
try
{
_negateAbnormals.put(ngt[0], Byte.parseByte(ngt[1]));
}
catch (Exception e)
{
throw new IllegalArgumentException("SkillId: "+_id+" Byte value required, but found: "+ngt[1]);
}
}
else // If not both from above, then smth is messed up... throw an error.
throw new IllegalArgumentException("SkillId: "+_id+": Incorrect negate Abnormals for "+ngtStack+". Lvl: abnormalType1,abnormalLvl1;abnormalType2,abnormalLvl2;abnormalType3,abnormalLvl3... or abnormalType1;abnormalType2;abnormalType3...");
}
}
else
_negateAbnormals = null;
String negateId = set.getString("negateId", null);
if (negateId != null)
{
String[] valuesSplit = negateId.split(",");
_negateId = new int[valuesSplit.length];
for (int i = 0; i < valuesSplit.length;i++)
{
_negateId[i] = Integer.parseInt(valuesSplit[i]);
}
}
else
_negateId = new int[0];
_maxNegatedEffects = set.getInteger("maxNegated", 0);
_stayAfterDeath = set.getBool("stayAfterDeath", false);
_stayOnSubclassChange = set.getBool("stayOnSubclassChange", true);
_killByDOT = set.getBool("killByDOT", false);
_isNeutral = set.getBool("neutral",false);
_hitTime = set.getInteger("hitTime", 0);
String hitTimings = set.getString("hitTimings", null);
if (hitTimings != null)
{
try
{
String [] valuesSplit = hitTimings.split(",");
_hitTimings = new int[valuesSplit.length];
for (int i = 0; i < valuesSplit.length; i++)
_hitTimings[i] = Integer.parseInt(valuesSplit[i]);
}
catch (Exception e)
{
throw new IllegalArgumentException("SkillId: "+_id+" invalid hitTimings value: "+hitTimings+", \"percent,percent,...percent\" required");
}
}
else
_hitTimings = new int[0];
_coolTime = set.getInteger("coolTime", 0);
_isDebuff = set.getBool("isDebuff", false);
_feed = set.getInteger("feed", 0);
_reuseHashCode = SkillTable.getSkillHashCode(_id, _level);
if (Config.ENABLE_MODIFY_SKILL_REUSE && Config.SKILL_REUSE_LIST.containsKey(_id))
{
if ( Config.DEBUG )
_log.info("*** Skill " + _name + " (" + _level + ") changed reuse from " + set.getInteger("reuseDelay", 0) + " to " + Config.SKILL_REUSE_LIST.get(_id) + " seconds.");
_reuseDelay = Config.SKILL_REUSE_LIST.get(_id);
}
else
{
_reuseDelay = set.getInteger("reuseDelay", 0);
}
_equipDelay = set.getInteger("equipDelay", 0);
_skillRadius = set.getInteger("skillRadius", 80);
_targetType = set.getEnum("target", L2TargetType.class);
_power = set.getFloat("power", 0.f);
_pvpPower = set.getFloat("pvpPower", (float)getPower());
_pvePower = set.getFloat("pvePower", (float)getPower());
_magicLevel = set.getInteger("magicLvl", 0);
_levelDepend = set.getInteger("lvlDepend", 0);
_ignoreResists = set.getBool("ignoreResists", false);
_minChance = set.getInteger("minChance", Config.MIN_DEBUFF_CHANCE);
_maxChance = set.getInteger("maxChance", Config.MAX_DEBUFF_CHANCE);
_stat = set.getEnum("stat", Stats.class, null);
_ignoreShield = set.getBool("ignoreShld", false);
_ignoreSkillMute = set.getBool("ignoreSkillMute", false);
_skillType = set.getEnum("skillType", L2SkillType.class);
_effectType = set.getEnum("effectType", L2SkillType.class, null);
_effectId = set.getInteger("effectId", 0);
_effectLvl = set.getInteger("effectLevel", 0);
_nextActionIsAttack = set.getBool("nextActionAttack", false);
_removedOnAnyActionExceptMove = set.getBool("removedOnAnyActionExceptMove", false);
_removedOnDamage = set.getBool("removedOnDamage", _skillType == L2SkillType.SLEEP);
_element = set.getByte("element", (byte)-1);
_elementPower = set.getInteger("elementPower", 0);
_saveVs = set.getEnum("saveVs", BaseStats.class, null);
_condition = set.getInteger("condition", 0);
_conditionValue = set.getInteger("conditionValue", 0);
_overhit = set.getBool("overHit", false);
_isSuicideAttack = set.getBool("isSuicideAttack", false);
String weaponsAllowedString = set.getString("weaponsAllowed", null);
if (weaponsAllowedString != null && !weaponsAllowedString.trim().isEmpty())
{
int mask = 0;
StringTokenizer st = new StringTokenizer(weaponsAllowedString, ",");
while (st.hasMoreTokens())
{
int old = mask;
String item = st.nextToken().trim();
if (ItemTable._weaponTypes.containsKey(item))
mask |= ItemTable._weaponTypes.get(item).mask();
if (ItemTable._armorTypes.containsKey(item)) // for shield
mask |= ItemTable._armorTypes.get(item).mask();
if (old == mask)
_log.info("[weaponsAllowed] Unknown item type name: "+item);
}
_weaponsAllowed = mask;
}
else
_weaponsAllowed = 0;
_armorsAllowed = set.getInteger("armorsAllowed", 0);
_minPledgeClass = set.getInteger("minPledgeClass", 0);
_isOffensive = set.getBool("offensive", isSkillTypeOffensive());
_maxCharges = set.getInteger("maxCharges", 0);
_numCharges = set.getInteger("numCharges", 0);
_triggeredId = set.getInteger("triggeredId", 0);
_triggeredLevel = set.getInteger("triggeredLevel", 0);
_chanceType = set.getString("chanceType", "");
if (_chanceType != "" && !_chanceType.isEmpty())
_chanceCondition = ChanceCondition.parse(set);
_numSouls = set.getInteger("num_souls", 0);
_soulMaxConsume = set.getInteger("soulMaxConsumeCount", 0);
_blowChance = set.getInteger("blowChance", 0);
_soulConsume = set.getInteger("soulConsumeCount", 0);
_expNeeded = set.getInteger("expNeeded", 0);
_critChance = set.getInteger("critChance", 0);
_transformId = set.getInteger("transformId", 0);
_transformDuration = set.getInteger("transformDuration", 0);
_isHeroSkill = SkillTreesData.getInstance().isHeroSkill(_id, _level);
_isGMSkill = SkillTreesData.getInstance().isGMSkill(_id, _level);
_baseCritRate = set.getInteger("baseCritRate", (_skillType == L2SkillType.PDAM || _skillType == L2SkillType.BLOW) ? 0 : -1);
_lethalEffect1 = set.getInteger("lethal1",0);
_lethalEffect2 = set.getInteger("lethal2",0);
_directHpDmg = set.getBool("dmgDirectlyToHp",false);
_isTriggeredSkill = set.getBool("isTriggeredSkill",false);
_isDance = set.getBool("isDance",false);
_nextDanceCost = set.getInteger("nextDanceCost", 0);
_sSBoost = set.getFloat("SSBoost", 0.f);
_aggroPoints = set.getInteger("aggroPoints", 0);
_flyType = set.getString("flyType", null);
_flyRadius = set.getInteger("flyRadius", 0);
_flyCourse = set.getFloat("flyCourse", 0);
_canBeReflected = set.getBool("canBeReflected", true);
_canBeDispeled = set.getBool("canBeDispeled", true);
_isClanSkill = set.getBool("isClanSkill", false);
_excludedFromCheck = set.getBool("excludedFromCheck", false);
_dependOnTargetBuff = set.getFloat("dependOnTargetBuff", 0);
_simultaneousCast = set.getBool("simultaneousCast", false);
String capsuled_items = set.getString("capsuled_items_skill", null);
if (capsuled_items != null)
{
if (capsuled_items.isEmpty())
_log.warning("Empty Extractable Item Skill data in Skill Id: " + _id);
_extractableItems = parseExtractableSkill(_id, _level, capsuled_items);
}
_maxTargets = set.getInteger("maxTargets", -1);
_isStaticHeal = set.getBool("isStaticHeal", false);
}
public abstract void useSkill(L2Character caster, L2Object[] targets);
public final boolean isPotion()
{
return _isPotion;
}
public final int getArmorsAllowed()
{
return _armorsAllowed;
}
public final int getConditionValue()
{
return _conditionValue;
}
public final L2SkillType getSkillType()
{
return _skillType;
}
public final L2TraitType getTraitType()
{
return _traitType;
}
public final byte getElement()
{
return _element;
}
public final int getElementPower()
{
return _elementPower;
}
/**
* Return the target type of the skill : SELF, PARTY, CLAN, PET...
* @return
*/
public final L2TargetType getTargetType()
{
return _targetType;
}
public final int getCondition()
{
return _condition;
}
public final boolean isOverhit()
{
return _overhit;
}
public final boolean killByDOT()
{
return _killByDOT;
}
public final boolean isSuicideAttack()
{
return _isSuicideAttack;
}
public final boolean allowOnTransform()
{
return isPassive();
}
/**
* Return the power of the skill.
* @param activeChar
* @param target
* @param isPvP
* @param isPvE
* @return
*/
public final double getPower(L2Character activeChar, L2Character target, boolean isPvP, boolean isPvE)
{
if (activeChar == null)
return getPower(isPvP, isPvE);
switch (_skillType)
{
case DEATHLINK:
{
return getPower(isPvP, isPvE) * Math.pow(1.7165 - activeChar.getCurrentHp() / activeChar.getMaxHp(), 2) * 0.577;
/*
* DrHouse:
* Rolling back to old formula (look below) for DEATHLINK due to this one based on logarithm is not
* accurate enough. Commented here because probably is a matter of just adjusting a constant
if(activeChar.getCurrentHp() / activeChar.getMaxHp() > 0.005)
return _power*(-0.45*Math.log(activeChar.getCurrentHp()/activeChar.getMaxHp())+1.);
else
return _power*(-0.45*Math.log(0.005)+1.);
*/
}
case FATAL:
{
return getPower(isPvP, isPvE)*3.5*(1-target.getCurrentHp()/target.getMaxHp());
}
default:
return getPower(isPvP, isPvE);
}
}
public final double getPower()
{
return _power;
}
public final double getPower(boolean isPvP, boolean isPvE)
{
return isPvE ? _pvePower : isPvP ? _pvpPower : _power;
}
public final L2SkillType[] getNegateStats()
{
return _negateStats;
}
public final Map getNegateAbnormals()
{
return _negateAbnormals;
}
public final int getAbnormalLvl()
{
return _abnormalLvl;
}
public final int getNegateLvl()
{
return _negateLvl;
}
public final int[] getNegateId()
{
return _negateId;
}
public final int getMagicLevel()
{
return _magicLevel;
}
public final int getMaxNegatedEffects()
{
return _maxNegatedEffects;
}
public final int getLevelDepend()
{
return _levelDepend;
}
/**
* Return true if skill should ignore all resistances
* @return
*/
public final boolean ignoreResists()
{
return _ignoreResists;
}
/**
* Return minimum skill/effect land rate (default is 1).
* @return
*/
public final int getMinChance()
{
return _minChance;
}
/**
* Return maximum skill/effect land rate (default is 99).
* @return
*/
public final int getMaxChance()
{
return _maxChance;
}
/**
* Return true if skill effects should be removed on any action except movement
* @return
*/
public final boolean isRemovedOnAnyActionExceptMove()
{
return _removedOnAnyActionExceptMove;
}
/**
* Return true if skill effects should be removed on damage
* @return
*/
public final boolean isRemovedOnDamage()
{
return _removedOnDamage;
}
/**
* Return the additional effect Id.
* @return
*/
public final int getEffectId()
{
return _effectId;
}
/**
* Return the additional effect level.
* @return
*/
public final int getEffectLvl()
{
return _effectLvl;
}
public final int getEffectAbnormalLvl()
{
return _effectAbnormalLvl;
}
/**
* Return the additional effect skill type (ex : STUN, PARALYZE,...).
* @return
*/
public final L2SkillType getEffectType()
{
return _effectType;
}
/**
* Return true if character should attack target after skill
* @return
*/
public final boolean nextActionIsAttack()
{
return _nextActionIsAttack;
}
/**
* TODO: Zoey76, temp fix until skill reworks is done.
* @return the calculated buff duration used to display buff icons.
*/
public final int getBuffDuration()
{
int duration = 0;
final EffectTemplate firstEffect = hasEffects() ? getEffectTemplates()[0] : null;
if (firstEffect != null)
{
duration = firstEffect.abnormalTime * 1000;
if (firstEffect.counter > 1)
{
duration *= firstEffect.counter;
}
}
return duration;
}
/**
* @return Returns the castRange.
*/
public final int getCastRange()
{
return _castRange;
}
/**
* @return Returns the cpConsume;
*/
public final int getCpConsume()
{
return _cpConsume;
}
/**
* @return Returns the effectRange.
*/
public final int getEffectRange()
{
return _effectRange;
}
/**
* @return Returns the hpConsume.
*/
public final int getHpConsume()
{
return _hpConsume;
}
/**
* @return Returns the id.
*/
public final int getId()
{
return _id;
}
/**
* @return Returns the boolean _isDebuff.
*/
public final boolean isDebuff()
{
return _isDebuff;
}
public int getDisplayId()
{
return _displayId;
}
public void setDisplayId(int id)
{
_displayId = id;
}
public int getTriggeredId()
{
return _triggeredId;
}
public int getTriggeredLevel()
{
return _triggeredLevel;
}
public boolean triggerAnotherSkill()
{
return _triggeredId > 1;
}
/**
* Return the skill type (ex : BLEED, SLEEP, WATER...).
* @return
*/
public final Stats getStat()
{
return _stat;
}
/**
* Return skill saveVs base stat (STR, INT ...).
* @return
*/
public final BaseStats getSaveVs()
{
return _saveVs;
}
/**
* @return Returns the _targetConsumeId.
*/
public final int getTargetConsumeId()
{
return _targetConsumeId;
}
/**
* @return Returns the targetConsume.
*/
public final int getTargetConsume()
{
return _targetConsume;
}
/**
* @return Returns the itemConsume.
*/
public final int getItemConsume()
{
return _itemConsume;
}
/**
* @return Returns the itemConsumeId.
*/
public final int getItemConsumeId()
{
return _itemConsumeId;
}
/**
* @return Returns the level.
*/
public final int getLevel()
{
return _level;
}
/**
* @return Returns the magic.
*/
public final boolean isMagic()
{
return _magic;
}
/**
* @return Returns true to set static reuse.
*/
public final boolean isStaticReuse()
{
return _staticReuse;
}
/**
* @return Returns true to set static hittime.
*/
public final boolean isStaticHitTime()
{
return _staticHitTime;
}
public final boolean isStaticDamage()
{
return _staticDamage;
}
/**
* @return Returns the mpConsume.
*/
public final int getMpConsume()
{
return _mpConsume;
}
/**
* @return Returns the mpInitialConsume.
*/
public final int getMpInitialConsume()
{
return _mpInitialConsume;
}
/**
* @return Returns the name.
*/
public final String getName()
{
return _name;
}
/**
* @return Returns the reuseDelay.
*/
public final int getReuseDelay()
{
return _reuseDelay;
}
public final int getReuseHashCode()
{
return _reuseHashCode;
}
public final int getEquipDelay()
{
return _equipDelay;
}
public final int getHitTime()
{
return _hitTime;
}
public final int getHitCounts()
{
return _hitTimings.length;
}
public final int[] getHitTimings()
{
return _hitTimings;
}
/**
* @return Returns the coolTime.
*/
public final int getCoolTime()
{
return _coolTime;
}
public final int getSkillRadius()
{
return _skillRadius;
}
public final boolean isActive()
{
return (_operateType != null) && _operateType.isActive();
}
public final boolean isPassive()
{
return (_operateType != null) && _operateType.isPassive();
}
public final boolean isToggle()
{
return (_operateType != null) && _operateType.isToggle();
}
public final boolean isChance()
{
return _chanceCondition != null && isPassive();
}
public final boolean isTriggeredSkill()
{
return _isTriggeredSkill;
}
public final boolean isDance()
{
return _isDance;
}
public final int getNextDanceMpCost()
{
return _nextDanceCost;
}
public final float getSSBoost()
{
return _sSBoost;
}
public final int getAggroPoints()
{
return _aggroPoints;
}
public final boolean useSoulShot()
{
switch (getSkillType())
{
case PDAM:
case CHARGEDAM:
case BLOW:
return true;
default:
return false;
}
}
public final boolean useSpiritShot()
{
return isMagic();
}
public final boolean useFishShot()
{
return ((getSkillType() == L2SkillType.PUMPING) || (getSkillType() == L2SkillType.REELING) );
}
public final int getWeaponsAllowed()
{
return _weaponsAllowed;
}
public int getMinPledgeClass() { return _minPledgeClass; }
public final boolean isPvpSkill()
{
switch (_skillType)
{
case DOT:
case BLEED:
case CONFUSION:
case POISON:
case DEBUFF:
case AGGDEBUFF:
case STUN:
case ROOT:
case FEAR:
case SLEEP:
case MDOT:
case MUTE:
case PARALYZE:
case CANCEL:
case BETRAY:
case DISARM:
case AGGDAMAGE:
case STEAL_BUFF:
case AGGREDUCE_CHAR:
case MANADAM:
return true;
default:
return false;
}
}
public final boolean isOffensive()
{
return _isOffensive;
}
public final boolean isNeutral()
{
return _isNeutral;
}
public final boolean isHeroSkill()
{
return _isHeroSkill;
}
public final boolean isGMSkill()
{
return _isGMSkill;
}
public final int getNumCharges()
{
return _numCharges;
}
public final int getNumSouls()
{
return _numSouls;
}
public final int getMaxSoulConsumeCount()
{
return _soulMaxConsume;
}
public final int getSoulConsumeCount()
{
return _soulConsume;
}
public final int getExpNeeded()
{
return _expNeeded;
}
public final int getCritChance()
{
return _critChance;
}
public final int getTransformId()
{
return _transformId;
}
public final int getTransformDuration()
{
return _transformDuration;
}
public final int getBaseCritRate()
{
return _baseCritRate;
}
public final int getLethalChance1()
{
return _lethalEffect1;
}
public final int getLethalChance2()
{
return _lethalEffect2;
}
public final boolean getDmgDirectlyToHP()
{
return _directHpDmg;
}
public final String getFlyType()
{
return _flyType;
}
public final int getFlyRadius()
{
return _flyRadius;
}
public final float getFlyCourse()
{
return _flyCourse;
}
public final boolean isSkillTypeOffensive()
{
switch (_skillType)
{
case PDAM:
case MDAM:
case CPDAM:
case DOT:
case CPDAMPERCENT:
case BLEED:
case POISON:
case AGGDAMAGE:
case DEBUFF:
case AGGDEBUFF:
case STUN:
case ROOT:
case CONFUSION:
case ERASE:
case BLOW:
case FATAL:
case FEAR:
case DRAIN:
case SLEEP:
case CHARGEDAM:
case CONFUSE_MOB_ONLY:
case DEATHLINK:
case DETECT_WEAKNESS:
case MANADAM:
case MDOT:
case MUTE:
case SOULSHOT:
case SPIRITSHOT:
case SPOIL:
case SWEEP:
case PARALYZE:
case DRAIN_SOUL:
case AGGREDUCE:
case CANCEL:
case AGGREMOVE:
case AGGREDUCE_CHAR:
case BETRAY:
case DELUXE_KEY_UNLOCK:
case SOW:
case HARVEST:
case DISARM:
case STEAL_BUFF:
case INSTANT_JUMP:
return true;
default:
return this.isDebuff();
}
}
public final boolean is7Signs()
{
if (_id > 4360 && _id < 4367)
return true;
return false;
}
public final boolean isStayAfterDeath()
{
return _stayAfterDeath;
}
public final boolean isStayOnSubclassChange()
{
return _stayOnSubclassChange;
}
// int weapons[] = {L2Weapon.WEAPON_TYPE_ETC, L2Weapon.WEAPON_TYPE_BOW,
// L2Weapon.WEAPON_TYPE_POLE, L2Weapon.WEAPON_TYPE_DUALFIST,
// L2Weapon.WEAPON_TYPE_DUAL, L2Weapon.WEAPON_TYPE_BLUNT,
// L2Weapon.WEAPON_TYPE_SWORD, L2Weapon.WEAPON_TYPE_DAGGER};
public final boolean getWeaponDependancy(L2Character activeChar)
{
if(getWeaponDependancy(activeChar, false))
{
return true;
}
final SystemMessage message = SystemMessage.getSystemMessage(SystemMessageId.S1_CANNOT_BE_USED);
message.addSkillName(this);
activeChar.sendPacket(message);
return false;
}
public final boolean getWeaponDependancy(L2Character activeChar,boolean chance)
{
int weaponsAllowed = getWeaponsAllowed();
//check to see if skill has a weapon dependency.
if (weaponsAllowed == 0)
return true;
int mask = 0;
if (activeChar.getActiveWeaponItem() != null)
mask |= activeChar.getActiveWeaponItem().getItemType().mask();
if (activeChar.getSecondaryWeaponItem() != null && activeChar.getSecondaryWeaponItem() instanceof L2Armor)
mask |= ((L2ArmorType) activeChar.getSecondaryWeaponItem().getItemType()).mask();
if ((mask & weaponsAllowed) != 0)
return true;
return false;
}
public boolean checkCondition(L2Character activeChar, L2Object target, boolean itemOrWeapon)
{
if (activeChar.isGM() && !Config.GM_SKILL_RESTRICTION)
return true;
if ((getCondition() & L2Skill.COND_SHIELD) != 0)
{
/*
L2Armor armorPiece;
L2ItemInstance dummy;
dummy = activeChar.getInventory().getPaperdollItem(Inventory.PAPERDOLL_RHAND);
armorPiece = (L2Armor) dummy.getItem();
*/
//TODO add checks for shield here.
}
List preCondition = _preCondition;
if(itemOrWeapon) preCondition = _itemPreCondition;
if (preCondition == null || preCondition.isEmpty()) return true;
for(Condition cond : preCondition)
{
Env env = new Env();
env.setCharacter(activeChar);
if (target instanceof L2Character)
env.setTarget((L2Character) target);
env.setSkill(this);
if (!cond.test(env))
{
String msg = cond.getMessage();
int msgId = cond.getMessageId();
if (msgId != 0)
{
SystemMessage sm = SystemMessage.getSystemMessage(msgId);
if (cond.isAddName())
sm.addSkillName(_id);
activeChar.sendPacket(sm);
}
else if (msg != null)
{
activeChar.sendMessage(msg);
}
return false;
}
}
return true;
}
public final L2Object[] getTargetList(L2Character activeChar, boolean onlyFirst)
{
// Init to null the target of the skill
L2Character target = null;
// Get the L2Objcet targeted by the user of the skill at this moment
L2Object objTarget = activeChar.getTarget();
// If the L2Object targeted is a L2Character, it becomes the L2Character target
if (objTarget instanceof L2Character)
{
target = (L2Character) objTarget;
}
return getTargetList(activeChar, onlyFirst, target);
}
/**
* Return all targets of the skill in a table in function a the skill type.
*
* Values of skill type :
* ONE : The skill can only be used on the L2PcInstance targeted, or on the caster if it's a L2PcInstance and no L2PcInstance targeted
* SELF
* HOLY, UNDEAD
* PET
* AURA, AURA_CLOSE
* AREA
* MULTIFACE
* PARTY, CLAN
* CORPSE_PLAYER, CORPSE_MOB, CORPSE_CLAN
* UNLOCKABLE
* ITEM
*
* @param activeChar The L2Character who use the skill
* @param onlyFirst
* @param target
* @return
*
*/
public final L2Object[] getTargetList(L2Character activeChar, boolean onlyFirst, L2Character target)
{
final ITargetTypeHandler handler = TargetHandler.getInstance().getHandler(getTargetType());
if (handler != null)
{
try
{
return handler.getTargetList(this, activeChar, onlyFirst, target);
}
catch (Exception e)
{
_log.log(Level.WARNING, "Exception in L2Skill.getTargetList(): " + e.getMessage(), e);
}
}
activeChar.sendMessage("Target type of skill is not currently handled");
return _emptyTargetList;
}
public final L2Object[] getTargetList(L2Character activeChar)
{
return getTargetList(activeChar, false);
}
public final L2Object getFirstOfTargetList(L2Character activeChar)
{
L2Object[] targets;
targets = getTargetList(activeChar, true);
if (targets.length == 0)
return null;
return targets[0];
}
/*
* Check if should be target added to the target list
* false if target is dead, target same as caster,
* target inside peace zone, target in the same party with caster,
* caster can see target
* Additional checks if not in PvP zones (arena, siege):
* target in not the same clan and alliance with caster,
* and usual skill PvP check.
* If TvT event is active - performing additional checks.
*
* Caution: distance is not checked.
*/
public static final boolean checkForAreaOffensiveSkills(L2Character caster, L2Character target, L2Skill skill, boolean sourceInArena)
{
if (target == null || target.isDead() || target == caster)
return false;
final L2PcInstance player = caster.getActingPlayer();
final L2PcInstance targetPlayer = target.getActingPlayer();
if (player != null)
{
if (targetPlayer != null)
{
if (targetPlayer == caster || targetPlayer == player)
return false;
if (targetPlayer.inObserverMode())
return false;
if (skill.isOffensive() && player.getSiegeState() > 0 && player.isInsideZone(L2Character.ZONE_SIEGE)
&& player.getSiegeState() == targetPlayer.getSiegeState()
&& player.getSiegeSide() == targetPlayer.getSiegeSide())
return false;
if (skill.isOffensive() && target.isInsideZone(L2Character.ZONE_PEACE))
return false;
if (player.isInParty() && targetPlayer.isInParty())
{
// Same party
if (player.getParty().getLeaderObjectId() == targetPlayer.getParty().getLeaderObjectId())
return false;
// Same commandchannel
if (player.getParty().getCommandChannel() != null
&& player.getParty().getCommandChannel() == targetPlayer.getParty().getCommandChannel())
return false;
}
if (!TvTEvent.checkForTvTSkill(player, targetPlayer, skill))
return false;
if (!sourceInArena && !(targetPlayer.isInsideZone(L2Character.ZONE_PVP) && !targetPlayer.isInsideZone(L2Character.ZONE_SIEGE)))
{
if (player.getAllyId() != 0 && player.getAllyId() == targetPlayer.getAllyId())
return false;
if (player.getClanId() != 0 && player.getClanId() == targetPlayer.getClanId())
return false;
if (!player.checkPvpSkill(targetPlayer, skill, (caster instanceof L2Summon)))
return false;
}
}
}
else
{
// target is mob
if (targetPlayer == null && target instanceof L2Attackable && caster instanceof L2Attackable)
{
String casterEnemyClan = ((L2Attackable)caster).getEnemyClan();
if (casterEnemyClan == null || casterEnemyClan.isEmpty())
return false;
String targetClan = ((L2Attackable)target).getClan();
if (targetClan == null || targetClan.isEmpty())
return false;
if (!casterEnemyClan.equals(targetClan))
return false;
}
}
if (geoEnabled && !GeoData.getInstance().canSeeTarget(caster, target))
return false;
return true;
}
public static final boolean addSummon(L2Character caster, L2PcInstance owner, int radius, boolean isDead)
{
final L2Summon summon = owner.getPet();
if (summon == null)
return false;
return addCharacter(caster, summon, radius, isDead);
}
public static final boolean addCharacter(L2Character caster, L2Character target, int radius, boolean isDead)
{
if (isDead != target.isDead())
return false;
if (radius > 0 && !Util.checkIfInRange(radius, caster, target, true))
return false;
return true;
}
public final Func[] getStatFuncs(L2Effect effect, L2Character player)
{
if (_funcTemplates == null)
return _emptyFunctionSet;
if (!(player instanceof L2Playable) && !(player instanceof L2Attackable))
return _emptyFunctionSet;
ArrayList funcs = new ArrayList(_funcTemplates.length);
Env env = new Env();
env.setCharacter(player);
env.setSkill(this);
Func f;
for (FuncTemplate t : _funcTemplates)
{
f = t.getFunc(env, this); // skill is owner
if (f != null)
funcs.add(f);
}
if (funcs.isEmpty())
return _emptyFunctionSet;
return funcs.toArray(new Func[funcs.size()]);
}
public boolean hasEffects()
{
return (_effectTemplates != null && _effectTemplates.length > 0);
}
public EffectTemplate[] getEffectTemplates()
{
return _effectTemplates;
}
public EffectTemplate[] getEffectTemplatesPassive()
{
return _effectTemplatesPassive;
}
public boolean hasSelfEffects()
{
return (_effectTemplatesSelf != null && _effectTemplatesSelf.length > 0);
}
public boolean hasPassiveEffects()
{
return (_effectTemplatesPassive != null && _effectTemplatesPassive.length > 0);
}
/**
* Env is used to pass parameters for secondary effects (shield and ss/bss/bsss)
* @param effector
* @param effected
* @param env
* @return an array with the effects that have been added to effector
*/
public final L2Effect[] getEffects(L2Character effector, L2Character effected, Env env)
{
if (!hasEffects() || isPassive())
return _emptyEffectSet;
// doors and siege flags cannot receive any effects
if (effected instanceof L2DoorInstance ||effected instanceof L2SiegeFlagInstance )
return _emptyEffectSet;
if (effector != effected)
{
if (isOffensive() || isDebuff())
{
if (effected.isInvul())
return _emptyEffectSet;
if (effector instanceof L2PcInstance && ((L2PcInstance)effector).isGM())
{
if (!((L2PcInstance)effector).getAccessLevel().canGiveDamage())
return _emptyEffectSet;
}
}
}
ArrayList effects = new ArrayList(_effectTemplates.length);
if (env == null)
env = new Env();
env.setSkillMastery(Formulas.calcSkillMastery(effector, this));
env.setCharacter(effector);
env.setTarget(effected);
env.setSkill(this);
for (EffectTemplate et : _effectTemplates)
{
boolean success = true;
if (et.effectPower > -1)
success = Formulas.calcEffectSuccess(effector, effected, et, this, env.getShield(), env.isSoulShot(), env.isSpiritShot(), env.isBlessedSpiritShot());
if (success)
{
L2Effect e = et.getEffect(env);
if (e != null)
{
e.scheduleEffect();
effects.add(e);
}
}
// display fail message only for effects with icons
else if (et.icon && effector instanceof L2PcInstance)
{
SystemMessage sm = SystemMessage.getSystemMessage(SystemMessageId.C1_RESISTED_YOUR_S2);
sm.addCharName(effected);
sm.addSkillName(this);
((L2PcInstance)effector).sendPacket(sm);
}
}
if (effects.isEmpty()) return _emptyEffectSet;
return effects.toArray(new L2Effect[effects.size()]);
}
/**
* Warning: this method doesn't consider modifier (shield, ss, sps, bss) for secondary effects
* @param effector
* @param effected
* @return
*/
public final L2Effect[] getEffects(L2Character effector, L2Character effected)
{
return getEffects(effector, effected, null);
}
/**
* This method has suffered some changes in CT2.2 ->CT2.3
* Effect engine is now supporting secondary effects with independent
* success/fail calculus from effect skill. Env parameter has been added to
* pass parameters like soulshot, spiritshots, blessed spiritshots or shield deffence.
* Some other optimizations have been done
*
* This new feature works following next rules:
* To enable feature, effectPower must be over -1 (check DocumentSkill#attachEffect for further information)
* If main skill fails, secondary effect always fail
* @param effector
* @param effected
* @param env
* @return
*/
public final L2Effect[] getEffects(L2CubicInstance effector, L2Character effected, Env env)
{
if (!hasEffects() || isPassive())
return _emptyEffectSet;
if (effector.getOwner() != effected)
{
if (isDebuff() || isOffensive())
{
if (effected.isInvul())
return _emptyEffectSet;
if (effector.getOwner().isGM() &&
!effector.getOwner().getAccessLevel().canGiveDamage())
{
return _emptyEffectSet;
}
}
}
ArrayList effects = new ArrayList(_effectTemplates.length);
if (env == null)
env = new Env();
env.setCharacter(effector.getOwner());
env.setCubic(effector);
env.setTarget(effected);
env.setSkill(this);
for (EffectTemplate et : _effectTemplates)
{
boolean success = true;
if (et.effectPower > -1)
success = Formulas.calcEffectSuccess(effector.getOwner(), effected, et, this, env.getShield(), env.isSoulShot(), env.isSpiritShot(), env.isBlessedSpiritShot());
if (success)
{
L2Effect e = et.getEffect(env);
if (e != null)
{
e.scheduleEffect();
effects.add(e);
}
}
}
if (effects.isEmpty()) return _emptyEffectSet;
return effects.toArray(new L2Effect[effects.size()]);
}
public final L2Effect[] getEffectsSelf(L2Character effector)
{
if (!hasSelfEffects() || isPassive())
return _emptyEffectSet;
List effects = new ArrayList(_effectTemplatesSelf.length);
for (EffectTemplate et : _effectTemplatesSelf)
{
Env env = new Env();
env.setCharacter(effector);
env.setTarget(effector);
env.setSkill(this);
L2Effect e = et.getEffect(env);
if (e != null)
{
e.setSelfEffect();
e.scheduleEffect();
effects.add(e);
}
}
if (effects.isEmpty()) return _emptyEffectSet;
return effects.toArray(new L2Effect[effects.size()]);
}
public final L2Effect[] getEffectsPassive(L2Character effector)
{
if (!hasPassiveEffects())
return _emptyEffectSet;
List effects = new ArrayList(_effectTemplatesPassive.length);
for (EffectTemplate et : _effectTemplatesPassive)
{
Env env = new Env();
env.setCharacter(effector);
env.setTarget(effector);
env.setSkill(this);
L2Effect e = et.getEffect(env);
if (e != null)
{
e.setPassiveEffect();
e.scheduleEffect();
effects.add(e);
}
}
if (effects.isEmpty()) return _emptyEffectSet;
return effects.toArray(new L2Effect[effects.size()]);
}
public final void attach(FuncTemplate f)
{
if (_funcTemplates == null)
{
_funcTemplates = new FuncTemplate[] {f};
}
else
{
int len = _funcTemplates.length;
FuncTemplate[] tmp = new FuncTemplate[len + 1];
System.arraycopy(_funcTemplates, 0, tmp, 0, len);
tmp[len] = f;
_funcTemplates = tmp;
}
}
public final void attach(EffectTemplate effect)
{
if (_effectTemplates == null)
{
_effectTemplates = new EffectTemplate[] {effect};
}
else
{
int len = _effectTemplates.length;
EffectTemplate[] tmp = new EffectTemplate[len + 1];
System.arraycopy(_effectTemplates, 0, tmp, 0, len);
tmp[len] = effect;
_effectTemplates = tmp;
}
}
public final void attachSelf(EffectTemplate effect)
{
if (_effectTemplatesSelf == null)
{
_effectTemplatesSelf = new EffectTemplate[] {effect};
}
else
{
int len = _effectTemplatesSelf.length;
EffectTemplate[] tmp = new EffectTemplate[len + 1];
System.arraycopy(_effectTemplatesSelf, 0, tmp, 0, len);
tmp[len] = effect;
_effectTemplatesSelf = tmp;
}
}
public final void attachPassive(EffectTemplate effect)
{
if (_effectTemplatesPassive == null)
{
_effectTemplatesPassive = new EffectTemplate[] {effect};
}
else
{
int len = _effectTemplatesPassive.length;
EffectTemplate[] tmp = new EffectTemplate[len + 1];
System.arraycopy(_effectTemplatesPassive, 0, tmp, 0, len);
tmp[len] = effect;
_effectTemplatesPassive = tmp;
}
}
public final void attach(Condition c, boolean itemOrWeapon)
{
if (itemOrWeapon)
{
if (_itemPreCondition == null)
_itemPreCondition = new FastList();
_itemPreCondition.add(c);
}
else
{
if (_preCondition == null)
_preCondition = new FastList();
_preCondition.add(c);
}
}
@Override
public String toString()
{
return "" + _name + "[id=" + _id + ",lvl=" + _level + "]";
}
/**
* @return pet food
*/
public int getFeed()
{
return _feed;
}
/**
* used for tracking item id in case that item consume cannot be used
* @return reference item id
*/
public int getReferenceItemId()
{
return _refId;
}
public final int getMaxCharges()
{
return _maxCharges;
}
public int getAfterEffectId()
{
return _afterEffectId;
}
public int getAfterEffectLvl()
{
return _afterEffectLvl;
}
@Override
public boolean triggersChanceSkill()
{
return _triggeredId > 0 && isChance();
}
@Override
public int getTriggeredChanceId()
{
return _triggeredId;
}
@Override
public int getTriggeredChanceLevel()
{
return _triggeredLevel;
}
@Override
public ChanceCondition getTriggeredChanceCondition()
{
return _chanceCondition;
}
public String getAttributeName()
{
return _attribute;
}
/**
* @return the _blowChance
*/
public int getBlowChance()
{
return _blowChance;
}
public boolean ignoreShield()
{
return _ignoreShield;
}
public boolean ignoreSkillMute()
{
return _ignoreSkillMute;
}
public boolean canBeReflected()
{
return _canBeReflected;
}
public boolean canBeDispeled()
{
return _canBeDispeled;
}
public boolean isClanSkill()
{
return _isClanSkill;
}
public boolean isExcludedFromCheck()
{
return _excludedFromCheck;
}
public float getDependOnTargetBuff()
{
return _dependOnTargetBuff;
}
public boolean isSimultaneousCast()
{
return _simultaneousCast;
}
/**
* @param skillId
* @param skillLvl
* @param values
* @return L2ExtractableSkill
* @author Zoey76
*/
private L2ExtractableSkill parseExtractableSkill(int skillId, int skillLvl, String values)
{
final String[] prodLists = values.split(";");
final FastList products = new FastList<>();
String[] prodData;
for (String prodList : prodLists)
{
prodData = prodList.split(",");
if (prodData.length < 3)
{
_log.warning("Extractable skills data: Error in Skill Id: " + skillId + " Level: " + skillLvl + " -> wrong seperator!");
}
List items = null;
double chance = 0;
int prodId = 0;
int quantity = 0;
final int lenght = prodData.length - 1;
try
{
items = new ArrayList<>(lenght / 2);
for (int j = 0; j < lenght; j++)
{
prodId = Integer.parseInt(prodData[j]);
quantity = Integer.parseInt(prodData[j += 1]);
if ((prodId <= 0) || (quantity <= 0))
{
_log.warning("Extractable skills data: Error in Skill Id: " + skillId + " Level: " + skillLvl + " wrong production Id: " + prodId + " or wrond quantity: " + quantity + "!");
}
items.add(new ItemHolder(prodId, quantity));
}
chance = Double.parseDouble(prodData[lenght]);
}
catch (Exception e)
{
_log.warning("Extractable skills data: Error in Skill Id: " + skillId + " Level: " + skillLvl + " -> incomplete/invalid production data or wrong seperator!");
}
products.add(new L2ExtractableProductItem(items, chance));
}
if (products.isEmpty())
{
_log.warning("Extractable skills data: Error in Skill Id: " + skillId + " Level: " + skillLvl + " -> There are no production items!");
}
return new L2ExtractableSkill(SkillTable.getSkillHashCode(skillId, skillLvl), products);
}
public L2ExtractableSkill getExtractableSkill()
{
return _extractableItems;
}
public int getMaxTargets()
{
return _maxTargets;
}
public boolean isStaticHeal()
{
return _isStaticHeal;
}
}