/* * 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.templates.item; import java.util.ArrayList; import java.util.Collection; import java.util.List; import javolution.util.FastList; import com.l2jserver.gameserver.datatables.SkillTable; import com.l2jserver.gameserver.handler.ISkillHandler; import com.l2jserver.gameserver.handler.SkillHandler; 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.L2Npc; import com.l2jserver.gameserver.model.actor.instance.L2PcInstance; import com.l2jserver.gameserver.model.quest.Quest; import com.l2jserver.gameserver.skills.Env; import com.l2jserver.gameserver.skills.Formulas; import com.l2jserver.gameserver.skills.SkillHolder; import com.l2jserver.gameserver.skills.conditions.Condition; import com.l2jserver.gameserver.skills.conditions.ConditionGameChance; import com.l2jserver.gameserver.skills.funcs.Func; import com.l2jserver.gameserver.skills.funcs.FuncTemplate; import com.l2jserver.gameserver.templates.StatsSet; import com.l2jserver.gameserver.templates.skills.L2SkillType; import com.l2jserver.util.StringUtil; /** * This class is dedicated to the management of weapons. * * @version $Revision: 1.4.2.3.2.5 $ $Date: 2005/04/02 15:57:51 $ */ public final class L2Weapon extends L2Item { private final int _soulShotCount; private final int _spiritShotCount; private final int _pDam; private final int _rndDam; private final int _critical; private final double _hitModifier; private final int _avoidModifier; private final int _shieldDef; private final double _shieldDefRate; private final int _atkSpeed; private final int _atkReuse; private final int _mpConsume; private final int _mDam; private L2Skill _enchant4Skill = null; // skill that activates when item is enchanted +4 (for duals) private final int _changeWeaponId; // private final String[] _skill; private SkillHolder[] _skillHolder; // Attached skills for Special Abilities protected L2Skill _skillsOnCast; protected Condition _skillsOnCastCondition; protected L2Skill _skillsOnCrit; protected Condition _skillsOnCritCondition; /** * Constructor for Weapon.

* Variables filled :
*
  • _soulShotCount & _spiritShotCount
  • *
  • _pDam & _mDam & _rndDam
  • *
  • _critical
  • *
  • _hitModifier
  • *
  • _avoidModifier
  • *
  • _shieldDes & _shieldDefRate
  • *
  • _atkSpeed & _AtkReuse
  • *
  • _mpConsume
  • * @param type : L2ArmorType designating the type of armor * @param set : StatsSet designating the set of couples (key,value) caracterizing the armor * @see L2Item constructor */ public L2Weapon(L2WeaponType type, StatsSet set) { super(type, set); _soulShotCount = set.getInteger("soulshots"); _spiritShotCount = set.getInteger("spiritshots"); _pDam = set.getInteger("p_dam"); _rndDam = set.getInteger("rnd_dam"); _critical = set.getInteger("critical"); _hitModifier = set.getDouble("hit_modify"); _avoidModifier = set.getInteger("avoid_modify"); _shieldDef = set.getInteger("shield_def"); _shieldDefRate = set.getDouble("shield_def_rate"); _atkSpeed = set.getInteger("atk_speed"); _atkReuse = set.getInteger("atk_reuse", (type == L2WeaponType.BOW) ? 1500 : (type == L2WeaponType.CROSSBOW) ? 1200 : 0); _mpConsume = set.getInteger("mp_consume"); _mDam = set.getInteger("m_dam"); String[] skills = set.getString("skill").split(";"); _skillHolder = new SkillHolder[skills.length]; byte iterator = 0; for(String st : skills) { String[] info = st.split("-"); if(info == null || info.length != 2) continue; int id = 0; int level = 0; try { id = Integer.parseInt(info[0]); level = Integer.parseInt(info[1]); } catch(Exception nfe) { // Incorrect syntax, dont add new skill _log.info(StringUtil.concat("> Couldnt parse " , st, " in weapon skills!")); continue; } // If skill can exist, add it if(id > 0 && level > 0) { _skillHolder[iterator] = new SkillHolder(id, level); iterator++; } } int sId = set.getInteger("enchant4_skill_id"); int sLv = set.getInteger("enchant4_skill_lvl"); if (sId > 0 && sLv > 0) _enchant4Skill = SkillTable.getInstance().getInfo(sId, sLv); sId = set.getInteger("onCast_skill_id"); sLv = set.getInteger("onCast_skill_lvl"); int sCh = set.getInteger("onCast_skill_chance"); if (sId > 0 && sLv > 0 && sCh > 0) { L2Skill skill = SkillTable.getInstance().getInfo(sId, sLv); //skill.attach(new ConditionGameChance(sCh),true); attachOnCast(skill, sCh); } sId = set.getInteger("onCrit_skill_id"); sLv = set.getInteger("onCrit_skill_lvl"); sCh = set.getInteger("onCrit_skill_chance"); if (sId > 0 && sLv > 0 && sCh > 0) { L2Skill skill = SkillTable.getInstance().getInfo(sId, sLv); //skill.attach(new ConditionGameChance(sCh),true); attachOnCrit(skill, sCh); } _changeWeaponId = set.getInteger("change_weaponId"); } /** * Returns the type of Weapon * @return L2WeaponType */ @Override public L2WeaponType getItemType() { return (L2WeaponType) super._type; } /** * Returns the ID of the Etc item after applying the mask. * @return int : ID of the Weapon */ @Override public int getItemMask() { return getItemType().mask(); } /** * Returns the quantity of SoulShot used. * @return int */ public int getSoulShotCount() { return _soulShotCount; } /** * Returns the quatity of SpiritShot used. * @return int */ public int getSpiritShotCount() { return _spiritShotCount; } /** * Returns the physical damage. * @return int */ public int getPDamage() { return _pDam; } /** * Returns the random damage inflicted by the weapon * @return int */ public int getRandomDamage() { return _rndDam; } /** * Returns the attack speed of the weapon * @return int */ public int getAttackSpeed() { return _atkSpeed; } /** * Return the Attack Reuse Delay of the L2Weapon.

    * @return int */ public int getAttackReuseDelay() { return _atkReuse; } /** * Returns the avoid modifier of the weapon * @return int */ public int getAvoidModifier() { return _avoidModifier; } /** * Returns the rate of critical hit * @return int */ public int getCritical() { return _critical; } /** * Returns the hit modifier of the weapon * @return double */ public double getHitModifier() { return _hitModifier; } /** * Returns the magical damage inflicted by the weapon * @return int */ public int getMDamage() { return _mDam; } /** * Returns the MP consumption with the weapon * @return int */ public int getMpConsume() { return _mpConsume; } /** * Returns the shield defense of the weapon * @return int */ public int getShieldDef() { return _shieldDef; } /** * Returns the rate of shield defense of the weapon * @return double */ public double getShieldDefRate() { return _shieldDefRate; } /** * Returns passive skill linked to that weapon * @return */ public SkillHolder[] getSkills() { return _skillHolder; } /** * Returns skill that player get when has equiped weapon +4 or more (for duals SA) * @return */ public L2Skill getEnchant4Skill() { return _enchant4Skill; } /** * Returns the Id in wich weapon this weapon can be changed * @return */ public int getChangeWeaponId() { return _changeWeaponId; } /** * Returns array of Func objects containing the list of functions used by the weapon * @param instance : L2ItemInstance pointing out the weapon * @param player : L2Character pointing out the player * @return Func[] : array of functions */ @Override public Func[] getStatFuncs(L2ItemInstance instance, L2Character player) { if (_funcTemplates == null || _funcTemplates.length == 0) return _emptyFunctionSet; ArrayList funcs = new ArrayList(_funcTemplates.length); Env env = new Env(); env.player = player; env.item = instance; Func f; for (FuncTemplate t : _funcTemplates) { f = t.getFunc(env, instance); if (f != null) funcs.add(f); } return funcs.toArray(new Func[funcs.size()]); } /** * Returns effects of skills associated with the item to be triggered onHit. * @param caster : L2Character pointing out the caster * @param target : L2Character pointing out the target * @param crit : boolean tells whether the hit was critical * @return L2Effect[] : array of effects generated by the skill */ public L2Effect[] getSkillEffects(L2Character caster, L2Character target, boolean crit) { if (_skillsOnCrit == null || !crit) return _emptyEffectSet; List effects = new FastList(); Env env = new Env(); env.player = caster; env.target = target; env.skill = _skillsOnCrit; if (!_skillsOnCritCondition.test(env)) return _emptyEffectSet; // Skill condition not met byte shld = Formulas.calcShldUse(caster, target, _skillsOnCrit); if (!Formulas.calcSkillSuccess(caster, target, _skillsOnCrit, shld, false, false, false)) return _emptyEffectSet; // These skills should not work on RaidBoss if (target.getFirstEffect(_skillsOnCrit.getId()) != null) target.getFirstEffect(_skillsOnCrit.getId()).exit(); for (L2Effect e : _skillsOnCrit.getEffects(caster, target, new Env(shld, false, false, false))) effects.add(e); if (effects.isEmpty()) return _emptyEffectSet; return effects.toArray(new L2Effect[effects.size()]); } /** * Returns effects of skills associated with the item to be triggered onCast. * @param caster : L2Character pointing out the caster * @param target : L2Character pointing out the target * @param trigger : L2Skill pointing out the skill triggering this action * @return L2Effect[] : array of effects generated by the skill */ public L2Effect[] getSkillEffects(L2Character caster, L2Character target, L2Skill trigger) { if (_skillsOnCast == null) return _emptyEffectSet; if (trigger.isOffensive() != _skillsOnCast.isOffensive()) return _emptyEffectSet; // Trigger only same type of skill if (trigger.isToggle() && _skillsOnCast.getSkillType() == L2SkillType.BUFF) return _emptyEffectSet; // No buffing with toggle skills if (!trigger.isMagic() && _skillsOnCast.getSkillType() == L2SkillType.BUFF) return _emptyEffectSet; // No buffing with not magic skills Env env = new Env(); env.player = caster; env.target = target; env.skill = _skillsOnCast; if (!_skillsOnCastCondition.test(env)) return _emptyEffectSet; byte shld = Formulas.calcShldUse(caster, target, _skillsOnCast); if (_skillsOnCast.isOffensive() && !Formulas.calcSkillSuccess(caster, target, _skillsOnCast, shld, false, false, false)) return _emptyEffectSet; // Get the skill handler corresponding to the skill type ISkillHandler handler = SkillHandler.getInstance().getSkillHandler(_skillsOnCast.getSkillType()); L2Character[] targets = new L2Character[1]; targets[0] = target; // Launch the magic skill and calculate its effects if (handler != null) handler.useSkill(caster, _skillsOnCast, targets); else _skillsOnCast.useSkill(caster, targets); // notify quests of a skill use if (caster instanceof L2PcInstance) { // Mobs in range 1000 see spell Collection objs = caster.getKnownList().getKnownObjects().values(); //synchronized (caster.getKnownList().getKnownObjects()) { for (L2Object spMob : objs) { if (spMob instanceof L2Npc) { L2Npc npcMob = (L2Npc) spMob; if (npcMob.getTemplate().getEventQuests(Quest.QuestEventType.ON_SKILL_SEE) != null) for (Quest quest : npcMob.getTemplate().getEventQuests(Quest.QuestEventType.ON_SKILL_SEE)) quest.notifySkillSee(npcMob, (L2PcInstance) caster, _skillsOnCast, targets, false); } } } } return _emptyEffectSet; } /** * Add the L2Skill skill to the list of skills generated by the item triggered by critical hit * @param skill : L2Skill */ public void attachOnCrit(L2Skill skill, int chance) { if (_skillsOnCrit == null) { _skillsOnCrit = skill; _skillsOnCritCondition = new ConditionGameChance(chance); } } /** * Add the L2Skill skill to the list of skills generated by the item triggered by casting spell * @param skill : L2Skill */ public void attachOnCast(L2Skill skill, int chance) { _skillsOnCast = skill; _skillsOnCastCondition = new ConditionGameChance(chance); } }