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- /*
- * 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 <http://www.gnu.org/licenses/>.
- */
- package net.sf.l2j.gameserver.handler.skillhandlers;
- import java.util.logging.Logger;
- import net.sf.l2j.Config;
- import net.sf.l2j.gameserver.handler.ISkillHandler;
- import net.sf.l2j.gameserver.lib.Log;
- import net.sf.l2j.gameserver.model.L2Character;
- import net.sf.l2j.gameserver.model.L2Effect;
- 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.L2CubicInstance;
- import net.sf.l2j.gameserver.model.actor.instance.L2NpcInstance;
- import net.sf.l2j.gameserver.model.actor.instance.L2PcInstance;
- import net.sf.l2j.gameserver.model.actor.instance.L2RaidBossInstance;
- import net.sf.l2j.gameserver.network.SystemMessageId;
- import net.sf.l2j.gameserver.network.serverpackets.SystemMessage;
- import net.sf.l2j.gameserver.skills.Formulas;
- /**
- * This class ...
- *
- * @version $Revision: 1.1.2.8.2.9 $ $Date: 2005/04/05 19:41:23 $
- */
- public class Mdam implements ISkillHandler
- {
- //private static Logger _log = Logger.getLogger(Mdam.class.getName());
- /* (non-Javadoc)
- * @see net.sf.l2j.gameserver.handler.IItemHandler#useItem(net.sf.l2j.gameserver.model.L2PcInstance, net.sf.l2j.gameserver.model.L2ItemInstance)
- */
- protected static final Logger _log = Logger.getLogger(Mdam.class.getName());
-
- private static final SkillType[] SKILL_IDS = {SkillType.MDAM, SkillType.DEATHLINK};
- /* (non-Javadoc)
- * @see net.sf.l2j.gameserver.handler.IItemHandler#useItem(net.sf.l2j.gameserver.model.L2PcInstance, net.sf.l2j.gameserver.model.L2ItemInstance)
- */
- public void useSkill(L2Character activeChar, L2Skill skill, L2Object[] targets)
- {
- if (activeChar.isAlikeDead()) return;
- boolean ss = false;
- boolean bss = false;
- L2ItemInstance weaponInst = activeChar.getActiveWeaponInstance();
- /* if (activeChar instanceof L2PcInstance)
- {
- if (weaponInst == null)
- {
- SystemMessage sm2 = new SystemMessage(SystemMessage.S1_S2);
- sm2.addString("You must equip a weapon before casting a spell.");
- activeChar.sendPacket(sm2);
- return;
- }
- } */
- 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++)
- {
- L2Character target = (L2Character) targets[index];
- if (activeChar instanceof L2PcInstance && target instanceof L2PcInstance
- && target.isFakeDeath())
- {
- target.stopFakeDeath(null);
- }
- else if (target.isDead())
- {
- continue;
- }
- // if (skill != null)
- // if (skill.isOffensive())
- // {
- // boolean acted;
- // if (skill.getSkillType() == L2Skill.SkillType.DOT || skill.getSkillType() == L2Skill.SkillType.MDOT)
- // acted = Formulas.getInstance().calcSkillSuccess(
- // activeChar, target, skill);
- // else
- // acted = Formulas.getInstance().calcMagicAffected(
- // activeChar, target, skill);
- // if (!acted) {
- // activeChar.sendPacket(new SystemMessage(SystemMessage.MISSED_TARGET));
- // continue;
- // }
- //
- // }
- boolean mcrit = Formulas.getInstance().calcMCrit(activeChar.getMCriticalHit(target, skill));
- int damage = (int) Formulas.getInstance().calcMagicDam(activeChar, target, skill, ss, bss,
- mcrit);
- if (skill.getMaxSoulConsumeCount() > 0 && activeChar instanceof L2PcInstance && ((L2PcInstance) activeChar).getSouls() > 0)
- {
- switch (((L2PcInstance) activeChar).getSouls())
- {
- case 1:
- damage *= 1.10;
- break;
- case 2:
- damage *= 1.12;
- break;
- case 3:
- damage *= 1.15;
- break;
- case 4:
- damage *= 1.18;
- break;
- default:
- damage *= 1.20;
- break;
- }
- }
- if (damage > 5000 && activeChar instanceof L2PcInstance)
- {
- String name = "";
- if (target instanceof L2RaidBossInstance) name = "RaidBoss ";
- if (target instanceof L2NpcInstance)
- name += target.getName() + "(" + ((L2NpcInstance) target).getTemplate().npcId + ")";
- if (target instanceof L2PcInstance)
- name = target.getName() + "(" + target.getObjectId() + ") ";
- name += target.getLevel() + " lvl";
- Log.add(activeChar.getName() + "(" + activeChar.getObjectId() + ") "
- + activeChar.getLevel() + " lvl did damage " + damage + " with skill "
- + skill.getName() + "(" + skill.getId() + ") to " + name, "damage_mdam");
- }
- // Why are we trying to reduce the current target HP here?
- // Why not inside the below "if" condition, after the effects processing as it should be?
- // It doesn't seem to make sense for me. I'm moving this line inside the "if" condition, right after the effects processing...
- // [changed by nexus - 2006-08-15]
- //target.reduceCurrentHp(damage, activeChar);
- if (damage > 0)
- {
- // Manage attack or cast break of the target (calculating rate, sending message...)
- if (!target.isRaid() && Formulas.getInstance().calcAtkBreak(target, damage))
- {
- target.breakAttack();
- target.breakCast();
- }
- activeChar.sendDamageMessage(target, damage, mcrit, false, false);
- if (skill.hasEffects())
- {
- if (target.reflectSkill(skill))
- {
- activeChar.stopSkillEffects(skill.getId());
- skill.getEffects((L2Character) null, activeChar);
- SystemMessage sm = new SystemMessage(SystemMessageId.YOU_FEEL_S1_EFFECT);
- sm.addSkillName(skill);
- activeChar.sendPacket(sm);
- }
- else
- {
- // activate attacked effects, if any
- target.stopSkillEffects(skill.getId());
- if (Formulas.getInstance().calcSkillSuccess(activeChar, target, skill, false, ss, bss))
- skill.getEffects(activeChar, target);
- else
- {
- SystemMessage sm = new SystemMessage(SystemMessageId.S1_WAS_UNAFFECTED_BY_S2);
- sm.addCharName(target);
- sm.addSkillName(skill);
- activeChar.sendPacket(sm);
- }
- }
- }
- target.reduceCurrentHp(damage, activeChar);
- }
- // Possibility of a lethal strike
- Formulas.getInstance().calcLethalHit(activeChar, target, skill);
- }
- // self Effect :]
- L2Effect effect = activeChar.getFirstEffect(skill.getId());
- if (effect != null && effect.isSelfEffect())
- {
- //Replace old effect with new one.
- effect.exit();
- }
- skill.getEffectsSelf(activeChar);
- if (skill.isSuicideAttack())
- activeChar.doDie(null);
- }
-
- public void useCubicSkill(L2CubicInstance activeCubic, L2Skill skill, L2Object[] targets)
- {
- for (int index = 0; index < targets.length; index++)
- {
- L2Character target = (L2Character) targets[index];
-
- if (target instanceof L2PcInstance && target.isAlikeDead() && target.isFakeDeath())
- {
- target.stopFakeDeath(null);
- }
- else if (target.isAlikeDead())
- {
- continue;
- }
- boolean mcrit = Formulas.getInstance().calcMCrit(activeCubic.getMCriticalHit(target, skill));
- int damage = (int) Formulas.getInstance().calcMagicDam(activeCubic, target, skill, mcrit);
- // if target is reflecting the skill then no damage is done
- if(target.reflectSkill(skill))
- damage = 0;
- if (Config.DEBUG)
- _log.info("L2SkillMdam: useCubicSkill() -> damage = " + damage);
-
- if (damage > 0)
- {
- // Manage attack or cast break of the target (calculating rate, sending message...)
- if (!target.isRaid() && Formulas.getInstance().calcAtkBreak(target, damage))
- {
- target.breakAttack();
- target.breakCast();
- }
- activeCubic.getOwner().sendDamageMessage(target, damage, mcrit, false, false);
-
- if (skill.hasEffects())
- {
- // activate attacked effects, if any
- target.stopSkillEffects(skill.getId());
- if (target.getFirstEffect(skill) != null)
- target.removeEffect(target.getFirstEffect(skill));
- if (Formulas.getInstance().calcCubicSkillSuccess(activeCubic, target, skill))
- skill.getEffects(activeCubic, target);
- else
- {
- SystemMessage sm = new SystemMessage(SystemMessageId.S1_WAS_UNAFFECTED_BY_S2);
- sm.addCharName(target);
- sm.addSkillName(skill.getDisplayId());
- activeCubic.getOwner().sendPacket(sm);
- }
- }
-
- target.reduceCurrentHp(damage, activeCubic.getOwner());
- }
- }
- }
- public SkillType[] getSkillIds()
- {
- return SKILL_IDS;
- }
- }
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