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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 net.sf.l2j.gameserver.handler.ISkillHandler;
- 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.actor.instance.L2PcInstance;
- import net.sf.l2j.gameserver.model.actor.instance.L2SummonInstance;
- import net.sf.l2j.gameserver.network.SystemMessageId;
- import net.sf.l2j.gameserver.network.serverpackets.SystemMessage;
- import net.sf.l2j.gameserver.skills.Env;
- import net.sf.l2j.gameserver.skills.Formulas;
- import net.sf.l2j.gameserver.skills.Stats;
- import net.sf.l2j.gameserver.skills.funcs.Func;
- import net.sf.l2j.gameserver.templates.L2SkillType;
- import net.sf.l2j.gameserver.templates.L2WeaponType;
- import net.sf.l2j.gameserver.util.Util;
- /**
- *
- * @author Steuf
- */
- public class Blow implements ISkillHandler
- {
- private static final L2SkillType[] SKILL_IDS =
- {
- L2SkillType.BLOW
- };
-
- private int _successChance;
- public final static int FRONT = 50;
- public final static int SIDE = 60;
- public final static int BEHIND = 70;
-
- public void useSkill(L2Character activeChar, L2Skill skill, L2Object[] targets)
- {
- if (activeChar.isAlikeDead())
- return;
- for (int index = 0; index < targets.length; index++)
- {
- L2Character target = (L2Character) targets[index];
- if (target.isAlikeDead())
- continue;
- if (activeChar.isBehindTarget())
- _successChance = BEHIND;
- else if (activeChar.isInFrontOfTarget())
- _successChance = FRONT;
- else
- _successChance = SIDE;
- //If skill requires Crit or skill requires behind,
- //calculate chance based on DEX, Position and on self BUFF
- if (((skill.getCondition() & L2Skill.COND_BEHIND) != 0) && _successChance == BEHIND || ((skill.getCondition() & L2Skill.COND_CRIT) != 0) && Formulas.getInstance().calcBlow(activeChar, target, _successChance))
- {
- 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);
- }
- }
- L2ItemInstance weapon = activeChar.getActiveWeaponInstance();
- boolean soul = (weapon != null && weapon.getChargedSoulshot() == L2ItemInstance.CHARGED_SOULSHOT && weapon.getItemType() == L2WeaponType.DAGGER);
- boolean shld = Formulas.getInstance().calcShldUse(activeChar, target);
-
- // Crit rate base crit rate for skill, modified with STR bonus
- boolean crit = false;
- if (Formulas.getInstance().calcCrit(skill.getBaseCritRate() * 10 * Formulas.getInstance().getSTRBonus(activeChar)))
- crit = true;
- double damage = (int) Formulas.getInstance().calcBlowDamage(activeChar, target, skill, shld, soul);
- if (crit)
- {
- damage *= 2;
- // Vicious Stance is special after C5, and only for BLOW skills
- // Adds directly to damage
- L2Effect vicious = activeChar.getFirstEffect(312);
- if (vicious != null && damage > 1)
- {
- for (Func func : vicious.getStatFuncs())
- {
- Env env = new Env();
- env.player = activeChar;
- env.target = target;
- env.skill = skill;
- env.value = damage;
- func.calc(env);
- damage = (int) env.value;
- }
- }
- }
-
- if (soul)
- weapon.setChargedSoulshot(L2ItemInstance.CHARGED_NONE);
- if (skill.getDmgDirectlyToHP() && target instanceof L2PcInstance)
- {
- L2PcInstance player = (L2PcInstance) target;
- if (!player.isInvul())
- {
- // Check and calculate transfered damage
- L2Summon summon = player.getPet();
- if (summon != null && summon instanceof L2SummonInstance && Util.checkIfInRange(900, player, summon, true))
- {
- int tDmg = (int)damage * (int)player.getStat().calcStat(Stats.TRANSFER_DAMAGE_PERCENT, 0, null, null) /100;
- // Only transfer dmg up to current HP, it should not be killed
- if (summon.getCurrentHp() < tDmg) tDmg = (int)summon.getCurrentHp() - 1;
- if (tDmg > 0)
- {
- summon.reduceCurrentHp(tDmg, activeChar );
- damage -= tDmg;
- }
- }
- if (damage >= player.getCurrentHp())
- {
- if (player.isInDuel())
- player.setCurrentHp(1);
- else
- {
- player.setCurrentHp(0);
- if (player.isInOlympiadMode())
- {
- player.abortAttack();
- player.abortCast();
- player.getStatus().stopHpMpRegeneration();
- player.setIsDead(true);
- player.setIsPendingRevive(true);
- }
- else
- player.doDie(activeChar);
- }
- }
- else
- player.setCurrentHp(player.getCurrentHp() - damage);
- }
- SystemMessage smsg = new SystemMessage(SystemMessageId.S1_RECEIVED_DAMAGE_OF_S3_FROM_S2);
- smsg.addPcName(player);
- smsg.addCharName(activeChar);
- smsg.addNumber((int)damage);
- player.sendPacket(smsg);
- }
- else
- target.reduceCurrentHp(damage, activeChar);
- // Manage attack or cast break of the target (calculating rate, sending message...)
- if (!target.isRaid() && Formulas.getInstance().calcAtkBreak(target, damage))
- {
- target.breakAttack();
- target.breakCast();
- }
- if(activeChar instanceof L2PcInstance)
- activeChar.sendPacket(new SystemMessage(SystemMessageId.S1_HAD_CRITICAL_HIT).addPcName((L2PcInstance)activeChar));
- SystemMessage sm = new SystemMessage(SystemMessageId.YOU_DID_S1_DMG);
- sm.addNumber((int) damage);
- activeChar.sendPacket(sm);
- }
- //Possibility of a lethal strike
- Formulas.getInstance().calcLethalHit(activeChar, target, skill);
-
- L2Effect effect = activeChar.getFirstEffect(skill.getId());
- //Self Effect
- if (effect != null && effect.isSelfEffect())
- effect.exit();
- skill.getEffectsSelf(activeChar);
- }
- }
-
- public L2SkillType[] getSkillIds()
- {
- return SKILL_IDS;
- }
- }
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