AbnormalVisualEffect.java 3.5 KB

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  1. /*
  2. * Copyright (C) 2004-2015 L2J Server
  3. *
  4. * This file is part of L2J Server.
  5. *
  6. * L2J Server is free software: you can redistribute it and/or modify
  7. * it under the terms of the GNU General Public License as published by
  8. * the Free Software Foundation, either version 3 of the License, or
  9. * (at your option) any later version.
  10. *
  11. * L2J Server is distributed in the hope that it will be useful,
  12. * but WITHOUT ANY WARRANTY; without even the implied warranty of
  13. * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
  14. * General Public License for more details.
  15. *
  16. * You should have received a copy of the GNU General Public License
  17. * along with this program. If not, see <http://www.gnu.org/licenses/>.
  18. */
  19. package com.l2jserver.gameserver.model.skills;
  20. /**
  21. * Abnormal Visual Effect enumerated.
  22. * @author DrHouse, Zoey76
  23. */
  24. public enum AbnormalVisualEffect
  25. {
  26. NONE(0x0000000, 0),
  27. DOT_BLEEDING(0x00000001, 0),
  28. DOT_POISON(0x00000002, 0),
  29. DOT_FIRE(0x00000004, 0),
  30. DOT_WATER(0x00000008, 0),
  31. DOT_WIND(0x00000010, 0),
  32. DOT_SOIL(0x00000020, 0),
  33. STUN(0x00000040, 0),
  34. SLEEP(0x00000080, 0),
  35. SILENCE(0x00000100, 0),
  36. ROOT(0x00000200, 0),
  37. PARALYZE(0x00000400, 0),
  38. FLESH_STONE(0x00000800, 0),
  39. DOT_MP(0x00001000, 0),
  40. BIG_HEAD(0x00002000, 0),
  41. DOT_FIRE_AREA(0x00004000, 0),
  42. CHANGE_TEXTURE(0x00008000, 0),
  43. BIG_BODY(0x00010000, 0),
  44. FLOATING_ROOT(0x00020000, 0),
  45. DANCE_ROOT(0x00040000, 0),
  46. GHOST_STUN(0x00080000, 0),
  47. STEALTH(0x00100000, 0),
  48. SEIZURE1(0x00200000, 0),
  49. SEIZURE2(0x00400000, 0),
  50. MAGIC_SQUARE(0x00800000, 0),
  51. FREEZING(0x01000000, 0),
  52. SHAKE(0x02000000, 0),
  53. BLIND(0x04000000, 0),
  54. ULTIMATE_DEFENCE(0x08000000, 0),
  55. VP_UP(0x10000000, 0),
  56. REAL_TARGET(0x20000000, 0),
  57. DEATH_MARK(0x40000000, 0),
  58. TURN_FLEE(0x80000000, 0),
  59. VP_KEEP(0x10000000, 0), // TODO: Find.
  60. // Special
  61. INVINCIBILITY(0x000001, 1),
  62. AIR_BATTLE_SLOW(0x000002, 1),
  63. AIR_BATTLE_ROOT(0x000004, 1),
  64. CHANGE_WP(0x000008, 1),
  65. CHANGE_HAIR_G(0x000010, 1),
  66. CHANGE_HAIR_P(0x000020, 1),
  67. CHANGE_HAIR_B(0x000040, 1),
  68. STIGMA_OF_SILEN(0x000100, 1),
  69. SPEED_DOWN(0x000200, 1),
  70. FROZEN_PILLAR(0x000400, 1),
  71. CHANGE_VES_S(0x000800, 1),
  72. CHANGE_VES_C(0x001000, 1),
  73. CHANGE_VES_D(0x002000, 1),
  74. TIME_BOMB(0x004000, 1), // High Five
  75. MP_SHIELD(0x008000, 1), // High Five
  76. NAVIT_ADVENT(0x080000, 1), // High Five
  77. // Event
  78. // TODO: Fix, currently not working.
  79. BR_NONE(0x000000, 2),
  80. BR_AFRO_NORMAL(0x000001, 2),
  81. BR_AFRO_PINK(0x000002, 2),
  82. BR_AFRO_GOLD(0x000004, 2),
  83. BR_POWER_OF_EVA(0x000008, 2), // High Five
  84. BR_HEADPHONE(0x000010, 2), // High Five
  85. BR_VESPER1(0x000020, 2),
  86. BR_VESPER2(0x000040, 2),
  87. BR_VESPER3(0x000080, 2),
  88. BR_SOUL_AVATAR(0x000100, 2); // High Five
  89. /** Int mask. */
  90. private final int _mask;
  91. /** Type: 0 Normal, 1 Special, 2 Event. */
  92. private final int _type;
  93. private AbnormalVisualEffect(int mask, int type)
  94. {
  95. _mask = mask;
  96. _type = type;
  97. }
  98. /**
  99. * Gets the int bitmask for the abnormal visual effect.
  100. * @return the int bitmask
  101. */
  102. public final int getMask()
  103. {
  104. return _mask;
  105. }
  106. /**
  107. * Verify if it's a special abnormal visual effect.
  108. * @return {@code true} it's a special abnormal visual effect, {@code false} otherwise
  109. */
  110. public final boolean isSpecial()
  111. {
  112. return _type == 1;
  113. }
  114. /**
  115. * Verify if it's an event abnormal visual effect.
  116. * @return {@code true} it's an event abnormal visual effect, {@code false} otherwise
  117. */
  118. public final boolean isEvent()
  119. {
  120. return _type == 2;
  121. }
  122. }