Removal of EnlargeAbnormalSlot effect handler.
Contributed by Sahar.
This commit is contained in:
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c165eb8027
commit
086d9cd6f7
@ -86,7 +86,6 @@ public final class EffectMasterHandler
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EnableCloak.class,
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EnemyCharge.class,
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EnergyAttack.class,
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EnlargeAbnormalSlot.class,
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Escape.class,
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FakeDeath.class,
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FatalBlow.class,
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@ -1,64 +0,0 @@
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/*
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* Copyright (C) 2004-2015 L2J DataPack
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*
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* This file is part of L2J DataPack.
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*
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* L2J DataPack is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* L2J DataPack is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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package handlers.effecthandlers;
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import com.l2jserver.gameserver.model.StatsSet;
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import com.l2jserver.gameserver.model.conditions.Condition;
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import com.l2jserver.gameserver.model.effects.AbstractEffect;
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import com.l2jserver.gameserver.model.skills.BuffInfo;
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/**
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* Enlarge Abnormal Slot effect implementation.
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* @author Zoey76
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*/
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public final class EnlargeAbnormalSlot extends AbstractEffect
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{
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private final int _slots;
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public EnlargeAbnormalSlot(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
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{
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super(attachCond, applyCond, set, params);
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_slots = params.getInt("slots", 0);
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}
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@Override
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public boolean canStart(BuffInfo info)
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{
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return (info.getEffector() != null) && (info.getEffected() != null) && info.getEffected().isPlayer();
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}
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@Override
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public void onStart(BuffInfo info)
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{
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info.getEffected().getStat().setMaxBuffCount(info.getEffected().getStat().getMaxBuffCount() + _slots);
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}
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@Override
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public boolean onActionTime(BuffInfo info)
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{
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return info.getSkill().isPassive();
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}
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@Override
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public void onExit(BuffInfo info)
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{
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info.getEffected().getStat().setMaxBuffCount(Math.max(0, info.getEffected().getStat().getMaxBuffCount() - _slots));
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}
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}
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@ -254,11 +254,6 @@
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<set name="magicLvl" val="#magicLvl" />
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<set name="operateType" val="PASSIVE" />
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<set name="targetType" val="SELF" />
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<for>
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<effect name="EnlargeAbnormalSlot">
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<param slots="#slots" />
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</effect>
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</for>
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</skill>
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<skill id="1406" levels="1" name="Summon Feline King" enchantGroup1="5">
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<!-- Confirmed CT2.5 and Updated to H5 -->
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@ -84,7 +84,6 @@ public final class EffectMasterHandler
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EnableCloak.class,
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EnemyCharge.class,
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EnergyAttack.class,
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EnlargeAbnormalSlot.class,
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Escape.class,
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FakeDeath.class,
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FatalBlow.class,
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@ -1,64 +0,0 @@
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/*
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* Copyright (C) 2004-2015 L2J DataPack
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*
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* This file is part of L2J DataPack.
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*
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* L2J DataPack is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* L2J DataPack is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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package handlers.effecthandlers;
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import com.l2jserver.gameserver.model.StatsSet;
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import com.l2jserver.gameserver.model.conditions.Condition;
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import com.l2jserver.gameserver.model.effects.AbstractEffect;
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import com.l2jserver.gameserver.model.skills.BuffInfo;
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/**
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* Enlarge Abnormal Slot effect implementation.
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* @author Zoey76
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*/
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public final class EnlargeAbnormalSlot extends AbstractEffect
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{
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private final int _slots;
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public EnlargeAbnormalSlot(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
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{
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super(attachCond, applyCond, set, params);
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_slots = params.getInt("slots", 0);
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}
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@Override
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public boolean canStart(BuffInfo info)
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{
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return (info.getEffector() != null) && (info.getEffected() != null) && info.getEffected().isPlayer();
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}
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@Override
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public void onStart(BuffInfo info)
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{
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info.getEffected().getStat().setMaxBuffCount(info.getEffected().getStat().getMaxBuffCount() + _slots);
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}
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@Override
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public boolean onActionTime(BuffInfo info)
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{
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return info.getSkill().isPassive();
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}
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@Override
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public void onExit(BuffInfo info)
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{
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info.getEffected().getStat().setMaxBuffCount(Math.max(0, info.getEffected().getStat().getMaxBuffCount() - _slots));
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}
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}
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@ -254,11 +254,6 @@
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<set name="magicLvl" val="#magicLvl" />
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<set name="operateType" val="PASSIVE" />
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<set name="targetType" val="SELF" />
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<for>
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<effect name="EnlargeAbnormalSlot">
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<param slots="#slots" />
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</effect>
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</for>
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</skill>
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<skill id="1406" levels="1" name="Summon Feline King" enchantGroup1="5">
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<!-- Confirmed CT2.5 and Updated to H5 -->
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@ -35,6 +35,8 @@ import com.l2jserver.gameserver.model.zone.ZoneId;
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public class CharStat
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{
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private static final int DIVINE_INSPIRATION = 1405;
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private final L2Character _activeChar;
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private long _exp = 0;
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private long _sp = 0;
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@ -61,7 +63,8 @@ public class CharStat
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/**
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* Calculate the new value of the state with modifiers that will be applied on the targeted L2Character.<BR>
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* <B><U> Concept</U> :</B><BR A L2Character owns a table of Calculators called <B>_calculators</B>. Each Calculator (a calculator per state) own a table of Func object. A Func object is a mathematic function that permit to calculate the modifier of a state (ex : REGENERATE_HP_RATE...) : <BR>
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* <B><U> Concept</U> :</B><BR
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* A L2Character owns a table of Calculators called <B>_calculators</B>. Each Calculator (a calculator per state) own a table of Func object. A Func object is a mathematic function that permit to calculate the modifier of a state (ex : REGENERATE_HP_RATE...) : <BR>
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* FuncAtkAccuracy -> Math.sqrt(_player.getDEX())*6+_player.getLevel()<BR>
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* When the calc method of a calculator is launched, each mathematical function is called according to its priority <B>_order</B>.<br>
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* Indeed, Func with lowest priority order is executed firsta and Funcs with the same order are executed in unspecified order.<br>
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@ -835,6 +838,11 @@ public class CharStat
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*/
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public int getMaxBuffCount()
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{
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final int extraSlots = _activeChar.getSkillLevel(DIVINE_INSPIRATION);
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if (extraSlots > -1)
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{
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return _maxBuffCount + extraSlots;
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}
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return _maxBuffCount;
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}
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