Merged with released L2J-Unity files.

This commit is contained in:
mobiusdev
2016-06-12 01:34:09 +00:00
parent e003e87887
commit 635557f5da
18352 changed files with 3245113 additions and 2892959 deletions

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@@ -1,97 +1,113 @@
/*
* This file is part of the L2J Mobius project.
*
* 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 handlers.effecthandlers;
import com.l2jmobius.gameserver.enums.ShotType;
import com.l2jmobius.gameserver.model.StatsSet;
import com.l2jmobius.gameserver.model.actor.L2Character;
import com.l2jmobius.gameserver.model.conditions.Condition;
import com.l2jmobius.gameserver.model.effects.AbstractEffect;
import com.l2jmobius.gameserver.model.effects.L2EffectType;
import com.l2jmobius.gameserver.model.skills.BuffInfo;
import com.l2jmobius.gameserver.model.skills.Skill;
import com.l2jmobius.gameserver.model.stats.Formulas;
/**
* Backstab effect implementation.
* @author Adry_85
*/
public final class Backstab extends AbstractEffect
{
public Backstab(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
{
super(attachCond, applyCond, set, params);
}
@Override
public boolean calcSuccess(BuffInfo info)
{
return !info.getEffector().isInFrontOf(info.getEffected()) && !Formulas.calcPhysicalSkillEvasion(info.getEffector(), info.getEffected(), info.getSkill()) && Formulas.calcBlowSuccess(info.getEffector(), info.getEffected(), info.getSkill());
}
@Override
public L2EffectType getEffectType()
{
return L2EffectType.PHYSICAL_ATTACK;
}
@Override
public boolean isInstant()
{
return true;
}
@Override
public void onStart(BuffInfo info)
{
if (info.getEffector().isAlikeDead())
{
return;
}
final L2Character target = info.getEffected();
final L2Character activeChar = info.getEffector();
final Skill skill = info.getSkill();
final boolean ss = skill.useSoulShot() && activeChar.isChargedShot(ShotType.SOULSHOTS);
final byte shld = Formulas.calcShldUse(activeChar, target, skill);
double damage = Formulas.calcBackstabDamage(activeChar, target, skill, shld, ss);
// Crit rate base crit rate for skill, modified with STR bonus
if (Formulas.calcCrit(activeChar, target, skill))
{
damage *= 2;
}
target.reduceCurrentHp(damage, activeChar, skill);
target.notifyDamageReceived(damage, activeChar, skill, true, false);
// Manage attack or cast break of the target (calculating rate, sending message...)
if (!target.isRaid() && Formulas.calcAtkBreak(target, damage))
{
target.breakAttack();
target.breakCast();
}
if (activeChar.isPlayer())
{
activeChar.getActingPlayer().sendDamageMessage(target, (int) damage, false, true, false);
}
// Check if damage should be reflected
Formulas.calcDamageReflected(activeChar, target, skill, true);
}
/*
* This file is part of the L2J Mobius project.
*
* 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 handlers.effecthandlers;
import com.l2jmobius.gameserver.enums.ShotType;
import com.l2jmobius.gameserver.model.StatsSet;
import com.l2jmobius.gameserver.model.actor.L2Attackable;
import com.l2jmobius.gameserver.model.actor.L2Character;
import com.l2jmobius.gameserver.model.actor.instance.L2PcInstance;
import com.l2jmobius.gameserver.model.effects.AbstractEffect;
import com.l2jmobius.gameserver.model.effects.L2EffectType;
import com.l2jmobius.gameserver.model.items.instance.L2ItemInstance;
import com.l2jmobius.gameserver.model.skills.Skill;
import com.l2jmobius.gameserver.model.stats.Formulas;
import com.l2jmobius.gameserver.model.stats.Stats;
/**
* Backstab effect implementation.
* @author Adry_85
*/
public final class Backstab extends AbstractEffect
{
private final double _power;
private final double _chance;
private final double _criticalChance;
private final boolean _overHit;
public Backstab(StatsSet params)
{
_power = params.getDouble("power", 0);
_chance = params.getDouble("chance", 0);
_criticalChance = params.getDouble("criticalChance", 0);
_overHit = params.getBoolean("overHit", false);
}
@Override
public boolean calcSuccess(L2Character effector, L2Character effected, Skill skill)
{
return !effector.isInFrontOf(effected) && !Formulas.calcPhysicalSkillEvasion(effector, effected, skill) && Formulas.calcBlowSuccess(effector, effected, skill, _chance);
}
@Override
public L2EffectType getEffectType()
{
return L2EffectType.PHYSICAL_ATTACK;
}
@Override
public boolean isInstant()
{
return true;
}
@Override
public void instant(L2Character effector, L2Character effected, Skill skill, L2ItemInstance item)
{
if (effector.isAlikeDead())
{
return;
}
if (_overHit && effected.isAttackable())
{
((L2Attackable) effected).overhitEnabled(true);
}
final boolean ss = skill.useSoulShot() && effector.isChargedShot(ShotType.SOULSHOTS);
final byte shld = Formulas.calcShldUse(effector, effected);
double damage = Formulas.calcBlowDamage(effector, effected, skill, true, _power, shld, ss);
if (Formulas.calcCrit(_criticalChance, effector, effected, skill))
{
damage *= 2;
}
// Check if damage should be reflected
Formulas.calcDamageReflected(effector, effected, skill, true);
final double damageCap = effected.getStat().getValue(Stats.DAMAGE_LIMIT);
if (damageCap > 0)
{
damage = Math.min(damage, damageCap);
}
effected.reduceCurrentHp(damage, effector, skill, false, true, true, false);
// Manage attack or cast break of the target (calculating rate, sending message...)
if (!effected.isRaid() && Formulas.calcAtkBreak(effected, damage))
{
effected.breakAttack();
effected.breakCast();
}
if (effector.isPlayer())
{
final L2PcInstance activePlayer = effector.getActingPlayer();
activePlayer.sendDamageMessage(effected, skill, (int) damage, true, false);
}
}
}