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