Merged with released L2J-Unity files.
This commit is contained in:
@@ -1,188 +1,163 @@
|
||||
/*
|
||||
* 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.actor.instance.L2PcInstance;
|
||||
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.items.L2Weapon;
|
||||
import com.l2jmobius.gameserver.model.items.type.WeaponType;
|
||||
import com.l2jmobius.gameserver.model.skills.BuffInfo;
|
||||
import com.l2jmobius.gameserver.model.skills.Skill;
|
||||
import com.l2jmobius.gameserver.model.stats.BaseStats;
|
||||
import com.l2jmobius.gameserver.model.stats.Formulas;
|
||||
import com.l2jmobius.gameserver.model.stats.Stats;
|
||||
import com.l2jmobius.util.Rnd;
|
||||
|
||||
/**
|
||||
* Energy Attack effect implementation.
|
||||
* @author NosBit
|
||||
*/
|
||||
public final class EnergyAttack extends AbstractEffect
|
||||
{
|
||||
private final double _power;
|
||||
private final int _criticalChance;
|
||||
private final boolean _ignoreShieldDefence;
|
||||
|
||||
public EnergyAttack(Condition attachCond, Condition applyCond, StatsSet set, StatsSet params)
|
||||
{
|
||||
super(attachCond, applyCond, set, params);
|
||||
|
||||
_power = params.getDouble("power", 0);
|
||||
_criticalChance = params.getInt("criticalChance", 0);
|
||||
_ignoreShieldDefence = params.getBoolean("ignoreShieldDefence", false);
|
||||
}
|
||||
|
||||
@Override
|
||||
public boolean calcSuccess(BuffInfo info)
|
||||
{
|
||||
// TODO: Verify this on retail
|
||||
return !Formulas.calcPhysicalSkillEvasion(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)
|
||||
{
|
||||
final L2PcInstance attacker = info.getEffector() instanceof L2PcInstance ? (L2PcInstance) info.getEffector() : null;
|
||||
if (attacker == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
final L2Character target = info.getEffected();
|
||||
final Skill skill = info.getSkill();
|
||||
|
||||
double attack = attacker.getPAtk(target);
|
||||
double defence = target.getPDef(attacker);
|
||||
|
||||
if (!_ignoreShieldDefence)
|
||||
{
|
||||
switch (Formulas.calcShldUse(attacker, target, skill, true))
|
||||
{
|
||||
case Formulas.SHIELD_DEFENSE_FAILED:
|
||||
{
|
||||
break;
|
||||
}
|
||||
case Formulas.SHIELD_DEFENSE_SUCCEED:
|
||||
{
|
||||
defence += target.getShldDef();
|
||||
break;
|
||||
}
|
||||
case Formulas.SHIELD_DEFENSE_PERFECT_BLOCK:
|
||||
{
|
||||
defence = -1;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
double damage = 1;
|
||||
boolean critical = false;
|
||||
|
||||
if (defence != -1)
|
||||
{
|
||||
final double damageMultiplier = Formulas.calcWeaponTraitBonus(attacker, target) * Formulas.calcAttributeBonus(attacker, target, skill) * Formulas.calcGeneralTraitBonus(attacker, target, skill.getTraitType(), true);
|
||||
|
||||
final boolean ss = info.getSkill().useSoulShot() && attacker.isChargedShot(ShotType.SOULSHOTS);
|
||||
final double ssBoost = ss ? 2 : 1.0;
|
||||
|
||||
double weaponTypeBoost;
|
||||
final L2Weapon weapon = attacker.getActiveWeaponItem();
|
||||
if ((weapon != null) && ((weapon.getItemType() == WeaponType.BOW) || (weapon.getItemType() == WeaponType.CROSSBOW)))
|
||||
{
|
||||
weaponTypeBoost = 70;
|
||||
}
|
||||
else
|
||||
{
|
||||
weaponTypeBoost = 77;
|
||||
}
|
||||
|
||||
double energyChargesBoost = 1;
|
||||
if (attacker.getCharges() == 1)
|
||||
{
|
||||
energyChargesBoost = 1.1;
|
||||
attacker.decreaseCharges(1);
|
||||
}
|
||||
else if (attacker.getCharges() == 2)
|
||||
{
|
||||
energyChargesBoost = 1.2;
|
||||
attacker.decreaseCharges(2);
|
||||
}
|
||||
else if (attacker.getCharges() >= 3)
|
||||
{
|
||||
energyChargesBoost = 1.3;
|
||||
attacker.decreaseCharges(3);
|
||||
}
|
||||
|
||||
final double addPower = attacker.getStat().calcStat(Stats.MOMENTUM_SKILL_POWER, 1, null, null);
|
||||
|
||||
attack += _power;
|
||||
attack *= addPower;
|
||||
attack *= ssBoost;
|
||||
attack *= energyChargesBoost;
|
||||
attack *= weaponTypeBoost;
|
||||
|
||||
damage = attack / defence;
|
||||
damage *= damageMultiplier;
|
||||
if (target instanceof L2PcInstance)
|
||||
{
|
||||
damage *= attacker.getStat().calcStat(Stats.PVP_PHYS_SKILL_DMG, 1.0);
|
||||
damage *= target.getStat().calcStat(Stats.PVP_PHYS_SKILL_DEF, 1.0);
|
||||
damage = attacker.getStat().calcStat(Stats.PHYSICAL_SKILL_POWER, damage);
|
||||
}
|
||||
|
||||
critical = (BaseStats.STR.calcBonus(attacker) * _criticalChance) > (Rnd.nextDouble() * 100);
|
||||
if (critical)
|
||||
{
|
||||
damage *= 2;
|
||||
}
|
||||
}
|
||||
|
||||
if (damage > 0)
|
||||
{
|
||||
// reduce damage if target has maxdamage buff
|
||||
final double maxDamage = target.getStat().calcStat(Stats.MAX_SKILL_DAMAGE, 0, null, null);
|
||||
if (maxDamage > 0)
|
||||
{
|
||||
damage = (int) maxDamage;
|
||||
}
|
||||
|
||||
attacker.sendDamageMessage(target, (int) damage, false, critical, false);
|
||||
target.reduceCurrentHp(damage, attacker, skill);
|
||||
target.notifyDamageReceived(damage, attacker, skill, critical, false);
|
||||
|
||||
// Check if damage should be reflected
|
||||
Formulas.calcDamageReflected(attacker, target, skill, critical);
|
||||
}
|
||||
}
|
||||
}
|
||||
/*
|
||||
* 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.commons.util.Rnd;
|
||||
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.BaseStats;
|
||||
import com.l2jmobius.gameserver.model.stats.Formulas;
|
||||
import com.l2jmobius.gameserver.model.stats.Stats;
|
||||
import com.l2jmobius.gameserver.network.SystemMessageId;
|
||||
import com.l2jmobius.gameserver.network.serverpackets.SystemMessage;
|
||||
|
||||
/**
|
||||
* Energy Attack effect implementation.
|
||||
* @author NosBit
|
||||
*/
|
||||
public final class EnergyAttack extends AbstractEffect
|
||||
{
|
||||
private final double _power;
|
||||
private final int _chargeConsume;
|
||||
private final int _criticalChance;
|
||||
private final boolean _ignoreShieldDefence;
|
||||
private final boolean _overHit;
|
||||
|
||||
public EnergyAttack(StatsSet params)
|
||||
{
|
||||
_power = params.getDouble("power", 0);
|
||||
_criticalChance = params.getInt("criticalChance", 0);
|
||||
_ignoreShieldDefence = params.getBoolean("ignoreShieldDefence", false);
|
||||
_overHit = params.getBoolean("overHit", false);
|
||||
_chargeConsume = params.getInt("chargeConsume", 0);
|
||||
}
|
||||
|
||||
@Override
|
||||
public boolean calcSuccess(L2Character effector, L2Character effected, Skill skill)
|
||||
{
|
||||
// TODO: Verify this on retail
|
||||
return !Formulas.calcPhysicalSkillEvasion(effector, effected, skill);
|
||||
}
|
||||
|
||||
@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.isPlayer())
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
final L2PcInstance attacker = effector.getActingPlayer();
|
||||
|
||||
final int charge = Math.min(_chargeConsume, attacker.getCharges());
|
||||
|
||||
if (!attacker.decreaseCharges(charge))
|
||||
{
|
||||
final SystemMessage sm = SystemMessage.getSystemMessage(SystemMessageId.S1_CANNOT_BE_USED_DUE_TO_UNSUITABLE_TERMS);
|
||||
sm.addSkillName(skill);
|
||||
attacker.sendPacket(sm);
|
||||
return;
|
||||
}
|
||||
|
||||
final double distance = attacker.calculateDistance(effected, true, false);
|
||||
if (distance > effected.getStat().getValue(Stats.SPHERIC_BARRIER_RANGE, Integer.MAX_VALUE))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (_overHit && effected.isAttackable())
|
||||
{
|
||||
((L2Attackable) effected).overhitEnabled(true);
|
||||
}
|
||||
|
||||
int defence = effected.getPDef();
|
||||
|
||||
if (!_ignoreShieldDefence)
|
||||
{
|
||||
final byte shield = Formulas.calcShldUse(attacker, effected);
|
||||
switch (shield)
|
||||
{
|
||||
case Formulas.SHIELD_DEFENSE_SUCCEED:
|
||||
{
|
||||
defence += effected.getShldDef();
|
||||
break;
|
||||
}
|
||||
case Formulas.SHIELD_DEFENSE_PERFECT_BLOCK:
|
||||
{
|
||||
defence = -1;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
double damage = 1;
|
||||
final boolean critical = (_criticalChance > 0) && ((BaseStats.STR.calcBonus(attacker) * _criticalChance) > (Rnd.nextDouble() * 100));
|
||||
|
||||
if (defence != -1)
|
||||
{
|
||||
// Trait, elements
|
||||
final double weaponTraitMod = Formulas.calcWeaponTraitBonus(attacker, effected);
|
||||
final double generalTraitMod = Formulas.calcGeneralTraitBonus(attacker, effected, skill.getTraitType(), false);
|
||||
final double attributeMod = Formulas.calcAttributeBonus(attacker, effected, skill);
|
||||
final double pvpPveMod = Formulas.calculatePvpPveBonus(attacker, effected, skill, true);
|
||||
|
||||
// Skill specific mods.
|
||||
final double energyChargesBoost = 1 + (charge * 0.1); // 10% bonus damage for each charge used.
|
||||
final double critMod = critical ? Formulas.calcCritDamage(attacker, effected, skill) : 1;
|
||||
final double ssmod = (skill.useSoulShot() && attacker.isChargedShot(ShotType.SOULSHOTS)) ? attacker.getStat().getValue(Stats.SHOTS_BONUS, 2) : 1; // 2.04 for dual weapon?
|
||||
|
||||
// ...................________Initial Damage_________...__Charges Additional Damage__...____________________________________
|
||||
// ATTACK CALCULATION ((77 * ((pAtk * lvlMod) + power) * (1 + (0.1 * chargesConsumed)) / pdef) * skillPower) + skillPowerAdd
|
||||
// ```````````````````^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^```^^^^^^^^^^^^^^^^^^^^^^^^^^^^^```^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
|
||||
final double baseMod = (77 * ((attacker.getPAtk() * attacker.getLevelMod()) + _power)) / defence;
|
||||
damage = baseMod * ssmod * critMod * weaponTraitMod * generalTraitMod * attributeMod * energyChargesBoost * pvpPveMod;
|
||||
damage = attacker.getStat().getValue(Stats.PHYSICAL_SKILL_POWER, damage);
|
||||
}
|
||||
|
||||
damage = Math.max(0, damage);
|
||||
|
||||
// Check if damage should be reflected
|
||||
Formulas.calcDamageReflected(attacker, effected, skill, critical);
|
||||
|
||||
final double damageCap = effected.getStat().getValue(Stats.DAMAGE_LIMIT);
|
||||
if (damageCap > 0)
|
||||
{
|
||||
damage = Math.min(damage, damageCap);
|
||||
}
|
||||
effected.reduceCurrentHp(damage, effector, skill, false, false, critical, false);
|
||||
attacker.sendDamageMessage(effected, skill, (int) damage, critical, false);
|
||||
}
|
||||
}
|
Reference in New Issue
Block a user