/* * 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 . */ 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); } }